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### #ActualGroogy

Posted 31 January 2013 - 03:04 AM

Hi,
Can you maybe link to a video of the type of 3rd person camera rotation you're trying to achieve. The implementation I have for my game just does it by rotating the camera based on the distance the cursor is from the center of the screen, but I'm not sure what kind of smooth rotation curve you're trying to implement.

Could be that I have a bug if a linear curve works enough for you. I don't know I just find it that it feels a bit off when I am moving around and rotating the camera. I find the speed to be a bit off and the rotation to be a bit "laggy". It isn't lagging it just feel like it. Also do you reset the mouse position to the center again?

Looking at it now I might know what. The input state expects the rotation vector to be between -1 and 1 so the vector is clamped to that range. The Mouse position is in pixels right, so in order to get any kind of movement I have to move by at least one pixel. With the sensitivity I have in the example I only need to move 2 pixels in order to rotate at "full speed".

Here's a revised version:
state.cameraRotation.X = (((float)mouse.X - EuphoriaGame.Root.Instance.myWindow.ClientBounds.Center.X) * MouseSensetivity) / (Core.Instance.myDefaultViewPort.Width / 2);
state.cameraRotation.Y = (((float)mouse.Y - EuphoriaGame.Root.Instance.myWindow.ClientBounds.Center.X) * MouseSensetivity) / (Core.Instance.myDefaultViewPort.Height / 2);
Increased the sensitivity to 20 and also doubled the actual rotation speed. Now it's starting to feel right, still not there but getting there. Thanks, I think I only needed someone else to tell me that they used a linear curve as well. I was going off waaaaay in the wrong direction.

Thanks again Rorakin

### #1Groogy

Posted 31 January 2013 - 03:04 AM

Hi,

Can you maybe link to a video of the type of 3rd person camera rotation you're trying to achieve. The implementation I have for my game just does it by rotating the camera based on the distance the cursor is from the center of the screen, but I'm not sure what kind of smooth rotation curve you're trying to implement.

Could be that I have a bug if a linear curve works enough for you. I don't know I just find it that it feels a bit off when I am moving around and rotating the camera. I find the speed to be a bit off and the rotation to be a bit "laggy". It isn't lagging it just feel like it. Also do you reset the mouse position to the center again?

Looking at it now I might know what. The input state expects the rotation vector to be between -1 and 1 so the vector is clamped to that range. The Mouse position is in pixels right, so in order to get any kind of movement I have to move by at least one pixel. With the sensitivity I have in the example I only need to move 2 pixels in order to rotate at "full speed".

Here's a revised version:

state.cameraRotation.X = (((float)mouse.X - EuphoriaGame.Root.Instance.myWindow.ClientBounds.Center.X) * MouseSensetivity) / (Core.Instance.myDefaultViewPort.Width / 2);
state.cameraRotation.Y = (((float)mouse.Y - EuphoriaGame.Root.Instance.myWindow.ClientBounds.Center.X) * MouseSensetivity) / (Core.Instance.myDefaultViewPort.Height / 2);


Increased the sensitivity to 20 and also doubled the actual rotation speed. Now it's starting to feel right, still not there but getting there. Thanks, I think I only needed someone else to tell me that they used a linear curve as well. I was going off waaaaay in the wrong direction.

Thanks again Rorakin

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