Camera
A camera is an object with functionality that supports viewing the game world from a specific position and orientation. Cameras can be fixed in place or move dynamically, and many games have sophisticated camera systems that include collision and physics.
Transition
Often a static camera will need to move from one location to another, which is called a transition. A common use for a camera transition is when a character moves between two adjacent rooms, and the camera transitions from only showing room A to only showing room B.
Linear Interpolation
The simplest implementation for a transition is to use linear interpolation to move the camera from the starting point to the ending point over a transition time.
Vector3 CameraPosition; // camera position at transition start Vector3 TransitionStart; // camera position at transition end Vector3 TransitionEnd; // progress through current transition float TransitionProgressTime; // Total transition time in seconds float TransitionTime; void BeginTransition(Vector3 transitionEnd, float transitionTime) { TransitionStart = CameraPosition; TransitionEnd = transitionEnd; TransitionTime = transitionTime; TransitionProgressTime = 0f; } void Update(float dt) { // if a transition is in progress if (TransitionProgressTime < TotalTransitionTime) { TransitionProgressTime += dt; if (TransitionProgressTime < TotalTransitionTime) { var t = TransitionProgressTime / TotalTransitionTime; // linear interpolation CameraPosition = TransitionStart + t * (TransitionEnd - TransitionStart); } else { CameraPosition = TransitionEnd; } } }
Follow
One of the most common behaviors implemented on dynamic cameras is the ability to follow a target, often the player.
Rigid Follow
The simplest implementation to achieve follow behavior is to rigidly lock your camera to the follow target. This was often done with early 2D games, where the camera would keep the player in the center of the screen at all times, unless the camera hit the scroll boundary of the map.
Vector3 CameraPosition; Vector3 FollowTarget; Vector3 FollowOffset = Vector3.Zero; void Update(float dt) { CameraPosition = FollowTarget + FollowOffset; }
Spring Damper
Sometimes the desired behavior is for the camera to trail behind the follow target. Adding camera physics helps to smooth out the motion of the camera, and the simplest form of camera physics is a spring damper system. The following code simulates a critically damped spring damper system.
Vector3 CameraPosition; Vector3 CameraVelocity; Vector3 FollowTarget; Vector3 FollowOffset = Vector3.Zero; // FollowRate must be greater than zero. float FollowRate = 2.0f; void Update(float dt) { // get vector to desired location var d = FollowTarget + FollowOffset - CameraPosition; // Calculate the acceleration of the camera. This will be the sum of two terms: // the spring acceleration which scales with distance from the target Vector3 AccelerationSpring = (FollowRate * FollowRate / 4) * d; // the damping acceleration which scales opposite the velocity of the camera Vector3 AccelerationDamping = -1 * FollowRate * CameraVelocity; Vector3 CameraAcceleration = AccelerationSpring + AccelerationDamping; // apply acceleration to velocity CameraVelocity += CameraAcceleration * dt; // settle if both velocity and acceleration are near zero if (CameraVelocity.DistanceSquared() < 1 && CameraAcceleration.DistanceSquared() < 1) { CameraVelocity = Vector2.Zero; CameraPosition = FollowTarget + FollowOffset; } // apply velocity to position else { CameraPosition += CameraVelocity * dt; } }
Note that there is a check for the camera being at a minimum distance from the target which snaps the camera into its equilibrium position.