Game Development Community

About the new camera system...

by Ivan Mandzhukov · in Torque 3D Professional · 06/01/2009 (4:24 am) · 5 replies

A month ago reading the blogs someone writed,that there is something really big to come for the T3D camera system.
It was said the new one will be better than all the present resources,using a separate control object.

I am asking about that,because over a week i am working on the advanced camera.
I am working in a way to add a dynamic collision,a good prediction via velocity generator,also with smooth interpolation and axis auto rotation.
Since now i manage with it,in spite of that .. there is still a lot to do in my way.

Is it worth to finish my work or just wait for the new camera class ?

#1
06/01/2009 (7:49 am)
If you have the knowledge for coding a camera of your own or modifying the advanced camera to suit your project, then I don't see why you should wait, unless you're hitting some serious roadblocks. You'll always have more control that way.
#2
06/01/2009 (8:59 am)
Yes,i am hitting a few roadblocks.

The camera transform advances very fast in relation to the standart camera object.
I can not update the collision information each frame,that lags for sure.
The roadblocks are not so diffucult to solve,but i need to rewrite the whole stuff.
Untill now i tested a few ways of velocity generation.
I am still searching for a simple idea,i don't want a whole updateMove block.

I think the collision stuff is the only roadblock.
The rest is practically solved.
#3
06/01/2009 (9:15 am)
updateMove method is a fairly simple concept, you pull out the information you need out of the move you're passed, and then store those locally for you to operate on.

IE: mYaw = move->yaw;

As for your collision each frame, you should be doing the collision on each tick, and then you're just interpolating the camera between it's old position and the new one.
#4
06/01/2009 (9:27 am)
I don't use move information for the camera.
I did the camera rotation automatic so i can not just use the collected move.
I can use move->y to get the velocity when the player is moving.
When the player stops moving,the camera yaws by the standing angle untill it goes behind the back of the player.
So there is a condition when the player is not moving,but the camera cotinues its rotation (with a velocity of course).

Anyway, thanks for your opinion.
I am sure i will find a decision soon.


EDIT:

Dynamic collisions and velocity generation issues are solved.
The thread can be closed.
#5
07/18/2009 (5:42 am)
Any updates for new camera system? Is it in beta 4 or I miss something?