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Adding movement relative to camera orientation #380171
08/14/11 01:43
08/14/11 01:43
Joined: Aug 2011
Posts: 1
K
Koji Offline OP
Guest
Koji  Offline OP
Guest
K

Joined: Aug 2011
Posts: 1
Hello! I just started using this program, and I have some questions on how to create a rotatable camera and movement based on where the camera is looking at.

I'm trying to create a rolling ball game like Super Monkey Ball, and I'd like to create a camera and movement similar to this game (Here's a Gameplay video).

So far, I have made a game similar to that of Lite-c Workshop 19, and I'll like to move the ball using added torque. Right now, I have a top-down view on the ball, but I would like to make a view similar to that of Super Monkey Ball (without the level rotations, just a view to rotate around the character). I'd like to move the ball forward and backward based on the direction that the camera is facing, and rotate the camera left and right using the arrow keys, but I need some help on how to do this.

Thanks! laugh

Re: Adding movement relative to camera orientation [Re: Koji] #380422
08/17/11 15:02
08/17/11 15:02
Joined: Aug 2005
Posts: 14
Bayreuth, Germany
S
swerning Offline
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swerning  Offline
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S

Joined: Aug 2005
Posts: 14
Bayreuth, Germany
Hi,

I did a small demo in the style of SMB once that (I think) does what you want to do; you can d/l the source file at http://creativecoding.uni-bayreuth.de/assets/Uploads/GameDesignAssets/supermonkeyball.zip.
The demo is designed for the XBOX360 gamepad but you can easily replace the joy_ variables with key_ equivalents. If you cannot use the environment glass shader for the transparent ball, just delete/uncomment the lines for the shaders (e.g. "#include <mtlFX.c>; and my.material = mtl_envGlass;).
Hope this helps; let me know if you have questions regarding the code.
Best,
Stefan


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