Oh I saw the link. I didn't see it as I was making that post though, which is why I striked it out. For scrolling, I'd make the camera scroll according to a timeline. When you pause the timeline, the scrolling pauses. Speed up the timeline, and so does the scrolling. If you wanted enemies to pop up at a specific time, just add it in at a certain point according to the ...eh timeline lol.
If you're wondering how to move everything, just multiply all the objects by the inverse( I think?) of the camera's transform matrix. (Or just negate the camera position). With c#/xna, I just send in a view matrix (the camera matrix) and the GPU moves everything for me. To make sure the ship doesn't get left behind, multiply the ship's world matrix by the camera's matrix (I think). - assuming the ship doesn't actually move forward and remains in the local bounds of the window.
If you're wondering how to move everything, just multiply all the objects by the inverse( I think?) of the camera's transform matrix. (Or just negate the camera position). With c#/xna, I just send in a view matrix (the camera matrix) and the GPU moves everything for me. To make sure the ship doesn't get left behind, multiply the ship's world matrix by the camera's matrix (I think). - assuming the ship doesn't actually move forward and remains in the local bounds of the window.