The two vectors denoted how my style of coding was.
As I stated in places on the forums, I am learning trig.
An appropriate answer to my question would be: In order to rotate around a point, you need to find the angles of the pitch, yaw, and rotate accordingly. Use right triangles and trig to determine the angles or missing sides of the triangles.
Or: Could you specify what you are trying to achieve?
Or: What have you tried?
Not: You don’t seem to try anything. Use JOML, or bash the forums. (which obviously I am doing, but don’t like to do)
Who am I to talk about appropriateness on the forums though. :point: :point: :point:
I’ve already visited JOML and that was for determining how matrices were structured. My issue has nothing to do with matrices. Although JOML might have a lookat function, I am learning how to do it for myself and stuff. :point: (and stuff)
Google is hard to search through and this community has applied game developers with more knowledge than I have. Of course I am going to ask a question and assume they know everything about what I don’t know that I want. ;D
Although, whether I got that or not depends on how I asked the question.
HeroesGameDev said
[quote]To rotate, you move the camera around the target in a circle.
[/quote]
Which hinted that. I began looking for answers maybe before maybe after. I don’t remember.
To add to the code base,
float rotation_around_player = 0;
float pitch = camera.getPitch();
These two give me my angles for looking up and down while translating in a circle around the player in both the X and Y axis, more or less. I am still writing out the formulas using right triangles and some geometry to determine stuff.