We began this chapter by learning about the history of cameras in video games. The first camera we discussed is the simplest type of camera, sometimes called a locked-on camera. That is the kind of camera that tracks the location of the player exactly. After that, we learned about alternatives to a locked-on camera in 2D space, including cameras that lead the player. We talked about projected focus cameras, and how they predict the movement of the player and project the position of the camera forward based on the direction in which the player is moving. We then discussed camera attractors, and how they can draw the focus of the camera toward objects of interest. After discussing the types of cameras, we created a camera object and designed it to implement projected focus and camera attractors. We implemented a render manager and modified all of our game objects to render...
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