Feature Proposal: Spectator Camera Mode - Page 2

Feature Proposal: Spectator Camera Mode

Discuss the source code and development of Spring Engine in general from a technical point of view. Patches go here too.

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jnnnnn
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Joined: 25 Oct 2006, 11:14

Post by jnnnnn »

Arco wrote: You could have overlapping interest blocks. (You could think of it as one layer of tiled squares, and a second layer of tiled squares offset by half the square length in each dimension.) So every unit is actually counted twice, but it prevents "border separation" issues since a mass will more smoothly transfer between blocks. Of course, you could really go nuts and have many simultaneous pseudo-random tesselations, virtually guaranteeing smooth transitions between interest zones.
That's truly an awesome idea. Having armies split across squares was going to be quite irritating, and this is a really simple and powerful way of dealing with it. Thanks!

I reckon four tesselations: one normal, two offset by half a square in one dimension, and one offset by half a square in both dimensions.
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Dragon45
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Joined: 16 Aug 2004, 04:36

Post by Dragon45 »

Again, please put the exact tesselation threshold in an editable file somewhere. If you do incorporate a more complex metric, it will be easier to tone down for different users with different systems.
jnnnnn
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Joined: 25 Oct 2006, 11:14

Post by jnnnnn »

Nearly there. This version is quite usable.

Now implemented:
- An interest map that does four tesselations (uses an average of 0.1% of CPU at normal speed, less at higher speeds) once every second or so.
- A method of drawing that interest map: Ctrl+Shift+i (implemented using BaseGroundDrawer)
- A camera mode (Spectator Camera) that will automatically follow the most interesting point on the map.

The camera mode and interest maps can only be enabled in spectator mode, as it would otherwise provide information to players that they would not otherwise have. It's a pity the AIs don't work with current SVN, it makes it hard to test.

The camera mode behaves the same as the Overhead (TA style) camera, except:
- if the mouse pointer is at the far right of the screen, the camera will slowly rotate and follow the most interesting point
- if the mouse is at the top of the screen, the camera's rotation is reset.
This means that the action can be followed without a rotating camera by putting the mouse cursor in the top-right corner of the screen.

I'd like to mention here that despite the lack of comments, the Spring source is a pleasure to work with.

Diff: SpecCamStage1-4.diff

Pretty Diff: SpecCamStage1-4.html

A screenshot doesn't really do it justice, but here's one anyway:
Image
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diggz2k
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Joined: 04 Mar 2005, 06:34

Post by diggz2k »

Do you have an ai that we can download and drop in game?
Any updates?
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AF
AI Developer
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Joined: 14 Sep 2004, 11:32

Post by AF »

spectators cant use AIs
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diggz2k
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Joined: 04 Mar 2005, 06:34

Post by diggz2k »

How about for a human player so all you have to do is set it up and turn on that global ai
if you .cheat .teamed onto an ai team?
jellyman
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Joined: 13 Nov 2005, 07:36

Post by jellyman »

Bonus interest points when a new type of unit is built? When someone starts construction on an air factory for instance thats a fairly interesting fact.
espylaub
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Joined: 01 May 2006, 11:35

Post by espylaub »

I assume your camera movements are eased, smooth and not abrupt? Because that would also be a wonderful addition to speccing in general, having smooth movements automatically. No more jerky cam movements! In-game movies that are actually not painful to look at! Is there a way to implement this? A cinematic spec mode, if you will?
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Ling_Lover
Posts: 100
Joined: 26 Sep 2006, 11:50

Post by Ling_Lover »

has this been implemented yet? is it actually usable?

if so, how do we use it?
jnnnnn
Posts: 16
Joined: 25 Oct 2006, 11:14

Post by jnnnnn »

Current Status:

The code currently exists as a patch to the core of TASpring, requiring a recompile to use this feature (it is not a groupAI or anything like that, mostly because careful control of the camera is required).

I have been busy with exams, and have also been waiting for a stable version of spring that works with AIs that I could patch and test (I couldn't find the 0.73 version in the repository).
jnnnnn
Posts: 16
Joined: 25 Oct 2006, 11:14

Post by jnnnnn »

I have compiled a version for people to have a play with.

Find it at http://www.unknown-files.net/index.php? ... &dlid=2026
imbaczek
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Joined: 22 Aug 2006, 16:19

Post by imbaczek »

fraps a demo and upload to youtube puh-leaaase ::begs::
Sheekel
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Joined: 19 Apr 2005, 19:23

Post by Sheekel »

This is pretty flipping awesome. Good work.
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diggz2k
Posts: 208
Joined: 04 Mar 2005, 06:34

Post by diggz2k »

would it be possible maybe to split the screen in half or quarters so that you can pay attention to multiple sources of interest? That would be a great addition.
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Ling_Lover
Posts: 100
Joined: 26 Sep 2006, 11:50

Post by Ling_Lover »

i'd like to see split screen when playing normally :P

I'm going to have a try of this when i get home tonight, looks like it should be good!
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