Re: Frame independent Camera Shake

Jon Watte <[email protected]>
Newsgroups gmane.games.devel.algorithms
Message-ID <[email protected]>
In general, shake is a sum of almost-instantaneous impulses off-center, plus
the attempts of the camera person to center the camera. Thus, you can
implement camera shake as a sequence of random impulses (Brownian motion
style), and a first-order error correction dampened spring. The rate and
magnitude of impulses are two main tweakables, plus how much the shake
affects camera orientation vs position (turns out, orientation is much
wilder than position :-)
I'd start with 3 degrees of orientation affect at 5 Hz, and then tweak from
there (or set it at that and let the artists make it right :-)

Sincerely,

jw


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On Fri, Dec 18, 2009 at 11:17 PM, Amir H. Fassihi <[email protected]> wrote:

> Hello everyone,
>
> I am trying to implement a camera shake feature and I was wondering what a
> robust and standard technique for it could be.
> Currently I am using this formula : value = a * sin(nx)/mx; to come up with
> the displacement necessary for the camera node in time, however, variable
> frame rates can cause the final result to behave differently.
>
> I was wondering what other developers do for implementing camera shakes.
>
> Regards,
>
> Amir
>
>
>
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