The following are the camera types that we will discuss in this chapter.
Orbiting camera
Tracking camera
Up to this point, we have seen how we can generate rotations and translations of the world in the world or camera coordinates. However, in both cases, we are always generating the rotations around the center of the world. This could be ideal for many cases where we are orbiting around a 3D object such as our Nissan GTX model. You put the object at the center of the world, then you can examine the object at different angles (rotation) and then you move away (translation) to see the result. Let's call this type of camera an orbiting camera.
Now, going back to the example of the first person shooting game, we need to have a camera that is able to look up when we want to see if there are enemies above us. Just the same, we should be able to look around left and right (rotations) and then move in the direction in which our camera is pointing...