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Author Topic: Camera System..  (Read 5960 times)

mysterycoder

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Camera System..
« Reply #15 on: April 20, 2006, 05:09:13 PM »

I like the enum idea  :)
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pjcast

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Camera System..
« Reply #16 on: April 20, 2006, 05:36:31 PM »

I am also wrapping up Ogre::SceneNode into WGE::SceneNode.. For now, all it contains is a pointer to the real scenenode class, but it could also contain any needed (and probably will) methods, such as translate, etc).
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pjcast

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Camera System..
« Reply #17 on: April 20, 2006, 09:59:16 PM »

Well, I've run into numerous problems. But, have hem all resolved, except for several memory leas when creating a camera :/

Not sure what cause that. Anyway, I am ready to start implementing the various modes now.
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pjcast

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Camera System..
« Reply #18 on: April 21, 2006, 10:43:14 AM »

Finally!!! I got some real progress. I just committed the last batch of fixes that make a follow me camera :)

It still needs work, and tweaking, and methods for adjusting the clipping, etc.
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mysterycoder

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« Reply #19 on: April 21, 2006, 11:19:49 AM »

Very nice  :D

btw, it runs lots better if you have it fullscreen with v-sync
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pjcast

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Camera System..
« Reply #20 on: April 21, 2006, 04:21:19 PM »

There is a tightness factor that can be tweaked in the scripts. A couple main things left to do are a) get rid of the default camera generate in OgreManager.. Allow creation of Viewports in scripts.

Also, i noticed that the size of the robot and razor are huge! Not sure how many units tall. But, they are giants in the little landscape. I spose we need a scalling call (though, any real models we use, we should stick to the convention that 1unit == 1meter to avoid this issue).

Anyway, I think the enum's are pretty useless now in the new camera system. If you want a First Person camera, you just have to use the main character's node as the FollowNode.. If you want a higher elevation camera, just raise the follownode's hieght.. etc. And if you want a stationary camera, just creat a node some where, and add that as the follow node, and do a Camera.warp(). Though, I will leave the enums in for now, as, later on, perhaps special damping values can be used with each type of camera for better movements or whatever.
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mysterycoder

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« Reply #21 on: April 22, 2006, 09:18:40 AM »

Dude, congratulations on becoming an Ogre Team member  :D, I just realized that you were an MVP a few days ago ^^; Wait.... I'm working with an Ogre Team member now  :shock:

Again, congratulations, this is certianly something to put on your resume.

edit: I guess I should add something meaningful to this post so it isn't off-topic, is it possible to sub-class Camera ionto different cameras, even if all the different classes do is take different parameters so the can automatically attach things to the right nodes, and set correct options?
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pjcast

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Camera System..
« Reply #22 on: April 22, 2006, 09:53:30 AM »

That is how I orginally had it.. I had different subclasses of camera. But, after finding that system to not really be that optimal...

As, all the classes were doing basically the same things, the virtual methods were overhead, and the Squirrel bindings were not pretty. I have even decided that the enum's for different camera styles are not really needed (but are there in case), as all one has to do is attach a differnt Follow node and the camera style changes (if the node is the entities node - it is first person, if it is behind the person - it is third person, etc etc.).

So, no real need to subclass the camera. As more methods are needed (FOV/Clipping/etc), it is far far easier to just add it to the WGECamera class and bind it in one place, and not all over the place.

As for being MVP.. Yeah, I've been an MVP over there for a long time ;) Being a team member is cool, but I think it is going to mean more work for me :)
I am going to be handling the Linux port mainly, and OIS integration for now. So, I am downloading the FC5 torrent now, and will be installing later this weekend.

Although, there is not so much rush, as RC2 is just coming out, and no changes have been back ported into Eihort (1.3) yet. But, i need to get a linux install on my desktop, as the graphics card is better then my Linux laptop. (Plus, Ogre builds take ~5 minutes under linux and paralell gcc builds here ;).
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mysterycoder

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« Reply #23 on: April 22, 2006, 10:02:49 AM »

Heh, I installed FC5  two days ago, when I was trying to figure out how to use autotools to build WGE, well most of the time I spent screwing with linux to get my D-link card to work :P

btw, Do you have any good guides on autotools?, or should I just try to use OIS as an example?
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pjcast

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« Reply #24 on: April 22, 2006, 10:11:27 AM »

This link was posted in one of the OIS threads.. Seems informative http://sources.redhat.com/autobook/

Though, everytime I make a configure setup, I just take what I need from other setups.. Ie, from my video plugin, OIS, etc. :)
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