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Level Up.pdf

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Third Person Camera 131<br />

(a) didn ’ t result in great footage, and (b) generally pissed off the coaching<br />

staff. To solve this, I recruited a friend to act as a spotter as I filmed to make<br />

sure the collisions were kept to a minimum.<br />

Having that experience made me realize that every camera needs a<br />

spotter — even ones that live within video games, which is why I say “ treat<br />

the camera like it ’ s a person. ” As you program your camera and build your<br />

world, give the camera room to maneuver and the player a way to<br />

manipulate it. This style of camera is commonly called a follow cam<br />

because it follows after the player. After years of working on 3 - D follow<br />

cams, here ’ s what I ’ ve learned to watch out for:<br />

Sorting. Sorting is what happens when a camera moves through a<br />

character or geometry. Nothing breaks the illusion of a real world faster than<br />

this. What ’ s worse, in many cases, the sorting camera will show the<br />

background layer of the world, which in most cases is a sky or flat color<br />

layer. It looks crappy and great pains should be taken to make sure this<br />

doesn ’ t happen in your game.<br />

You can avoid sorting by paying attention to the camera and the geometry.<br />

One way is to give your camera a detection radius so that it can avoid<br />

passing through world objects by moving over, under, or around objects. If<br />

you don ’ t want your game to process that much collision detection (which<br />

causes the game to slow down), have world objects turn transparent. It<br />

works pretty well with objects within the confines of the walls, but shouldn ’ t<br />

be used for perimeter walls. Avoid having objects in the world disappear<br />

completely as players get disoriented when elements in the level flicker in<br />

and out of existence! (And it looks bad.)<br />

Controls. Think about how your camera is going to operate in regards to<br />

controls. Many games won ’ t work properly if the player is pointing the<br />

camera straight up or straight down. Another annoyance for me is the great<br />

“ airplane controls vs. player- relative controls ” debate. Personally, unless I ’ m<br />

flying a plane, don ’ t make me push up on the analog stick to make my

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