3rd person camera
Created with Unity3D, C#.
Development time: ~1 week Development team: Me Features:
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This was a project I did for my computer graphics course. This course was a combination course of Computer Science students and Game Design and Development majors, and each had their own separate requirements for each assignment. CS majors were only required to, "Animate an object in 3D space" whereas GDD majors were required to come up with their own, "Solution to a problem in 3D space." I've played countless 3D games throughout my days where the camera isn't exactly the most brilliant thing out there, so I decided that I would create my own simplified version for this project that would handle situations where the camera should zoom in because there is a wall or a building in between the player and the camera.
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The art assets and the layout of the town were obtained through the Unity3D asset store. I just wrote an algorithm to go through and give mesh colliders to everything and wrote a controller so that I could move a character around and test the camera functionality.
This is an example of the camera reacting to "walls" between the player and the camera.
This is an example of the camera controller ignoring a skinny object (lightpost) so that the camera doesn't bounce around.
This is an example of the camera controller reacting to a player scanning a wide area with a wall behind them.
This is an example of the camera zooming into a first person view, and once it gets close enough to the player it stops rendering the player so that you don't see all the concaves of the facial features right in front of the camera.