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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 crooked-v on Monday November 27, 2017 @06:12PM (#15792612)
This is like training a neural net to solve algebra problems instead of just solving the algebra problems.
Re:Camera Logic in a 2D Platformer by 0xdeadbeefbabe on Monday November 27, 2017 @06:18PM (#15792671)
Well at least the training data won't be hard to generate?
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.
Re:Camera Logic in a 2D Platformer by richman777 on Monday November 27, 2017 @07:07PM (#15793033)
This is using the wrong tool to solve the problem. Could it work? Sure. Is it a good solution? No.