Vehicle 3rd Person Camera Jitter
by CSMP · in Combat Starter Kit · 12/28/2008 (8:54 pm) · 6 replies
Well, first thing i noticed was the cool new vehicle setups however i also noticed a pretty annoying if not distracting bug of the camera "jittering" behind the vehicles, what would be making the camera jitter so much?
#2
My next best guess would be ground plane collision issues for vehicles since this doesn't seem to occur with the soldier.
01/15/2009 (3:37 pm)
I'm going out on limb here but my intuition tells me it *might* have something to do with network packets. The reason I suggest this is that there is a reference in the tank rigging document (tanksetup.pdf) about putting turret position updates in a primary packet to avoid jitter. Could this be a similar problem? Not being very network savvy, I can't say with any certainty.My next best guess would be ground plane collision issues for vehicles since this doesn't seem to occur with the soldier.
#3
I was almost thinking Camera (network packets?) as well, but thats only cause i dont know what the hell is goin on in this pack, so dont mind me.
Well, either way thanks to Keith we now how it pretty much narrowed to a couple problems.
P.S. This is one of those features that needs Explanation and Documentation.
01/15/2009 (4:49 pm)
Thanks for the help, I've seen the Jeep at high speeds cause almost lockup lag conditions while i was Physics Testing so i'm leaning towards Collision Calculations... But, youve got a real good point on the Turret Jitter(network packets) as well, I will not rule that out as the problem i'm just not network savvy either.I was almost thinking Camera (network packets?) as well, but thats only cause i dont know what the hell is goin on in this pack, so dont mind me.
Well, either way thanks to Keith we now how it pretty much narrowed to a couple problems.
P.S. This is one of those features that needs Explanation and Documentation.
#4
Collision detection has haunted Torque tech for a long time so it wouldn't surprise me either if that were the culprit, particularly with TGE. It might be worth tinkering with the number of integration steps in the vehicle's data block to see if that has any affect. There are other, related, Torque script parameters which could prove useful as well.
CSK also adds some additional simulation timing and update code (to gloss over the details a bit) which could be an issue.
Interestingly enough, a rudimentary and partial port of the CSK tank to TGEA, with a level utilizing Atlas terrain, doesn't suffer from "the jitters" at all...
Unfortunately, that doesn't really help to narrow down the problem since using Atlas and the TGEA renderer fundamentally changes things however, it does suggest a work-around.
As for needing docs: yes, yes, yes and yes. I haven't received any word from Ashley yet nor I have I seen him around the forums recently. So much for "three times a day" *poke*
01/15/2009 (6:44 pm)
You're welcome. I wish I could be more specific.Collision detection has haunted Torque tech for a long time so it wouldn't surprise me either if that were the culprit, particularly with TGE. It might be worth tinkering with the number of integration steps in the vehicle's data block to see if that has any affect. There are other, related, Torque script parameters which could prove useful as well.
CSK also adds some additional simulation timing and update code (to gloss over the details a bit) which could be an issue.
Interestingly enough, a rudimentary and partial port of the CSK tank to TGEA, with a level utilizing Atlas terrain, doesn't suffer from "the jitters" at all...
Unfortunately, that doesn't really help to narrow down the problem since using Atlas and the TGEA renderer fundamentally changes things however, it does suggest a work-around.
As for needing docs: yes, yes, yes and yes. I haven't received any word from Ashley yet nor I have I seen him around the forums recently. So much for "three times a day" *poke*
#5
01/17/2009 (7:13 am)
Good to know about Atlas and TGEA, I'll try messing with the integration and see if i can make any progress as far as the "jittering" goes.
#6
And...
Ground Plane Collision is the winner!!!
(doesnt happen (as much?) when flying through mid-air after high-speed jump)
01/18/2009 (4:16 am)
OK, I've tried the Integration changes and neither 2 or 8 was any noticable differance as far as the "Jitter" goes... which btw also "jitters" in 1st person view (didnt notice until i had more objects in-game).And...
Ground Plane Collision is the winner!!!
(doesnt happen (as much?) when flying through mid-air after high-speed jump)
Torque Owner J L
Psycho Hamster Games