Reference: Mark Haigh-Hutchinson. 2009. "Real-Time Cameras: A Guide for Game Designers and Developers." Elsevier.
As we come closer to completing this series of articles, I have a varied assortment of guidelines from Haigh-Hutchinson that I have not shared yet. Many of these guidelines are echoed in Remi Lacoste's GDC Talk on the camera for Tomb Raider 2013, which is recommended viewing for anyone interesting in camera or conveying emotion in video games. His powerpoint for that talk highlights a key difference between the camera I made in Part 10 and the camera it was meant to emulate: "Instead of using an animated layer playing on top of our cameras, we used a physics based camera shake system allowing us to embrace a more custom approach." My Timeline-based implementation served as a good way to experiment with timelines, but in this post I recreate those camera behaviours using physics instead. I found Timelines useful in demonstration of my intention in Hugline Miami too, but ultimately physics provides better implementation when collision is involved. Today's grab-bag of wisdom happens to include three guidelines about camera collision.
- "Prevent the camera passing through (or close to) game objects or physical environmental features. If the near plane of the camera view frustum intersects render geometry, unwanted visual artifacts will be produced. These will certainly detract from the graphical quality of the game, and a best seem very unprofessional. This problem is typically easily avoidable; it should be considered as simply unacceptable in modern camera systems. A passable solution to avoid this problem is to apply transparency effects to the geometry in question. By effectively removing the geometry (and indeed actually doing so according to camera proximity), the camera may be allowed to pass through without creating distracting visual artifacts...
- Do not allow the camera to pass outside the game world. In the vast majority of cases, the camera is required to remain within the visible geometry of the world to prevent the player from seeing the construction of the game environment and thus destroying the illusion of the game play. There are limited cases where it is necessary to position the camera outside of the main game environment but only when care has been taken to hide construction details from the player...
- Avoid enclosed space with complex geometry (third person cameras). There needs to be sufficient space for the camera to be positioned such that the player character may be viewed in relation to the game play elements with the environment. Small enclosed spaces will require the camera to be moves outside the environment to achieve this. If kept in close proximity to the player character it will likely result in poor framing and frequent loss of line of sight. Environmental construction should take camera framing requirements into consideration from the initial design stages."