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    <title>DEV Community: cutie</title>
    <description>The latest articles on DEV Community by cutie (@cutiepatootieeeee).</description>
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      <title>DEV Community: cutie</title>
      <link>https://dev.to/cutiepatootieeeee</link>
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      <title>You don't need look-at matrices for an FPS camera</title>
      <dc:creator>cutie</dc:creator>
      <pubDate>Sat, 12 Sep 2026 17:57:45 +0000</pubDate>
      <link>https://dev.to/cutiepatootieeeee/you-dont-need-look-at-matrices-for-an-fps-camera-2j7f</link>
      <guid>https://dev.to/cutiepatootieeeee/you-dont-need-look-at-matrices-for-an-fps-camera-2j7f</guid>
      <description>&lt;p&gt;If you have ever written an FPS camera, you have probably seen something like this:&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight cpp"&gt;&lt;code&gt;&lt;span class="n"&gt;vec3&lt;/span&gt; &lt;span class="n"&gt;forward&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="n"&gt;get_forward_vector&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;yaw&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="n"&gt;pitch&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
&lt;span class="n"&gt;vec3&lt;/span&gt; &lt;span class="n"&gt;target&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="n"&gt;position&lt;/span&gt; &lt;span class="o"&gt;+&lt;/span&gt; &lt;span class="n"&gt;forward&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;

&lt;span class="n"&gt;mat4&lt;/span&gt; &lt;span class="n"&gt;view&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="n"&gt;look_at&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;position&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="n"&gt;target&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="n"&gt;world_up&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;p&gt;It works, but it's really redundant and there's a way simpler way of doing an FPS camera properly.&lt;/p&gt;

&lt;p&gt;Constructing a target just to pass it to look_at is unnecessary. The camera is already defined by its position and orientation, so constructing the basis vectors directly is just simpler.&lt;/p&gt;

&lt;p&gt;&lt;code&gt;look_at&lt;/code&gt; is actually for cases where you actually have a target. Maybe you're orbitting a planet, or tracking an object, whatever, THIS is what actually makes sense:&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight cpp"&gt;&lt;code&gt;&lt;span class="n"&gt;view&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="n"&gt;look_at&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;camera_position&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="n"&gt;player_position&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="n"&gt;world_up&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;p&gt;Now you might ask, oh, Cutie, what's the proper way of doing an FPS camera?&lt;br&gt;
First you want the forward direction&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight cpp"&gt;&lt;code&gt;&lt;span class="n"&gt;vec3&lt;/span&gt; &lt;span class="n"&gt;forward&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
&lt;span class="n"&gt;forward&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;x&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="n"&gt;cos&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;pitch&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="o"&gt;*&lt;/span&gt; &lt;span class="nf"&gt;cos&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;yaw&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
&lt;span class="n"&gt;forward&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;y&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="n"&gt;sin&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;pitch&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
&lt;span class="n"&gt;forward&lt;/span&gt;&lt;span class="p"&gt;.&lt;/span&gt;&lt;span class="n"&gt;z&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="n"&gt;cos&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;pitch&lt;/span&gt;&lt;span class="p"&gt;)&lt;/span&gt; &lt;span class="o"&gt;*&lt;/span&gt; &lt;span class="nf"&gt;sin&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;yaw&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;

&lt;span class="n"&gt;forward&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="n"&gt;normalize&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;forward&lt;/span&gt;&lt;span class="p"&gt;);&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;p&gt;Then, you want the camera basis:&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight cpp"&gt;&lt;code&gt;&lt;span class="n"&gt;vec3&lt;/span&gt; &lt;span class="n"&gt;right&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="n"&gt;normalize&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;cross&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;forward&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="n"&gt;world_up&lt;/span&gt;&lt;span class="p"&gt;));&lt;/span&gt;
&lt;span class="n"&gt;vec3&lt;/span&gt; &lt;span class="n"&gt;up&lt;/span&gt; &lt;span class="o"&gt;=&lt;/span&gt; &lt;span class="n"&gt;normalize&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;cross&lt;/span&gt;&lt;span class="p"&gt;(&lt;/span&gt;&lt;span class="n"&gt;right&lt;/span&gt;&lt;span class="p"&gt;,&lt;/span&gt; &lt;span class="n"&gt;forward&lt;/span&gt;&lt;span class="p"&gt;));&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;p&gt;And now you have the directions to move and orient the camera:&lt;br&gt;
&lt;/p&gt;

&lt;div class="highlight js-code-highlight"&gt;
&lt;pre class="highlight cpp"&gt;&lt;code&gt;&lt;span class="n"&gt;position&lt;/span&gt; &lt;span class="o"&gt;+=&lt;/span&gt; &lt;span class="n"&gt;forward&lt;/span&gt; &lt;span class="o"&gt;*&lt;/span&gt; &lt;span class="n"&gt;movement_forward&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
&lt;span class="n"&gt;position&lt;/span&gt; &lt;span class="o"&gt;+=&lt;/span&gt; &lt;span class="n"&gt;right&lt;/span&gt; &lt;span class="o"&gt;*&lt;/span&gt; &lt;span class="n"&gt;movement_sideways&lt;/span&gt;&lt;span class="p"&gt;;&lt;/span&gt;
&lt;/code&gt;&lt;/pre&gt;

&lt;/div&gt;



&lt;p&gt;Then you can construct a view matrix from these axes, or construct a camera transform and invert it.&lt;/p&gt;

&lt;p&gt;That's it. I hope it was useful.&lt;/p&gt;

</description>
      <category>cpp</category>
      <category>gamedev</category>
      <category>programming</category>
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