in a fps type game, whats the best way to deal with 3rd person view camera vs intervening walls in interior scenes?
the camera can zoom in and out (a la oblivion). it already handles ground collisions: while camera below ground, reduce zoom. the zoom center point is the middle of the player's model, so this is guaranteed to work, although it many require reducing zoom to 2-3 feet behind the model, depending on camera direction. when looking up in 3ps view with the camera zoomed way back, the normal camera location is usually below ground.
it doesn't do anything about intervening trees and such in exterior views. i've seen titles where intervening trees and such faded out, but i doubt i have the clock cycles to spare for such "eye candy" effects. simply culling is one thing, but fades are a performance hit. any thoughts on this issue?
for interior, i'm thinking something like: while camera outside room, reduce zoom. all interiors except caverns are one-room structures, so this should work fine for those.
caverns are multi-room with intervening walls. there i suppose i'd start the camera at minimum zoom, then zoom out until i got to the current zoom distance or hit a wall, which ever came first.
but i've noticed this can lead to somewhat odd camera angles in Oblivion when you're in combat in 3rd person view with your back against a wall. its almost like first person view, but a little bit from above and behind, almost like a disembodied spirit. the fact that your avatar disappears at such close ranges doesn't help either. the result is 3 bad guys hacking away at an invisible player trapped in a corner. kind of hard to aim in 3rd person view when you can't see your own guy!
Right now it does nothing, its up to the player to manually zoom the chase cam close enough to see whats going on in a room - or a dense outdoor scene like woods.
thoughts, suggestions, how have you dealt with this in the past?
also, 3rd person view in general gives an unrealistic advantage in situational awareness. so i'm thinking that doing stuff like culling intervening trees may have a negative effect on that challenging aspect of the game. limited situational awareness is one of the challenges of fps view. if that challenging aspect of the game is removed or compromised to too great a degree, the game may become too easy in 3rd person view. this is why 3rd person point of view flight sims tend to be "arcade", "action" or "casual", while first person point of view flight sims tend to be "hardcore", or "realistic".
OTOH, while the game supports 3rd person view, you must still aim up and down like in first person view. not so easy with no laser target designator strapped onto your primitive bow or wood throwing javelin! <g>.
still haven't figured out what to do about that. it may be that making 3rd person playable will make it too easy and unrealistic. maybe it shouldn't be supported ?
thoughts? comments? suggestions?
Edited by Norman Barrows, 14 September 2013 - 10:48 AM.