Here's a little code that includes a smooth cam. It's not really much. You kinda have to build you own way sort of. But the camera movement is important. You don't really want it to be too rigid, as it might make your controls seems worse i feel.
EDIT >> Probably not half as good as Joe's link <<
Graphics3D 800,600 SetBuffer BackBuffer() Global cam = CreateCamera() Global light = CreateLight() Global player = CreateCone() Global cam_pivot = CreatePivot(player) PositionEntity cam_pivot,0,1,-5 Global ground = CreatePlane() PositionEntity ground,0,-1,0 ; CREATE A PLANE AND A TEXTURE Global g_tex = CreateTexture(64,64) SetBuffer TextureBuffer(g_tex) For loop = 0 To 100 Color Rand(10,255),Rand(10,255),Rand(10,255) Rect Rand(0,60),Rand(0,60),Rand(1,3),Rand(1,3) Next EntityTexture ground,g_tex ; ____--_____________________ While Not KeyHit(1) If KeyDown(203) Then TurnEntity player,0,1,0 If KeyDown(205) Then TurnEntity player,0,-1,0 If KeyDown(200) Then MoveEntity player,0,0,0.1 If KeyDown(208) Then MoveEntity player,0,0,-0.1 update_cam(100) ; lower the number in the brackets for quicker cam movement UpdateWorld RenderWorld Flip Wend End Function update_cam(speed#) PointEntity cam,cam_pivot MoveEntity cam,0,0,EntityDistance#(cam,cam_pivot)/speed PointEntity cam,player End Function
EDIT >> Probably not half as good as Joe's link <<