I have a camera object that I have put together from reading on the net that handles moving forward and backward, strafe left and right and even look around with the mouse. But when I move in any direction plus try to look around it jumps all over the place, but when I don't move and look around its fine.
I'm hoping someone can help me work out why I can move and look around at the same time?
main.h
#include "SDL/SDL.h"
#include "SDL/SDL_opengl.h"
#include <cmath>
#define CAMERASPEED 0.03f    // The Camera Speed
struct tVector3 // Extended 3D Vector Struct
{     
tVector3() {} // Struct Constructor
tVector3 (float new_x, float new_y, float new_z) // Init Constructor  
{ x = new_x; y = new_y; z = new_z; }
// overload + operator
tVector3 operator+(tVector3 vVector) {return tVector3(vVector.x+x, vVector.y+y, vVector.z+z);}
// overload - operator
tVector3 operator-(tVector3 vVector) {return tVector3(x-vVector.x, y-vVector.y, z-vVector.z);}
// overload * operator
tVector3 operator*(float number)  {return tVector3(x*number, y*number, z*number);}
// overload / operator
tVector3 operator/(float number)  {return tVector3(x/number, y/number, z/number);}
float x, y, z;      // 3D vector coordinates
};
class CCamera 
{
public:
 tVector3 mPos; 
 tVector3 mView;  
 tVector3 mUp;   
 void Strafe_Camera(float speed);
 void Move_Camera(float speed);
 void Rotate_View(float speed);
 void Position_Camera(float pos_x, float pos_y,float pos_z,
        float view_x, float view_y, float view_z,
       float up_x,   float up_y,   float up_z);
};
void Draw_Grid();
camera.cpp
#include "main.h"
void CCamera::Position_Camera(float pos_x, float pos_y, float pos_z,
    float view_x, float view_y, float view_z, 
    float up_x, float up_y, float up_z)
{
mPos = tVector3(pos_x, pos_y, pos_z);
mView = tVector3(view_x, view_y, view_z);
mUp = tVector3(up_x, up_y, up_z);
}
void CCamera::Move_Camera(float speed)
{
tVector3 vVector = mView - mPos;
mPos.x  = mPos.x  + vVector.x * speed;
mPos.z  = mPos.z  + vVector.z * speed;
mView.x = mView.x + vVector.x * speed;
mView.z = mView.z + vVector.z * speed;
}
void CCamera::Strafe_Camera(float speed)
{
tVector3 vVector = mView - mPos;
tVector3 vOrthoVector;
vOrthoVector.x = -vVector.z;
vOrthoVector.z =  vVector.x;
mPos.x  = mPos.x  + vOrthoVector.x * speed;
mPos.z  = mPos.z  + vOrthoVector.z * speed;
mView.x = mView.x + vOrthoVector.x * speed;
mView.z = mView.z + vOrthoVector.z * speed;
}
void CCamera::Rotate_View(float speed)
{
tVector3 vVector = mView - mPos;
tVector3 vOrthoVector;
vOrthoVector.x = -vVector.z;
vOrthoVector.z =  vVector.x;
mView.z = (float)(mPos.z + sin(speed)*vVector.x + cos(speed)*vVector.z);
mView.x = (float)(mPos.x + cos(speed)*vVector.x - sin(speed)*vVector.z);
}
and the mousemotion code
void processEvents()
{
int mid_x = screen_width  >> 1;
int mid_y = screen_height >> 1;
int mpx = event.motion.x;
int mpy = event.motion.y;
float angle_y  = 0.0f;
float angle_z  = 0.0f;
while(SDL_PollEvent(&event))
{
 switch(event.type)
 {
  case SDL_MOUSEMOTION:
   if( (mpx == mid_x) && (mpy == mid_y) ) return;
   // Get the direction from the mouse cursor, set a resonable maneuvering speed
   angle_y = (float)( (mid_x - mpx) ) / 1000; //1000
   angle_z = (float)( (mid_y - mpy) ) / 1000; //1000
   // The higher the value is the faster the camera looks around.
   objCamera.mView.y += angle_z * 2;
   // limit the rotation around the x-axis
   if((objCamera.mView.y - objCamera.mPos.y) > 8)  objCamera.mView.y = objCamera.mPos.y + 8;
   if((objCamera.mView.y - objCamera.mPos.y) <-8)  objCamera.mView.y = objCamera.mPos.y - 8;
   objCamera.Rotate_View(-angle_y);
   SDL_WarpMouse(mid_x, mid_y);
   break;
  case SDL_KEYUP:
   objKeyb.handleKeyboardEvent(event,true);
   break;
  case SDL_KEYDOWN:
   objKeyb.handleKeyboardEvent(event,false);
   break;
  case SDL_QUIT:
   quit = true;
   break;
  case SDL_VIDEORESIZE:
   screen = SDL_SetVideoMode( event.resize.w, event.resize.h, screen_bpp, SDL_OPENGL | SDL_HWSURFACE | SDL_RESIZABLE | SDL_GL_DOUBLEBUFFER | SDL_HWPALETTE );
   screen_width = event.resize.w;
   screen_height = event.resize.h;
   init_opengl();
   std::cout << "Resized to width: " << event.resize.w << " height: " << event.resize.h << std::endl;
   break;
  default:
   break;
 }
}
}