Game Development Reference
A third-person perspective camera is about to conflict with a wall.
Figure 9.1 shows an over-the shoulder camera view inside a two-story building.
The figure on the first floor is the player. The player's views above and below are
blocked by the front faces of the floor and ceiling. The player is facing away from
the thick exterior wall shown. The shaded area indicates what the camera can see.
What happens if the player puts his back to the wall? We can either make the
camera change viewpoint or let the camera penetrate the wall. At first blush,
letting the camera penetrate the wall seems enticing. Back-face culling effectively
removes the wall, so we will still see the player exactly as before. Figure 9.2 shows
A camera inside the wall sees too much.