I'm new to 3D programming. How might I go about creating a control system similar to that of American McGee's Alice?
It's a little hard to describe to anyone who hasn't played the game before. The game is third-person, but the control structure is similar to that of an FPS: you use WASD to move, and the mouse to "look."
W moves you forward in the direction of the camera's forward vector, S moves in the opposite direction, and A&D are for strafing. My existing control structure already has most of this programmed, so that's not something I need help with-- I'm more curious about how one would go about manipulating the camera with the mouse in this way.
Camera/control system like in American McGee's Alice?
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Josh1billion
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Re: Camera/control system like in American McGee's Alice?
Sounds like you've got most of it figured out already.
In AMA, fps camera, third-person perspective. Alice uses Quake 3 Arena's engine.
So what you need to look at is the implementation of the FPS camera. The mouse code should be nearly identical in your camera implementation, but WASD should be implemented differently.
Alice's camera system is not terribly hard to implement, as the dev team only made minor changes to quake's in order to achieve their third-person perspective. The best place to start is by copying the FPS camera's code, and just modifying the movement pieces.
In AMA, fps camera, third-person perspective. Alice uses Quake 3 Arena's engine.
So what you need to look at is the implementation of the FPS camera. The mouse code should be nearly identical in your camera implementation, but WASD should be implemented differently.
Alice's camera system is not terribly hard to implement, as the dev team only made minor changes to quake's in order to achieve their third-person perspective. The best place to start is by copying the FPS camera's code, and just modifying the movement pieces.
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Josh1billion
- Posts: 125
- Joined: Thu Dec 11, 2008 9:50 pm
- Location: Wisconsin
- Contact: