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camera/avatar movement adjustment

Posted: Mon May 30, 2005 12:39 pm
by Brinsky
You all must know when you use a FPS camera, apply collision response using some gravity, adjust your keyboard interface and run along your terrain node, that the camera/avatar movement is camera-look-at-a-point based. Thus looking at some angle upwards and moving forward your cam "jumps" and is gravity affected. What I want is that the camera movement is only surface related, meaning XZ-look-at cam coordinates indicate the way of character movement and the keyboard (for example) UP_KEY actualy performes the movement. That would result a non-jump running we all miss :wink:. If anybody's done something like that, I would greatly appreciate the implementation idea or even better (heh) the code sharing.

Take care

SOLVED

Posted: Wed Jun 01, 2005 6:36 pm
by Brinsky
hmh... with some jumps and crouches :lol: