The camera needs to move in the direction it is moving. I can move forward and backwards but I don’t know how to move left or right. The idea is also that the camera moves forward, backwards, left and right while the y axis is fixed when it is moving. The code is written in C# and in monogame. The code first shown is the way in which we create our camera. Thanks in advance.

```
public Vector3 position = new Vector3(0, 0.5f, 4);
private float rotation;
Vector2 mouseMovement;
private Point screen;
public Vector3 lookAt;
private Vector3 baseCameraReference = new Vector3(0, 0.5f, 4);
public Vector3 cameraForward;
public Camera(Vector3 position, float rotation, GraphicsDevice graphicsDevice, float nearClip, float farClip)
{
Projection = Matrix.CreatePerspectiveFieldOfView(MathHelper.PiOver4, graphicsDevice.Viewport.AspectRatio, nearClip, farClip);
screen.X = graphicsDevice.Viewport.Width /2;
screen.Y = graphicsDevice.Viewport.Height /2;
cameraForward = baseCameraReference;
//MoveTo(position, rotation);
}
#endregion
#region Helper Methods
private void UpdateLookAt()
{
Vector3 normal = Vector3.Cross(cameraForward, Vector3.Up);
cameraForward += mouseMovement.X * 0.01f * normal;
cameraForward -= mouseMovement.Y * 0.01f * Vector3.Up;
cameraForward.Normalize();
lookAt = position + cameraForward;
Matrix rotationMatrix = Matrix.CreateRotationY(rotation);
needViewResync = true;
}
public void Update(GameTime gameTime)
{
currentMouseState = Mouse.GetState();
Mouse.SetPosition(screen.X, screen.Y);
mouseMovement.X = (currentMouseState.X -screen.X);
mouseMovement.Y = (currentMouseState.Y -screen.Y);
// prevMouseState = currentMouseState;
UpdateLookAt();
}
```

` And this is the way in which we try to move it:`

```
if (keyState.IsKeyDown(Keys.W))
{
camera.position += (camera.cameraForward - new Vector3(0, camera.cameraForward.Y,0)) *0.05f;
}
if(keyState.IsKeyDown(Keys.S))
{
camera.position -= (camera.cameraForward - new Vector3(0, camera.cameraForward.Y, 0)) * 0.05f;
}
if (keyState.IsKeyDown(Keys.D))
{
float newx = camera.cameraForward.X;
float newz = -camera.cameraForward.Z;
camera.cameraForward.X = newz;
camera.cameraForward.Z = newx;
camera.position += (camera.cameraForward - new Vector3(0, camera.cameraForward.Y, 0))*0.05f
}
```

I have tried turning around the values but that just seems to make the camera change direction and bounce back to original direction.

Thanks in advance for any help.

Jeromer