Re: Frame independent Camera Shake
Jason Hughes <[email protected]>
| Newsgroups | gmane.games.devel.algorithms |
|---|---|
| Organization | Steel Penny Games, Inc. |
| Message-ID | <[email protected]> |
Yes. You don't want the camera position to wander away, so the random amount is an offset from where the camera 'actually' is, before applying any shake. Every frame, you just pick a new spot to put the camera. The intensity is controlled by the scale factor. You might want to make sure the shake vector is a randomized unit vector within the plane parallel to the near plane (ie. XY in camera local space), so you can get more reliable results. Or perhaps non-unit will appeal to you. That's more a matter of taste than science at this point. JH Jason Hughes President Steel Penny Games, Inc. Austin, TX Amir H. Fassihi wrote: > Thank you Jason for the descriptions, would you elaborate the > non-periodic shake a bit more. Does this : camTrans = vector.random() > * scale mean that a random translation is computed every frame and > applied to the camera? > > ------------------------------------------------------------------------------ This SF.Net email is sponsored by the Verizon Developer Community Take advantage of Verizon's best-in-class app development support A streamlined, 14 day to market process makes app distribution fast and easy Join now and get one step closer to millions of Verizon customers http://p.sf.net/sfu/verizon-dev2dev _______________________________________________ GDAlgorithms-list mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/gdalgorithms-list Archives: http://sourceforge.net/mailarchive/forum.php?forum_name=gdalgorithms-list