RF2 Camera Design
Posted: Wed Jan 06, 2010 6:48 pm
I want to involve the community in the designing of RF2. I'd like to know your requirements to make your game so that I can make RF2 as generic as possible. This will allow RF2 to be used for anything from a first person shooter to a point and click strategy game to a story driven RPG.
In this post, I would like your requirements for the camera. I will list out what I have so far and you tell me what you require by replying to this post.
In this post, I would like your requirements for the camera. I will list out what I have so far and you tell me what you require by replying to this post.
Camera Design
-- Shell should be allowed to create multiple cameras and switch between them in the game (e.g. Security Camera)
-- Camera should be attached to the Ogre Compositor framework to allow post-screen shaders (e.g Bloom, Blur)
-- Camera should be able to be attached to other objects so that it follows. A camera not attached to an object is a free-look camera
-- Camera should expose properties to script which allow the users to create their own camera styles and modify the camera in the game. Properties that should be exposed are:
* Offset (Vector3) - Offset of the camera position to the attached object
* Drag (float) - Value for dragging the camera when a player starts moving
* FOV (float) - Field of view in radians
-- Camera should be able to turn collision on and off when needed
-- Camera should be attached to the physics system for realistic movement and reaction.