Project Overview
A sophisticated first-person camera system built entirely from scratch using primitive camera objects in Roblox's Reality Engine. This project demonstrates the ability to create complex, production-ready systems from minimal tooling: every aspect of camera movement, spring physics, recoil, and firing mechanics was implemented from the ground up.
Tech Stack:
- Roblox's Reality Engine
- Luau (Roblox's typed Lua variant)
- Custom physics implementation
- Event-driven architecture
The Challenge: Building from Primitives
Why This Matters
We've all seen FPS camera setups before, but this one's importance is in its development. It was made with a very primitive camera object, so all the setup and movement logic was made from scratch! Sometimes you just gotta adjust to limited tools, and this is my example of that.
Conclusion
The FPS Camera project demonstrates that constraints drive creativity. By building from primitive camera objects, I gained intimate knowledge of camera systems that using a pre-built controller would never provide.
This project showcases problem-solving, mathematics application, architectural design, optimization for limited hardware, and attention to detail that elevates user experience.
More importantly, it proves a fundamental principle: understanding foundations matters more than knowing APIs. Give me primitives and documentation, and I can build production-quality systems from scratch. Sometimes you just gotta adjust to limited tools, and this is my example of that.
Most game engines provide high-level camera controllers with built-in features. Roblox's base camera object offers minimal functionality: just position, orientation, and field of view. Everything else had to be engineered:
- Movement smoothing: Spring physics for natural motion
- Look sensitivity: Custom input scaling and acceleration
- Head bob: Procedural animation synced with movement
- Recoil systems: Physics-based weapon feedback
- Camera shake: Dynamic disturbance for impacts
- Weapon positioning: Viewmodel attachment and sway
This constraint forced deep understanding of camera systems rather than relying on engine abstractions.