Game Development Community

Top down camera, how to in T3D?

by Kenneth Bowen · in Torque 3D Professional · 06/02/2009 (9:24 pm) · 8 replies

Hi guys and gals,

I am new to the torque engine and to this community so stop me if I am approaching things in the wrong way :).

Objective: Make a locked, top down camera, similar to Warcraft 3 or other RTS games.

Steps taken: I was looking at the Advanced Camera system that Cory Osborn wrote many years ago. It seems that there a top down camera there and I though "perfect, should be easy".

After trying to implement this or find another way, I found multiple build errors and my skill in T3D/programming isn't there yet to really make my own camera.

How can I implement a top down camera using T3D? I don't mind to hack it together, but some insight to how I can get my hands/mind around a camera would be very helpful.

About the author

Recent Threads


#1
06/02/2009 (9:59 pm)
I think the simplest way is to use the observer camera. Removing the mouse control bind so the player can't 'look around', spawn it high and make it look down then bind some keys to move it left, right, up, and down. Thats should make for a basic top view camera without any kind of collision, zoom nor terrain height detection.

If you are willing to do some porting or just want a reference this resource might help you, not sure but I think it was meant for TGE.
#2
06/03/2009 (7:42 am)
I dont know about the Cory Osborn resource, I think this one is most used:
Advanced Camera

Dont know how compatible with T3D it is, though.
#3
06/03/2009 (7:45 am)
The Advanced Camera is integrated in T3D, isn't it.
#4
06/03/2009 (1:41 pm)
The camera code has been updated for Torque 3D, but AFAIK it is not the Advanced Camera code since it is not network-friendly.
#5
06/04/2009 (5:23 pm)
Hey Oswaldo, that resource looks very good, I am going to try playing with that tonight.

Novack, You're right, Cory did something else involved with it, but the Lund code is what I was talking about. I was battling that for a good long while.
#6
06/06/2009 (8:46 pm)
@Kenneth:

I'm trying to do the same thing myself. I've integrated the Advanced Camera resource into Torque 3D, so I guess there is both (the latest Torque 3D camera.h) and (the port of the advancedCamera.h), to work with.

Basically like you said, I would be very happy if I could just get a clone of Warcraft 3's camera (or Savage 2's commander) for Torque 3D. Though I guess I'm willing to settle for something simpler like just using-or-copying the camera.h Free Look (setFlyMode) to work with keyboard controls for a top-down view...

Would love to hear some details if you figure either of these out :-)
#7
06/06/2009 (9:14 pm)
I guess the controls for the Warcraft 3 camera actually are...
arrow keys: move up down left right
ins/del: slant/orbit camera angle left/right, but then snap-back to original angle
mouse scroll wheel or page-up/page-down: zoom in/out

Although I personally would much prefer it to be default mapped with WASD instead of arrow keys, and QE instead of ins/del.

And most of the time I think you would just zoom out all the way and use WASD. The QE (or ins/del) and zoom-in I think is just for showing off the graphics stuff.

So, an alternative 3D RTS control/camera scheme... Would instead use QE to actually rotate the camera angle (rather than just snap-back to original angle). This is done in (Savage 2) and (Bungie's Myth: TFL). This is what I'm actually hoping to implement.

Specifically, I'm talking about QE to rotate/orbit around the camera look-at target position (on the terrain?), which is different than having it actually turn left/right.
#8
10/21/2009 (10:35 am)
Update to this: Check out scripting in the Docs that ship with T3D for Version 1.0+

Has a tutorial for making a hack and slash and RTS camera. You'll have to figure out the control object yourself. Most pertains to the Observer camera and not the player. I haven't figured out yet how to control the player. Probably simple, but I haven't had the time yet.