The lookAt matrix is like this:

 RightX RightY RightZ 0
 UpX UpY UpZ 0
 LookX LookY LookZ 0
 PosX PosY PosZ 1

Or in your code

 normal[0] normal[1] normal[2] 0
 newAxe[0] newAxe[1] newAxe[2] 0
 -forward[0] -forward[1] -forward[2] 0
 eyeX eyeY eyeZ 1

With the indexes in the matrix as follows:

 0 1 2 3
 4 5 6 7
 8 9 10 11
 12 13 14 15

As you can see, you should be reading the indexes `12`, `13` and `14`:

 d.X = _view[12];
 d.Y = _view[13];
 d.Z = _view[14];

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This is quote from the [OpenGL FAQ on Transformations](https://www.opengl.org/archives/resources/faq/technical/transformations.htm):

> For programming purposes, OpenGL matrices are 16-value arrays with base vectors laid out contiguously in memory. The translation components occupy the 13th, 14th, and 15th elements of the 16-element matrix, where indices are numbered from 1 to 16 as described in section 2.11.2 of the OpenGL 2.1 Specification.

Of course, we are using 0 based indexes, so the `13th, 14th, and 15th elements` are the indexes `12`, `13` and `14`.