SPECIAL CAMERAS
I've made some special cameras for Dark Basic Pro (DBP). These work by taking images using a standard camera, and projecting those images by texture mapping onto 3d objects. These objects are viewed by another camera, which renders to the screen.

I have made a "spherical camera", which is a
stereographic projection. This preserves angles and circles, so you get less distortion with large fields of view (FOVs). Straight edges appear as curved unless they are parallel to the direction you are looking in. It's sort of a "fish-eye" effect. With a single ordinary perspective camera, you are still limited to approaching 180 degress FOV, but with more cameras, you can approach 360 degrees.

I also made a "cylindrical camera", which can have an unlimited field of view in one direction, and still limited to approaching 180 degrees in the direction normal to this. It can be a bit disorientating - if you point it at the horizon and roll the camera, the horizon is a sine wave! Better suited to games where your view is upright and level, like an early FPS.

This stuff is pretty cool, but has some limitations and complications. More info on this with code in
this thread.

Below are example screenshots of these camera in action. Top - spherical camera using three perspective cameras and corresponding projection objects, in addition to the zeroth standard camera rendering to the screen. Bottom - cylindrical camera again using three extra cameras and objects.