   In need of HGE camera help
  I'm working on a 2D fighting game where two players fight each other in an arena. I want to implement a dynamic camera that zooms in when the characters are near each other and zooms out when they are at a distance (think Super Smash Brothers).I'm using HGE as my graphical library.I have scoured the internet in search for an answer but so far all I've found is that it's possible to build a camera in HGE but no information about how it's actually built.Is it possible to build a camera like the one I am referring to and if so, how do I do it?   
  It takes a little pre-planning sometimes, but say you have a series of sprites; A, B and C.  When you go to render the sprites you use an offset vector for the camera position, and some sort of scale for the camera zoom.  So when rendering move the sprite from the cameras offset and scale the world position by the camera's zoom to keep everything in perspective.  I am not quite sure how to explain what that last part does but I've found it necessary otherwise the positions get messed up.  So think of it as keeping the positions in world space despite camera zoom.struct Camera{   float xOffset;   float yOffset;   float zoom;};Something like that will work well.  Then when ever you render A, B or C you offset it by the camera position and zoom.A.RenderEx((A.x - xOffset) * zoom, (A.y - yOffset) * zoom, 0.0f, A.scaleX * zoom, A.scaleY * zoom);Hope that helps, happy coding.   