trepan wrote:
I do have an allied camera widget already implemented (with
bandwidth reduction by avoiding duplicate camera states), but I
need to finish the frustum / ground intersections lines.
That would be win of the purest form.
It's been a while since I played OTA, but I think the camera was pretty fluid. In OTA, the camera came straight down and didn't zoom, however, so the amount of information that needed to be transferred may have been less. If you knew the size of your allies screen resolution, all you would need to send was the coordinates of one corner of the rectangle or the center, and you could reconstruct the whole thing on the other end. I don't know if that's how they did it, however.
You could probably implement the same thing in spring if you wanted. If you sent only the xy coordinates of the center of the viewport you could show a dot where they were looking. Alternatively, you could probably send at the start of the game the screen resolution and angle of that the camera makes with the vertical and then only send the x, y, and z coordinates of the center, and reconstruct the trapazoid from that. That would involve maths and programming that I don't know, however so maybe its more complicated than that.
