Hello,
I'm building my first D3D game, a clone of Lander (the user must land off on a specific portion of ground with a maximum speed set instead of crashing)
I'm wondering what is the best way :
1. Make the land module center of the world, camera looking at it and moving the ground mesh
2. lock the position of the ground and move both land module and camera accoring the user input.
What are pros and cons about these two manners What about other games I'll build a day
Thanks in advance.
Steve

Moving character against moving world
S_K
Myself I go for the approach of keeping the world "static"... as in, I use whatever matrices necessary to construct the world from the basic 'building block' objects. Any objects that are moving are done so using similar techniques (just changed according to time).
I can therefore visualize (in my head!) "world space" where all the objects are put together as expected. The camera is then just my view into the world. I can move the camera around and look at the world in any way I like - but the world never changes.
That idea seems to correspond with #2 in your list.
I'm sure there's got to be some philosophy/psychology angle in there somewhere
hth
Jack
Daniel Alvarez
Frankly, if you're just starting out, I'd racommend doing both approaches...you'll learn a lot more by doing than by getting advice from crusty old guys like me
allan521
I do not know as have never done that before
halosome
Thanks all for your answers.
I start thinking it depends on the game.
As a beginner, I'm building a simple "Lander" game. Then I would move the land module and the camera (easier to understand).
But I suppose having game with "streaming" world (like morrowind or halo, there is no "level" but a huge world that appears step by step) require moving the world under the character (so working with a little scope a land). I've red in the tom miller book that since everythinig is based on the float type, we lost precision as far from the center of the world the player is...
I'll follow the tips of David and try both approaches :)
Thanks,
Steve