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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.

Definitely record a video if you're comfortable, but if you're able to manage the speed at which the lookahead moves, and how fast the camera blends from "no lookahead" to "full lookahead" it may help - I've found if the lookahead is too sensitive it can end up feeling super jerky

Thanks! How do you blend the positions? When I blend in world space I get issues with the player running straight into the camera and that in turn affecting the movement direction (i.e. causing flipping like in the video if unhandled).

I tried blending only the x-axis in the camera's local space, which eliminates the flipping problem, but as soon as I include the `dot(playerVel, camForward)` somewhere in the blend process it gets super disorienting.

so for sure this one looks better than the other case - there's a lot it may be tough to dig into in 300char increments, maybe DM me? There are multiple ways to achieve lookahead. Having invisible objects relative to the player, one the camera follows position and the other the camera looks at-

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