Original Post
Hi, in my design structure I have a Visualisation component responsible for rendering the world - it is a black box library component and could be a Direct3D or OpenGL implementation etc. I also have a world component that keeps the current state of all entities within my fictitional game world. You could also call these components simulation and visualisation. Now deciding where items should go between these two is normally easy but I am not so sure when it comes to the camera: - The camera implementation is specific to the Visualisation component. - The camera update is handled by the world component - Camera movement/rotation is set by an external UI that provides continuous values - In a FPS the camera is controlled (or controls) the position of the player entity in the world. So I wondered how you handle your cameras?