4 ms·
Camera Logic in a 2D Platformer
- londons_explore 9y agoHow about a neural network model predicting where the player will be in one second, and center the camera there? That lets the player see where they're going. The network would have the local game map (including enemys positions and velocities), together with a few seconds of player history as input. It could be trained on beta users.
- crooked-v 9y agoThis is like training a neural net to solve algebra problems instead of just solving the algebra problems.
- 0xdeadbeefbabe 9y agoWell at least the training data won't be hard to generate?
- pkaye 9y agoHow do you predict when the player will be in one second? I feel like this will make for jerky camera movements when the player makes sudden moves. In the end you will have to do some smooth movements like mentioned in this article.
- madethemcry 9y agoYou might have missed the conclusion: All this results in a dynamic camera behaviour that works 95% of the time, while giving you the tools to manually design the camera’s behaviour in those remaining situations for gameplay reason or dramatic effect. No neural net black box will give you this amount of accuracy. Not to mention the ability to manually design exceptions.
- richman777 9y agoThis is using the wrong tool to solve the problem. Could it work? Sure. Is it a good solution? No.
- madethemcry 9y agoReminds me of this well written blog post also on gamasutra which was pretty exhaustive regarding camera systems. https://www.gamasutra.com/blogs/ItayKeren/20150511/243083/Scroll_Back_The_Theory_and_Practice_of_Cameras_in_SideScrollers.php https://www.gamasutra.com/blogs/ItayKeren/20150511/243083/Sc...
- OscarCunningham 9y agoThe camera in Super Mario World worked at very similarly in 1991. Isn't this stuff pretty standard by now?