Simpler FPS Camera Math: Skip the Look-At Matrix, Use Basis Vectors
A developer tutorial on DEV Community argues that using look-at matrices for first-person shooter cameras is unnecessarily redundant. The post explains that an FPS camera is already defined by its position and orientation, making it simpler to compute basis vectors directly from yaw and pitch angles. The recommended approach calculates a forward vector using trigonometry, then derives right and up vectors via cross products. These vectors can then drive both camera movement and view matrix construction without needing an intermediate target point. The author notes that look-at matrices are better suited for cases where a true target exists, such as orbiting or object tracking.
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