Index: new-game.cpp
===================================================================
--- new-game.cpp	(revision cf2d1e56655a4b06df47e6103e74c08d3e0b0a17)
+++ new-game.cpp	(revision 8d5e67b04a81ce0618a77041eacf03ded067e180)
@@ -748,14 +748,14 @@
    obj.selected_colors = { 0.0f };
 
-   T_model = translate(mat4(), vec3(0.0f, -1.2f, 0.0f));
+   T_model = translate(mat4(), vec3(0.0f, -1.2f, 1.8f));
    R_model = rotate(mat4(), 20.0f * (float)ONE_DEG_IN_RAD, vec3(1.0f, 0.0f, 0.0f));
    R_model = mat4();
-   obj.model_base = T_model * R_model * scale(mat4(), vec3(0.3f, 0.3f, 0.3f));
+   obj.model_base = T_model * R_model * scale(mat4(), vec3(0.1f, 0.1f, 0.1f));
 
    addObjectToScene(obj);
 
-   spawnAsteroid(vec3(0.0f, -1.2f, -11.5f), color_sp);
-   spawnAsteroid(vec3(1.0f, -1.2f, -11.5f), color_sp);
-   spawnAsteroid(vec3(-0.5f, -0.7f, -10.8f), color_sp);
+   spawnAsteroid(vec3(0.0f, -1.2f, -21.5f), color_sp);
+   spawnAsteroid(vec3(1.0f, -1.2f, -21.5f), color_sp);
+   spawnAsteroid(vec3(-0.5f, -1.2f, -20.8f), color_sp);
 
    vector<SceneObject>::iterator obj_it;
@@ -827,8 +827,10 @@
    //cam_pos = vec3(-2.1f, -1.5f, -1.5f); // Good position for checking ship faces
    float cam_yaw = 0.0f * 2.0f * 3.14159f / 360.0f;
-   float cam_pitch = 0.0f * 2.0f * 3.14159f / 360.0f;
+   float cam_pitch = -50.0f * 2.0f * 3.14159f / 360.0f;
 
    mat4 T = translate(mat4(), vec3(-cam_pos.x, -cam_pos.y, -cam_pos.z));
-   mat4 R = mat4();
+   mat4 yaw_mat = rotate(mat4(), -cam_yaw, vec3(0.0f, 1.0f, 0.0f));
+   mat4 pitch_mat = rotate(mat4(), -cam_pitch, vec3(1.0f, 0.0f, 0.0f));
+   mat4 R = pitch_mat * yaw_mat;
    view_mat = R*T;
 
@@ -964,7 +966,7 @@
 
          if (key_pressed[GLFW_KEY_DOWN]) {
-            transformObject(objects[1], translate(mat4(), vec3(0.0f, 0.0f, 0.17f)), ubo);
+            transformObject(objects[1], translate(mat4(), vec3(0.0f, 0.0f, 0.03f)), ubo);
             transformObject(objects[2], translate(mat4(), vec3(0.0f, 0.0f, 0.06f)), ubo);
-            transformObject(objects[3], translate(mat4(), vec3(0.0f, 0.0f, 0.11f)), ubo);
+            transformObject(objects[3], translate(mat4(), vec3(0.0f, 0.0f, 0.04f)), ubo);
          }
       }
@@ -1661,5 +1663,5 @@
    mat4 T = translate(mat4(), pos);
    mat4 R = rotate(mat4(), 60.0f * (float)ONE_DEG_IN_RAD, vec3(1.0f, 1.0f, -1.0f));
-   obj.model_base = T * R * scale(mat4(), vec3(0.2f, 0.2f, 0.2f));
+   obj.model_base = T * R * scale(mat4(), vec3(0.1f, 0.1f, 0.1f));
 
    addObjectToScene(obj);
