Re: Frame independent Camera Shake

Gino van den Bergen <[email protected]>
Newsgroups gmane.games.devel.algorithms
Message-ID <[email protected]>
You may consider to leave out position shake altogether because slight 
position changes do not show on objects that are further than a few 
meters away. Also, ease back on the camera roll because it makes people 
nauseous. For a racing game I simulated the offset on the yaw and pitch 
by a point mass that was suspended by a spring damper just as how John 
described. The impulses where fed from the actual game physics so the 
camera shake would look more natural (more vertical shake while driving, 
random shake when colliding.)

Gino


On 19-12-2009 18:20, Jon Watte wrote:
> 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
>
>
> --
> Americans might object: there is no way we would sacrifice our living 
> standards for the benefit of people in the rest of the world. 
> Nevertheless, whether we get there willingly or not, we shall soon 
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>
>
>
> On Fri, Dec 18, 2009 at 11:17 PM, Amir H. Fassihi <[email protected] 
> <mailto:[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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