Call for Advanced Camera new features/changes/fixes
by Thomas \"Man of Ice\" Lund · in Torque Game Engine · 01/16/2005 (3:55 am) · 65 replies
I'm going to give the advanced camera resource another update soon, and from what I hear a lot of people are using it (nice)
Thus I would like to call out to you all and ask you to dig into your modifications and new features + consider if you would like to contribute those to the general public.
Anything goes, so feel free to send anything you have. I'll update the resource and give proper credit naturally.
From my own hand I'm considering working on:
* general code cleanup - removing unused code
* API cleanup and renaming - e.g. changing the setTargetObject to setLookAtObject and other API changes that make it more intuitive to use. This will most likely break your code unless I put in some deprecation warnings in the old methods and keep them there
* make it possible to use GameBase objects instead of ShapeBase objects as "Look At" and "Tracking" objects - for vehicles, projectiles and similar
* client side orbit camera instead of current server side
Hope to recieve a lot of great additions :-)
If you have general ideas, those are also welcome
My email is in my profile
Thus I would like to call out to you all and ask you to dig into your modifications and new features + consider if you would like to contribute those to the general public.
Anything goes, so feel free to send anything you have. I'll update the resource and give proper credit naturally.
From my own hand I'm considering working on:
* general code cleanup - removing unused code
* API cleanup and renaming - e.g. changing the setTargetObject to setLookAtObject and other API changes that make it more intuitive to use. This will most likely break your code unless I put in some deprecation warnings in the old methods and keep them there
* make it possible to use GameBase objects instead of ShapeBase objects as "Look At" and "Tracking" objects - for vehicles, projectiles and similar
* client side orbit camera instead of current server side
Hope to recieve a lot of great additions :-)
If you have general ideas, those are also welcome
My email is in my profile
#62
07/27/2006 (7:09 pm)
Hi Thomas, just wondering if an updated resource has been released for the Advanced Camera? I want to employ it in a new project I'm working on and just looking for the latest code if you can point me to it. By the way, I must say this is one of my most favourite resources! Thanks for the great work!
#63
In essence it would behave as WOW does with the left mouse button orbit.
06/09/2008 (10:18 am)
How do I change the height and tilt of the orbit camera so it is at the players level and tilt set to 0 degrees?In essence it would behave as WOW does with the left mouse button orbit.
#64
Also are you going to make sure it works in T3D since it is out now and I am sure tons of people are switching or are greatly considering switching to it? I used it in our TGE build, and it was great. I was planning on porting it to T3D, but won't get time for a while so if someone else ended up porting it and you added a ton of fixes and features would love to know so I don't have to redo what someone has already done.
Also if you are still making changes, forgive me for not remembering real well what was in it or not seeing what changes where talked about in this post, the main thing I am interested in (not the only though) is making sure the the RTS mode (think it was called God) is really hammered out and works like many of the 3D rts's or like the rts pack camera. I didn't use god mode cause we just used the rts camera, so like I am not sure if everything is ironed out on it.
Also any client side mode changes I would love because our project is client side only and there is no need to ever change that for us, and we have a lot of packets coming in so torques client server code can some times get bogged down, because of the immense amount of data we have coming in for other stuff. I understand way more people are doing client-server stuff, but whatever you can make on/off client only would be great.
Thank you again for all the great work and contributions you have made to the community!
10/02/2009 (2:13 pm)
Hey Thomas I am really busy at work so I haven't got a chance to read all of this real closely, but I didn't see a post to the new resource, are you still working on it or is there a link someplace?Also are you going to make sure it works in T3D since it is out now and I am sure tons of people are switching or are greatly considering switching to it? I used it in our TGE build, and it was great. I was planning on porting it to T3D, but won't get time for a while so if someone else ended up porting it and you added a ton of fixes and features would love to know so I don't have to redo what someone has already done.
Also if you are still making changes, forgive me for not remembering real well what was in it or not seeing what changes where talked about in this post, the main thing I am interested in (not the only though) is making sure the the RTS mode (think it was called God) is really hammered out and works like many of the 3D rts's or like the rts pack camera. I didn't use god mode cause we just used the rts camera, so like I am not sure if everything is ironed out on it.
Also any client side mode changes I would love because our project is client side only and there is no need to ever change that for us, and we have a lot of packets coming in so torques client server code can some times get bogged down, because of the immense amount of data we have coming in for other stuff. I understand way more people are doing client-server stuff, but whatever you can make on/off client only would be great.
Thank you again for all the great work and contributions you have made to the community!
#65
Sorry - no - there will be no more updates from my end. I've long ago switched to Unity3D and wont be coming back to Torque unless someone forces me with cattle prods and such :-)
Good luck!!!
/Thomas
10/07/2009 (3:51 am)
Hi NathanSorry - no - there will be no more updates from my end. I've long ago switched to Unity3D and wont be coming back to Torque unless someone forces me with cattle prods and such :-)
Good luck!!!
/Thomas
Torque Owner Vincent Moczulski
i am very new at torque and i dont really understand where i should call the files from and in what order to call them. i have looked everywhere in these forums and have found nothing to really help as all the references seem to be for torque sdk 1.3 version which is outdated from the new torque TGE version any help would be much appreciated. Thank You