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clarifications needed, freelancer style camera

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I remember playing freelancer on my friend's computer few years back and was very impressed by its intuitive arcadey camera system. Now that i know a little about the subject involved and would like to implement my own version of it, however memory is failing me so I am hoping someone with a copy of the game can help me out with some details. Firstly, I remember the camera system permited full 3D rotations as afforded by quaternion based cameras. I also remember that that player can change the view by simply moving the mouse, what I can't remember is whether rotation about two of the axes exhibits some residual rotation about the third axis . For example, in quaternion based camera, if you make a circular movement with the mouse, your view will also rotate about the z axis. If such residual rotations existed in freelancer then my work is complete, if not then I would interested in knowing how they corrected for this effect. any help will be appreciated Shaobo

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Quote:
Original post by shaobohou
...rotation about two of the axes exhibits some residual rotation about the third axis . For example, in quaternion based camera, if you make a circular movement with the mouse, your view will also rotate about the z axis.


This effect you describe is not Specific to quaternion camera's. Matrix based camera's also do it. It is not a property of the game at all; rather it's a property of reality and 3d space...
People who play too many first person shooters forget this... because the camera in those games auto-levels to match the ground to remove the effect...

Leave it in, its normal.

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Quote:
Original post by haphazardlynamed
Quote:
Original post by shaobohou
...rotation about two of the axes exhibits some residual rotation about the third axis . For example, in quaternion based camera, if you make a circular movement with the mouse, your view will also rotate about the z axis.


This effect you describe is not Specific to quaternion camera's. Matrix based camera's also do it. It is not a property of the game at all; rather it's a property of reality and 3d space...
People who play too many first person shooters forget this... because the camera in those games auto-levels to match the ground to remove the effect...

Leave it in, its normal.


thanks for the reply, I am aware that this effect is normal for any camera that allows full 3D rotation, what I was wondering is whether freelancer had some intuitive way of mitigating this effect such as gradually levelling the orientation to match the x-z plane, so to avoid confusing the player when it comes to 3D navigation.

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I don't think there was.
It's been a long time since I played that game, but if it had a feature to remove the effect I would have noticed it.
(mainly because games that try to remove it, make flying a lot harder for me - loss of control=bad)

I do think however, that when switching to autopilot it would attempt to align with the general 'plane of the galaxy'. this kind of auto-leveling is a separate issue from the camera rotation coupling though.

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Quote:
Original post by haphazardlynamed
I don't think there was.
It's been a long time since I played that game, but if it had a feature to remove the effect I would have noticed it.
(mainly because games that try to remove it, make flying a lot harder for me - loss of control=bad)

I do think however, that when switching to autopilot it would attempt to align with the general 'plane of the galaxy'. this kind of auto-leveling is a separate issue from the camera rotation coupling though.


thanks very much for clarifying that for me. I guess i can move on to something else now.

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