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#1

View-independent layer

Archive: 4 posts


The question has come up various times about how one could create elements (health bars, status displays, etc.) that would remain in a fixed position on the screen as the game moves around... Well, what if there were a "layer" that did exactly that?

So it'd be like another thin layer, except with no physics. Objects would not be able to occupy the physics layers and the view-independent layer simultaneously... And the orientation and perspective of this layer relative to the camera would always be the same. The same rectangular section of the layer would always be visible in front of the game layers.

And items on the view-independent layer could interact with the game layers in different ways: like player sensors, followers, etc. would work according to display coordinates instead of game coordinates...
2011-03-11 19:23:00

Author:
tetsujin
Posts: 187


I think a simpler sollution would be a "screen follower". You place it on the object, select its position on-screen and it follows the screen. With options for following a specific player's screen and being visible to specific players.2011-03-12 00:04:00

Author:
gdn001
Posts: 5891


I think a simpler sollution would be a "screen follower". You place it on the object, select its position on-screen and it follows the screen. With options for following a specific player's screen and being visible to specific players.

Then you need an otherwise unnecessary "follower" on all your objects, introducing the possibility that the object will lag behind the camera position... This sort of thing came up in a discussion about implementing a "radar display" - you could emit the "blips" but then you have to give each one a follower to keep it properly positioned on the display. Wouldn't it be easier if the display didn't have to move?

A view-independent layer would also not be skewed by odd camera angles and so on.

Could be that the usefulness of a feature like this is too limited to be worth implementing - but I think it'd be a nice feature to have...
2011-03-14 18:48:00

Author:
tetsujin
Posts: 187


A view-independent layer would also not be skewed by odd camera angles and so on.

This ^^ You're basically limited to a single viewing angle if you want to get the "feel" of an actual hud.


Could be that the usefulness of a feature like this is too limited to be worth implementing

See, in a "platform for games", I don't really know what they were thinking not having something like this... I honestly expected it. How many games don't have some visual overlay that is independent of the actual world and completely relative to the camera? There are some, but realistically there are very few.


There are all sorts of things that I think could be added to enhance this system too, which are less likely to make it in (spawn an object in the HUD layer, converting it's world co-ordinates to view coordinates etc. tag detection and tag following from real-hud and vice versa etc... Realistically though, just having a custom overlay for display purposes, with maybe a simple on/off/fade option for it, would be rather lovely.
2011-03-14 19:32:00

Author:
rtm223
Posts: 6497


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