Re:Camera Logic in a 2D Platformer
by londons_explore on Monday November 27, 2017 @03:43PM
(#15791114)
How 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.
Re:Camera Logic in a 2D Platformer
by madethemcry on Monday November 27, 2017 @06:22PM
(#15792710)
You 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.
Re:Camera Logic in a 2D Platformer
by pkaye on Monday November 27, 2017 @06:17PM
(#15792664)
How 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.
https://www.gamasutra.com/blogs/ItayKeren/20150511/243083/Sc...
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.