Original Post
Ok so i've finally completed my physics and collision detection for my racing game, although they arent amazing i'm pretty satisfied with my work and i have limited time so I cant work on them anymore.
Anyways, now i'm on to the camera class. Basically right now i'm placing the camera behind the car (well i have 4 views but this is the view that is giving me headaches) and aiming it infront of the car following the velocity vector. This gives a nice swinging motion, if you turn sharp and slide the rear-end out, the camera doesnt swing right away and then wraps around really nicely.
edit: i place the camera behind the car (position - velocity vector) and points towards the car position, thats what produces the nice swinging effect
However, because i'm simply following the velocity I have many problems when car changes direction, stops, crashes etc. Changing direction is the biggest cause for concern.
So I'd like to implement a more refined camera, but i'm not sure what approach to take. Matrices, quaternions, just simply trig/vector stuff, i'm not sure what will give me the best results and I dont want to try all of them.
I"m looking for standard car camera movement, a la gran turismo etc.
Thanks for any suggestions,
/jeff
[edited by - code_evo on February 1, 2004 9:29:58 AM]