Game Development Community

Camera Systems?

by Kevin Mitchell · in Torque 3D Professional · 05/07/2009 (9:04 am) · 13 replies

I remember someone saying GG were thinking of implementing the camera modes into the T3D base engine. Is this still a thought?

By systems i mean.

God Mode
Tracking
Rotating the camera around character in free movement from the character. (forgot the mode name)

And there was one where the character had a 8 point directional movement. I think this is the one I'm hoping is added the most. As most RPG's don't strife or do the forward, back, rotate feature.

#1
05/07/2009 (9:13 am)
I think that anything specific to a genre (RPG's like you mention), will/should go in the Genre Kits.
#2
05/07/2009 (11:51 am)
They said they were implementing the Advanced Camera resource.
#3
05/07/2009 (11:53 am)
Don't see how a flexible (-> usable for non FPS) camera system is genre kit stuff.
After all, so far Torque had no camera system at all. It had a hardcoded FPS camera only.

I am looking forward to work with a tightly integrated advanced camera like camera system :)
#4
05/08/2009 (10:37 pm)
Yea, I think cameras is kind of a generic feature, and it would be nice if they had out-of-the-box support (maybe in TorqueScript?) for just doing a camera based on specified (look-at point-or-object, position) or based on on (yaw / pitch / roll, position-or-object). Some sort of camera system including those two things I think would be generic / useful in general.

#5
05/08/2009 (10:50 pm)
@Kevin, Btw, I see you already found this post from only 2 days ago:

http://www.garagegames.com/community/resources/view/17169

#6
05/09/2009 (4:16 am)
Advanced camera is very easily ported to T3D. My TGEA 1.8 port ive had for a long time worked right away with just a few changes to the includes. Ill host it if anyone wants it but it really is very easy to figure out :) Following the steps in the resource posted by Peter would work just as well for T3D.

EDIT: Ohh, didn't see the post about a new camera system. That will be a really nice addition.
#7
05/09/2009 (2:27 pm)
Apparently there is also some new camera tool or something for Torque 3D that is "down the pipe"... I wonder if this will be an official replacement for the (Thomas \"Man of Ice\" Lund) "Advanced Camera" thing.

http://www.garagegames.com/community/resources/view/17169/


#8
06/06/2009 (10:29 pm)
For anyone else who runs into this post, I ended up integrating the Advanced Camera resource for diablo-style god mode camera. Haven't really got an RTS camera working yet though. Such as for (Myth: TFL) (Myth: the fallen lords)

#9
06/07/2009 (7:40 am)
I'd love to see what you changed to make this work in T3D Henry!!! The engine definitly needs something in the camera department to make it easier for people to set up various angles. Thus making this truly the engine to have.
#10
06/07/2009 (8:55 am)
I've started trying to get this to work in T3D but receive the following compile error:

Error 4 error C2001: newline in constant c:TorqueTorque 3D 2009 Beta 2EnginesourceT3DadvancedCamera.cpp 17

Could someone shed some light on this? I'm not a programmer so i have no idea what it means. The line would be this one:

#include "gui/missionEditor/editor.h
#11
06/07/2009 (9:20 am)
You're missing the closing quote... #include "gui/missionEditor/editor.h"
#12
06/07/2009 (9:40 am)
Ahhhh. Thanks. I compiled it and this time I got 8 errors. Something about DX files mainly linking to the gfx files. I have the latest SDK. It won't compile the dll for the Genre Kit now. Is there something specific I should have set up in my compiler or am I missing something?
#13
10/21/2009 (10:38 am)
Anyone else searching:
Check out the scripting section in the docs that shipped with T3D 1.0+ Hack and Slash, RTS camera styles