So, this should be quite brief, but I simply wanted another person’s suggestion if necessary.
In short, I am rotating my camera around a dummy node by rotating the dummy node itself. Now, since this rotation does not actually rotate the coordinate plane in use (and I am not positive that I would want to do that) I calculate the new angles using sin/cos to generate the angle for my new “forward” movement when pressing “w” etc. However, this means as I rotate my view, it’s calculating sin/cos every frame to make sure my forward movement is always straight ahead.
My question then is that will this strain the engine too much my having such calculations every frame. Granted, the calculations only occur when the player decides to rotate his camera. But this may happen quite frequently as it will be a third-person shooter.