Gabriel O'Flaherty-Chan

Select work 2015—

—

Divide by depth for instant 3D

When I first started working on games, I used high level frameworks that would give you a Camera that just kind of worked. But as I learned more and wanted to apply more creative techniques, I struggled to even have the vocabulary to search for what I wanted to do, and only after writing lower level graphics code did I understand cameras are based around kind of really simple math.

In the excellent One Formula That Demystifies 3D Graphics (via @tsoding), we’re presented with the following:

(x, y, z)
x' = x/z
y' = y/z