Re: [Plib-users] 3rd person camera
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sjbaker
From: Trent G. <tm...@cy...> - 2000-05-27 17:12:04
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* Steve Baker <sjb...@ai...> wrote: > The problem with the scheme you suggest is that it fails > to distinguish these cases: > > > <----* Player > __________ > | > Building | > | * Camera > __________| > > The camera has to move pretty fast to > get around the building. This one is handled fine. The camera gradually turns around the building as you do. If you have seen Zelda64, you know what I mean. > But in this case (where the 'X's are trees or something): > > > <----* Player > > X X X X > > > * Camera > > ...you don't want the camera rocketing back and forth > all the time as each treetrunk gets between the player > and the camera. Ok, that's a little harder, but I don't think using my scheme the camera would get in that position in the first place. > I've decided that the problem comes down to the art of > cinematography...which is something that takes a lifetime > to learn and which would need the brain of a great director > to get right :-) Yeah, you're right. I've seen a "Camera Programmers" section in the credits of a few games, with a few programmers dedicated to making the camera work right. So obviously it is not easy :). I'll be happy when mine works reasonably well in most cases. Thanks for all the help, I'll look back in the archives for the camera discussions. |