Original Post
I'm currently using D3DXMatrixLookAtLH() to create my view transform because the code, even though I don't understand it, looks so much simpler and faster than the complicated nonsense I was using to construct my view matrix^[1]. Unfortunately, I can't figure out how to determine the direction the camera is pointing in world space so that I can then have my player object (3rd person view) also face that direction (or left/right/backward/etc relative to the camera direction) when walking. [1] Here's what I called "complicated nonsense". This was quickly reproduced, as it has been long since deleted, so it may not be functional. float xo,yo,zo,rx,ry,rz; /* update these when the camera moves */ D3DXMATRIX view,trans,rotx,roty,rotz,temp1,temp2; D3DXMatrixTranslation(&trans,xo,yo,zo); D3DXMatrixRotationX(&rotx,rx); D3DXMatrixRotationY(&roty,ry); D3DXMatrixRotationZ(&rotz,rz); D3DXMatrixMultiply(&temp1,&trans,&rotx); D3DXMatrixMultiply(&temp2,&temp1,&roty); D3DXMatrixMultiply(&view,&temp2,rotz); D3Ddevice->SetTransform(D3DTS_VIEW,&view);