[5 / 3 / 4]
I am puzzled on how to mathematically represent a camera rotating in 3D space. So when object is rotating, we just multiply it's coordinates by a rotation matrix (x' = x * cos a - y * sin a, y' = x * sin a + y * cos a, that a rotation along x and y), however programming non-stationary moving camera in 3D space is hard.
