Tech article
You don't need look-at matrices for an FPS camera
Community description: If you have ever written an FPS camera, you have probably seen something like this: vec3 forward =...
Dev.to | Sep 12, 2026 | cutie
Automated excerpt
It works, but it's really redundant and there's a way simpler way of doing an FPS camera properly. The camera is already defined by its position and orientation, so constructing the basis vectors directly is just simpler. look_at is actually for cases where you actually have a target. Maybe you're orbitting a planet, or tracking an object, whatever, THIS is what actually makes sense: Now you might ask, oh, Cutie, what's the proper way of doing an FPS camera?
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