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So glad people are as interested in 3D Platformer cameras as I am! Let's cover some things I missed in the first thread. (With some #GameDev WIP areas from the final game thrown in!) First: "autocam!" The camera will automatically rotate to frame the direction the player is moving.

Wave (Slime 64)@waveparadigm.com

I've spent *years* researching 3D Platformer Cameras in hopes of making Slime 64's camera "not terrible." In this thread, the White Cylinder is the Camera Target (slightly above the player!), and the Orange Cones represent the "vertical dead zone" where the camera won't follow player movement.

The more against the current camera direction the player is moving, and the faster they are, the more quickly we adjust the camera direction. Gotta love dot products!

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While we allow players to completely disable the autocam in the settings, usually people just want to make a slight correction. When the player manually adjusts the camera we disable autocam for a little while, to try and not fight the player's intentions. Input display in the lower left!

We also have a camera recenter button! For some people using the right stick all the time can be painful, and being able to recenter the camera with a single button press is very helpful.

We also force the camera behind the player when using our Water ability, which constantly propels the player forward. This gives that power essentially "tank control" steering, in a way we quite like. Players can use either stick to steer, or use both for a tighter turn!

Next up, Lookahead! While in the previous clips we kept the player at the center of the screen for clarity, that's usually not desirable. The camera should frame where the player is *going*, so we cheat the camera target ahead of the player when they're moving. (Yellow dot shows final camera target)