Questions about creating a cinematic camera system

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gm66
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Joined: Sat Oct 27, 2018 7:21 pm

Questions about creating a cinematic camera system

Post by gm66 »

Hi all, Love2D newbie here. For my first solo Love project, I'm working on a cinematic 2D runner (with a minimalist aesthetic, of course). In order to do that, I need to make a dynamic camera system that can smoothly transition between gameplay sections, where camera is fixed relative to player, and cinematic sections, where the camera is scripted to do things like move ahead and tease upcoming obstacles.

I've already tested out a rudimentary camera system that uses waypoints, where each point details the camera's zoom and position values and linearly interpolates between them. However, I've found that this method doesn't work very well as the camera zooms out faster than it translates, causing a bumping motion as can be seen in this gif: https://gfycat.com/SlowPertinentIndianrhinoceros

So my first question is how can I get rid of this bumping motion? I believe it can be fixed by changing the curve of the zoom interpolation from the linear position curves, but I'm not sure how they should be related. Also, I want to try using a path or spline method of interpolating the values rather than waypoints as I believe it'll look more natural to the player and may be easier in the long run. But once again, I'm a bit lost as to how to get started on that, so if anybody could point me in the right direction as to how I might solve this problem, I'd be very grateful.

And attached is the .love from which the gif was made. To recreate it, just go to "Test" by clicking the down arrow and pressing enter, then pressing space once in the scene.

Thanks again to anybody that may help!
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