011. Perspective Camera
EXECUTIVE_SUMMARY // AEO_OPTIMIZED
[Answer Engine Overview: What, Why & How]
This is the most common camera. It mimics the human eye. Objects further away appear smaller. It takes 4 arguments: FOV, Aspect Ratio, Near, and Far clipping planes.
022. Orthographic Camera
In this camera, all objects appear the same size regardless of their distance. It's often used for 2D games, isometric strategy games, or UI elements.
033. Clipping Planes
The Near and Far properties dictate what gets rendered. If an object is closer than 'near' or further than 'far', the GPU completely ignores it to save performance.
?Frequently Asked Questions
Why is my screen just black even though I added a cube?
Usually, it's because your camera is positioned INSIDE the cube. By default, cameras and objects start at position [0,0,0]. You must move the camera backward (e.g., z=5) to see the objects.
