A talk about create Camera for video game specialy in 3d

Beyond Cinematography

learn and formalize cinematography to teach it to the software. That’s called Gamatography

the need to cover all angle

Camera Distances

Untitled

Camera common mistake ( distance )

  1. Choose the camera depending on your possibility and time

  2. Create a camera that work with the gameplay and the level design they need to be complementary

  3. Using global coordinates or quaternions to persist the camera state

    Try to think the camera a something like an eyes gravting around the player

    Understand that player/coder are note the same player thinks in euler terms

    <aside> ⚠️ gimbal lock ( the fact that depending on heritage the rotation can no longer have 3 axis )

    </aside>

    Camera is 7 number ( yaw, pich, optionally roll, distance from pivot, lateral and vertical offsets for framing, fields-of-view )

  4. Keeping a line-of sight,

    1. relatively small enoug to fig throught level
    2. loomigng obstacles can intersect from the side, from behind, from ahead, or from below...
  5. Allow obstacles to break line-of sigh

    1. detect obstacles earlier with whisker raycasts
    2. try to swing away for obstacle for camera
  6. Pushing away from an obstacles, while the player is trying to swing toward it

    1. need to respect what the player want
    2. when their is conflit always choose player intent
  7. Letting indepednance forces compete to push the camera

    1. their is only 7 axes to ajust
    2. deal with conflict between waht the camera need to do by different object
    3. try to prioritize the forces by degree of freedom
  8. Keeping narrow collumns from breaking line-of-sight

    1. try to be flexible
  9. Lettting the camera intersect narrow columns

    1. breaking light of sigh can be okay
  10. Interpreting a hill as a wall to be avoided

    1. Hill aso count as false positives
  11. Swinging sideways when occluders come from behind

    1. Avatar swinging collision protects line of sight from the front