-
Notifications
You must be signed in to change notification settings - Fork 219
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Allow camera overide in opts #45
Comments
It seems like a good idea to me. I've out a bunch of the camera & renderer stuff into a separate package instead of leaving them in voxel-engine, so it could be easier to add custom camera functionality and special rendering behavior. I put that in https://github.com/snagy/voxel-view though it's not really anything interesting yet. I'll probably add support for multiple views to voxel-engine and then put in a pull request. |
Ok, maybe I'm not going to add support for multiple views quite yet, because using one scene with multiple renderers doesn't work with three.js. Each canvas is a separate ogl context and thus any opengl resources can't be shared between them. Anyway, I still like voxel-view just to pull that functionality out of the engine into a separate package. Let me know what you think. |
i'm actually working on a voxel-view as well, but the idea is that it makes the camera a physical object in the game world that can be attached to other objects via mount points (basically, an |
for reference, the repo is here. |
It looks like your repo is addressing different things than mine, and they can function together right out of the box. Mine is just separating the camera/renderer interaction from the engine, and yours is adding specific behavior to the camera. You could grab the camera from the view and put it straight into the physical camera and it would work the same as getting it from the engine. (related question: would we prefer to pass a camera into a view, or to have other modules get a camera from the view? pass-in seems preferable to me) Mine could hopefully make it easy to add something like an editor view with multiple viewpoints/cameras by making a new voxel-view replacement and passing that to the engine. |
I've been trying to get the voxel-engine to accept a custom camera (ie: OrthographicCamera )
and it would seem that the Game prototype needs something like this:
and createCamera needs changing like so:
Does this seem like a good idea, or am I being stupid? If not then pull request to follow.
The text was updated successfully, but these errors were encountered: