Thanks for all the comments;

Quote:
My.pan += 4 * (key_a - key_d) * time_step - 20 * mouse_force.x * time_step.
, good trigger, but atm my guy already rotates with the camera, I will keep this one in mind though for future editing laugh.

Quote:
You need to be calling vec_rotate WITHIN the while() loop in camera_follow() I think. Right now it's only being called once... you need to call it every time you reset the camera's position.

Try replacing the existing function with this.
, I tried this but than these functions conflicted with the mouse camera movement because both want to set the camera.

!I was actually wrong with the camera pan, the camera pan rotates well but the x and y coordinates don't move along with the entity. So when the map starts the following line makes sure the x and y coordinates of the camera are good to have a good view (it's set in a while loop),

vec_set(camera.x,vector(50,-100,60)); // camera position relative to the player

, until you want to rotate and move another direction, the camera pan and the entity pan will follow but the x and y coordinates will stay the same, so my question is which lines do I have to use for the x and y coordinates? I hope I'm clear now ;), sorry for the inconvenience.


Last edited by reknak; 01/26/11 19:16.