   directx camera matrix
  so i am learning directx and looking at the view matrix stuff, so after you set the SetTransform function the D3DXMATRIX.m_41,m_42,m_43 get the postion values , so if its a first person shooter type of game , you would render other players that connect to that position?   
  Hi AnddosPersonally i would set up some collision/physX engine. I would then get the matrix of the objects from the PhysX engine and transform the graphics by the PhysX matrix.Then using this matrix i would invert it and then view transform by the inverted matrix. This would stick the camera on the position of you character and your cameras rotation is well, which would probably be the second thing you'd be asking.My website will have some of this code available over the summer so this question won't be asked again, i'll just point everyone in the direction of that. Till then look up matrix invert in MSDNshould look something like this:Invertd3dmatrix(&out,null,&in);edit: the code is:D3DXMatrixInverse(&matView,NULL,&tempView);the middle value is put to null, you don't really need to know why.Hope that helps.PureBlackSin[Edited by - PureBlackSin on June 12, 2009 3:17:15 PM];  what if there is more than 1 mesh rendered and you invert the viewspace to get worldspace,this would be worldspace of the camera right and would need to convert the models to worldspace so there in the same space?   ;  ah sorry, i wasn't clear. The view matirx conerts all meshes to it. directx transform by world -> then view -> the projection (simple version). The view needs to be set before rendering all the meshes.In render loop do it in the following order:controlsmatrix of every mesh (including controller/charater matrix) changed/updated if needed/set-upview matrix set up by inverting the character/controller matrixworld transform and render objectsHope that clears things upPureBlackSin   