Ever want to do an exciting swooping camera like they do in Grid? Don't be ashamed -- I've always wanted to. We've created and released some code that'll do just that (download this at www.dejobaan.net/3DGS/camera_swoop.zip). Are there others? Maybe. I don't know. We tossed in some nice cubes with a modified version of the FFP cubemap shader for fun. This was done with A6, since we're still using that with our production code.
Dejobaan Games- Bringing you quality video games for over 75 years.
Re: Cinematic Swooping Camera
[Re: Ichiro]
#227981 09/17/0806:2609/17/0806:26
If you're asking what determines the shape of the arc, it's the skill_px (and _py and _pz) values. Here's a prototype I did in Processing (takes a moment to load) -- the target is shown in blue, and has _px and _py values equal (1.0). The camera is shown in orange, and has a _px of (I believe) 2.0 and a _py of 1.0, which means that the camera will approach its target more quickly.
If that all make sense. It's late.
Dejobaan Games- Bringing you quality video games for over 75 years.
Re: Cinematic Swooping Camera
[Re: Ichiro]
#228279 09/18/0813:5909/18/0813:59
Thanks Ichiro that makes sense! Have you thought about getting the camera to move along a benzier curve? Or isn't that really needed as the motion feels like that because of the way the target point moves.