[sldev] Request for help with modifying client camera behavior

Darien Caldwell darien.caldwell at gmail.com
Fri Aug 29 19:26:20 PDT 2008


Interestingly enough, i was playing Elder Scrolls: Oblivion last night
and was thinking about how the camera 'respects' walls and doesn't
allow camming through them. Of course I was thinking there's a lot in
that game I wish was in SL :) Maybe one day...

On 8/29/08, Kelly Linden <kelly at lindenlab.com> wrote:
> Argent Stonecutter wrote:
>> On 2008-08-28, at 06:41, Tofu Linden wrote:
>>> That's actually a server-side issue (the camera ray collision is mostly
>>> handled by the physics engine).  It's recently been fixed internally,
>>> though I'm fuzzy on when it will roll-out.
>>
>> I have often wondered why SL does that ... keeping the camera on the
>> same side as "big enough" prims ... instead of doing what many other
>> games do and leaving the camera free to move but hiding the objects
>> that would obscure the avatar.
>>
>>
> I've seen games that do both.  Most games that come to my mind that hide
> objects between the camera and the avatar are isometric top down games
> where there isn't a whole lot of camera freedom.  Most first or third
> person games I'm familiar with move the camera.  I am admittedly not
> familiar with a whole lot of games at this point (I was at one point, I
> swear!).
>
> SL's camera system is really not great and makes indoor spaces usually
> unpleasant (unless they are really large indoor spaces).  I would be
> very interested in seeing a test implementation that hid the objects as
> you describe.  The server side part of camera collision is handled by
> the server telling the viewer a plane that it should stay in front of.
> llviewermessage.cpp, process_camera_constraint around line 3657 is where
> the viewer receives that message.  Simply commenting out the
> gAgent.setCameraCollidePlane call should be enough to disable the server
> side hint completely.
>
>  - Kelly
>
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