   camera question with direct3d9
  Hi, i''ve read microsoft direct3d tutorial on matrix view and world->camera transform, but it doesn''t explain anything on about lock a camera on your object and make it an FPS camera view, so i understood that its a way you have to walk down by yourself, so i have done lots of tests, but i haven''t get what i want, and at this point its from too long time that im trying this thing and i want seriously understand, so help me pleasei paste here the camera initializing code that i use:   eye_vector=D3DXVECTOR3(-1.0f + object.posX,    8.0f + object.posY,   50.0f + object.posZ); lookat_vector=D3DXVECTOR3( -1.0f + object.posX,   8.0f + object.posY,  -1.0f + object.posZ);up_vector=D3DXVECTOR3(0.0f,1.0f,0.0f);D3DXMatrixLookAtLH(&view_matrix,&eye_vector,  &lookat_vector,  &up_vector);D3DXMatrixRotationY(&rotY_matrix,object.dirX);D3DXMatrixMultiply(&final_matrix,&rotY_matrix,&view_matrix);d3d_device->SetTransform(D3DTS_VIEW,&final_matrix);but in this way the object and the camera rotate around the origin and not around themself...help me, i wish i had some code that works, but i cant find any example anywhereThanks 
  I would not use that method for your camera. Take a look at some notes I have made about a possible FPS camera implementation here:http://www.petra.demon.co.uk/Games/camera.html 