Why without using TurnEntity ? It offers prob. the most easy solution. Then you can create a Pivot, attach the Camera to it, move the Camera back and then turn the pivot during the loop.
Anyway, my maths are worthless, but I noticed that PointEntity has an optional 'roll' parameter. You could maybe insert (G_Camera_Rot_Z+90) there.
It sort of does the job, but not quite: the movement seems rather typical
Anyway, my maths are worthless, but I noticed that PointEntity has an optional 'roll' parameter. You could maybe insert (G_Camera_Rot_Z+90) there.
It sort of does the job, but not quite: the movement seems rather typical
Import sidesign.minib3d Graphics3D 1024,768,32,2 chess = CreateCube() ScaleEntity chess, 1, 1, 0.01 cam = CreateCamera() MoveEntity cam, 0, 0, -15 ang = 0 Repeat ang = ang + 2 x# = Cos(ang) * 5 y# = Sin(ang) * 5 z# = -5 PositionEntity cam, x, y, z PointEntity cam, chess, ang + 90 RenderWorld Flip Until KeyHit(key_escape) End