Isometric Camera Platform
by Joe Bird · in Torque Game Engine · 01/21/2004 (4:31 pm) · 3 replies
Okay, I'm trying to setup an isometric style camera for a realtime tactical game. The way I have implemented it so far is to create a hoverVehicle at the z height I want and make it as stable as posible so it slides along the x,y plane without changing pitch or roll. So far I like it, but I have to work out the rotation kinks and figure out a way to do zooming or z plane movement.
I'm not too worried about collision detection because I want my maps to be pretty flat (Warcraft3 style), and I hope to be able to implement some kind of zoom feature rather than adjust the vehicle's height.
Anyway, I was wondering if any of you feel that this would not be a viable solution. I would like to know if I am heading towards a dead end before I end up wasting too much time ont it. Thanks.
I'm not too worried about collision detection because I want my maps to be pretty flat (Warcraft3 style), and I hope to be able to implement some kind of zoom feature rather than adjust the vehicle's height.
Anyway, I was wondering if any of you feel that this would not be a viable solution. I would like to know if I am heading towards a dead end before I end up wasting too much time ont it. Thanks.
#2
01/21/2004 (11:33 pm)
Yes, I'm looking into this now. I'm Just a little worried because I haven't made changes to any .cc files before and have only been playing around with the engine for a few days now.
#3
(Sebastien is right - the hovervehicle brings in a LOT of physics and stuff you don't really care about.)
01/22/2004 (9:41 am)
Give it time. You'll probably need to give Torque a few months before you'll be really comfortable working with it.(Sebastien is right - the hovervehicle brings in a LOT of physics and stuff you don't really care about.)
Torque 3D Owner Sebastien Bourgon
(Modify the camera to move like a hoverVehicle. So you can cut out all the extra stuff that comes with the vehicle/hoverVehicle classes)