> > > > > looking sharp. it's using the q3d physics yah?
> > > >
> > > > Actually, No.
> > > > I found it a bit too unreliable so I'm using the good old C2 Solid behavior.
> > > > The cars' physics are actually just 2 2D images.
> > > > I'm trying a fake 2D jump & falling behavior as well which is the hardest part, I'd like the cars to jump & Fall. But i won't really need the behavior.
> > >
> > > heh me too :P my shooter uses the default C2 physics as well.
> >
> > Haha yeah, as long as you don't jump, it's pretty straight-forward, Unlike most of Q3D :')
> >
> > New Gif showing 2D Physics, 2 Cars, 8 Wheels:
> > imgur.com/eUgB7oT
>
>
> Amazing work , i am getting into q3d and also doing a car game , my question is how do you get the camera to turn as you turn the car ??? thanks! and again amazing work !
Thanks!
I've posted what i use for my camera setup before (previous page?) Edit: page 137 instead.
But basically a few things:
Every tick:
Set camera up vector to (Z) -9999
Set cam position to: Car.x + CamScale * cos(CamRotation)
Car.x + CamScale * sin(CamRotation)
Car.Z + (Height variable)
Set cam look towards: Car.x, Car.y, Car.Z(+Cam pitch)
Replace car.x for a camera object that you can set to the car position every tick
> Camscale is a global variable which controls how far you can zoom in and out.
> Camrotation is another variable that tells the cam where it is around the car.
> Cam pitch variable controls looking up or down.
I hope that answers the question :)
SO many nice things..but all went above my head...is there any tutorial videos for handling camera in the game that I can learn from? please share..thanks in advance