I know it's not really implemented there (camera.py), but I tried to "copy" the behavior from object3d.py by inheriting and adding the additional self._instructions.add(camera.as_instructions()) to renderer.py (without scale, because it's a float), but I still haven't managed to get it work.
I wonder, is there something I can look at to get the rotation work? There has to be some instruction to rotate it. I ask mainly because I'm used to cameras that are able to rotate (Unity, Blender) and having rotation available would make Camera.look_at() far more powerful than it's now (old strategic games-like). I dare to say even a simple First Person Walker would be available quite straightforward. FPShooter would be possible after some collisions would be implemented too.
I know it's not really implemented there (
camera.py
), but I tried to "copy" the behavior fromobject3d.py
by inheriting and adding the additionalself._instructions.add(camera.as_instructions())
torenderer.py
(without scale, because it's a float), but I still haven't managed to get it work.I wonder, is there something I can look at to get the rotation work? There has to be some instruction to rotate it. I ask mainly because I'm used to cameras that are able to rotate (Unity, Blender) and having rotation available would make
Camera.look_at()
far more powerful than it's now (old strategic games-like). I dare to say even a simple First Person Walker would be available quite straightforward. FPShooter would be possible after some collisions would be implemented too.