B3D Newbie
Blitz3D Forums/Blitz3D Beginners Area/B3D Newbie
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I'm a serious noob. I just started today. Playing around with the Rocket.3ds mesh, I have a problem. When I move it around the screen, the further it gets from the center of the screen, the more it seems to be angled away from the camera slightly. Any ideas? |
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That's the idea. Take a pencil and move it in a straight line in front of your eyes. When it is to the left/right of center you can see the right/left of it. The same is true for the cameras. |
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Ahh. Is there a way to prevent this without using 2D graphics? Some sort of CameraSpan or something? Well, thanks for shedding some light. |
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You could try rotating the entity as it moves from the camera, ie. turning it so the side/front/whatever is always facing the camera. You could also use sprites, which automatically face the camera, but are not 3d. |
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Possibly CameraMode? Like orthographic? |
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Increasing the camerazoom to about 1.5 gets rid of this fish-eye effect if that's what you mean. The more you zoom the less the field of vision. |
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Maybe I should just use sprites. Are sprites automatically rendered with RenderWorld? I have a feeling they aren't, so I would probably have to draw them after RenderWorld, right? |
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Sprites are 3d entities so will update automatically on renderworld. Stevie |
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If you're planning on making a 2D game, you can use the 2D Graphics commands with "Images" and draw straight to the buffer in pixel coords without needing a camera. |
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move the camera with the rocket??? |
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I wanted to just try a spaceship game to get the hang of things and randomly in the middle of the game have everything go into a 3D spin and flip the whole thing around. Do you guys know what I mean? Also, for this 3D spin thing, would I have to use Sin/Cos to pre-compute a circle for the camera to take while always pointing it towards a PivotPoint in the middle? (I've learned a lot in just a few days!) What I mean is similar to the way the camera rotates around the mid-air princess in Shrek as she deals with Robin Hood and Co. |
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Just place a pivot at thepoint of rotation and then parent your camera to it. Now, rotating/turning the pivot will cause the camera to orbit around it. |
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Wow. That's a lot easier! I forgot all about these newfangled (yes, that's a word) parent/child/stepfather relationships in programming. If you don't understand the stepfather, it was a joke, and a bad one at that. Thanks for putting up with me. |