im new to them so i do it manually when running into problem to know that im not doing a mistake with the syntax and easier follow whats happening :)
But how about my problem. What am I missing?
[Edited by - suliman on November 27, 2007 3:21:42 PM]
chasecam problems. springs?
I've also tried stuff like this
And this version stays at the right distance even though ship changes speed, it doesn't rock back and forth BUT relative to the increase in speed, the cam gets more and more static to its target-position behind the ship (of course). Thusly removing the "chase-effect" totally at higher speeds...
Plz?
[Edited by - suliman on November 28, 2007 2:29:08 AM]
float camSpeed=0.03*(vel); //multiply with ship-velocity
And this version stays at the right distance even though ship changes speed, it doesn't rock back and forth BUT relative to the increase in speed, the cam gets more and more static to its target-position behind the ship (of course). Thusly removing the "chase-effect" totally at higher speeds...
Plz?
[Edited by - suliman on November 28, 2007 2:29:08 AM]
I think you need to make your interpolation number variable with speed. If the camera is farther back than it should be, slowly increase it each frame until the distance is correct. Then if the camera is too close (like when the target slows down), slowly decrease it. Imagine the camera is it's own ship. When it sees the ship infront of it speed up, it needs to speed up, but in this case you're 'speeding up' the interpolation between current position and desired position.
[Edited by - ItsDan on November 29, 2007 10:41:21 AM]
[Edited by - ItsDan on November 29, 2007 10:41:21 AM]
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