• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
Sign in to follow this  
Followers 0
isatin

Lock Camera Issues

0 posts in this topic

I am coding a lock camera like the one in Zelda for my game but has some issues. 

 

1. Camera Pitch

 

I use a traditional equation to calculate the ideal position of third person camera as follows:

camera_pos = focal_pos - camera_dir*zoom_distance

The focal position is the middle point between the player character position and the target position.

 

The zoom distance is calculated as follows:

zoom_distance = distance(focal_pos, player_pos)+min_zoom

Regarding the camera direction, because the game is third person shooter, the camera is put closer to the player character than Zelda but still keeps similar composition that the player character is on the right side of the screen and the target is on the left side or vice versa. Anyway, the camera yaw is calculated as follows:

camera_yaw = vector_to_yaw(target_pos - player_pos) + yaw_bias

This equation is just an experiment and it has an issue that the yaw bias needs to be adjusted or the position of the player character on the screen is influenced by the distance between the player character and the target.

 

My issue is that I haven't come up with a solid solution to calculate the camera pitch that can keep the player character and the target on the screen. Would anyone please give me some idea?

 

2. Camera Collision

 

So far I learned there are two solutions to camera collision, collision zoom and physical collision model, from Third Person Camera Navigation in Game Programming Gem 4. When you rotate the camera while locking on something in Twilight Princess, you may notice that the camera has jump cut if it hits a wall. So it looks like they adopted the method of collision zoom. Then my issue is how to make collision zoom work with the lock camera. If it is the normal camera and focus is on the player, then you can cast a ray from the player position to the camera. It works because the player has its own collision shape and is never inside a wall. However, in case of lock camera, the focal point could be inside something in a level, which causes wrong results from ray casting. Moreover, making the camera jump closer to the focal point could make the player out of the screen.

 

So I use a method that the camera will simply jump toward the player character instead of the focal point. You can think of the result from the fore-mentioned equations as an ideal position of the camera. The final position is the one adjusted by collision zoom. So I need to adjust the camera direction to re-orientate it toward the focal position if it hits a wall. This adjustment may cause oscillation of camera direction in some cases.

 

However, I don't think they used that method in Twilight Princess. If the lock camera hits a wall in Zelda, sometimes it still can keep a nice composition that the player character and the target is on the opposite side of the screen. Does anyone has idea what method they might use? And if you have other solution to camera collision, please share with me. Thanks for help.

Edited by isatin
0

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!


Register a new account

Sign in

Already have an account? Sign in here.


Sign In Now
Sign in to follow this  
Followers 0