From the manual:

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camera
A predefined screen-sized view that is visible by default, and normally used for the active view.

Type:
VIEW*

Remarks:
Dynamic lights are clipped against the light_view, which is set to camera by default. If the active view is different to the camera view, the light_view pointer must be set to the active view, or to NULL when there are several active views and the lights must not be clipped against one of them.

Example:
while(1) {
vec_set(camera.x,player.x); // move the camera together with the player entity
vec_set(camera.pan,player.pan);
wait(1);
}


Was it that hard to look for it in the SED-help? o.0


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