Moving where the camera looks?

Blitz3D Forums/Blitz3D Programming/Moving where the camera looks?

You can split the area around it into 360 degrees, then use the distance to calculate where to point the camera with Tin (for example 20 degrees more to left). Create a pivot at that position, and point the camera to it. Do it both for X and Y axes. Like this:



The green X is the camera, the red X is the target, while the gray line is the distance between.