Camera pitch/roll using AI nodes
Posted: Tue Sep 11, 2018 7:39 pm
One of the limiting factors this game seems to have is the camera is designed for flat tracks only. Any incline, any drop, and it still keeps pointing straight forward. This is especially a problem on steeper inclines, since somewhere in the game's logic it seemingly decides to pull the camera in towards the car, making it even harder to see ahead. Track makers, as a result, might avoid having any significant amount of verticality.
Because tracks already have AI nodes that follow the geometry, would it be feasible to have the camera logic read from the AI nodes to get its initial plane? Yaw would try to orbit to the back of the car as usual. But when the track hits a slope or starts bucking around:
The camera would follow suit, with pitch and roll moving with the track and having basically the same inertia that yaw does.
(An alternate way of anchoring the camera could be having it match the car, but shockwaves, bombs etc throw a few wrenches into the works)
Because tracks already have AI nodes that follow the geometry, would it be feasible to have the camera logic read from the AI nodes to get its initial plane? Yaw would try to orbit to the back of the car as usual. But when the track hits a slope or starts bucking around:
The camera would follow suit, with pitch and roll moving with the track and having basically the same inertia that yaw does.
(An alternate way of anchoring the camera could be having it match the car, but shockwaves, bombs etc throw a few wrenches into the works)