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TIGSource ForumsDeveloperTechnical (Moderator: ThemsAllTook)Rolling terrain like in Animal Crossing
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imaginationac
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« on: July 04, 2010, 10:07:06 PM »

So in Animal Crossing Wild World and City Folk (and I'm sure other games), there's a really neat trick where the objects in the background roll sort of get smaller as though there's a horizon line.
Look at this video for an example of what I mean:



I'm trying to achieve this effect, but I haven't a clue as to how to do this. My thought is this is dependent on how the camera renders things.

While I'm doing this in Unity, a platform agnostic solution is fine.

Feel free to talk about implement cameras in general as well.
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oahda
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« Reply #1 on: July 04, 2010, 11:42:46 PM »

I've gotten the impression that it's a spherical map that revolves around the character on one of the axises. I have no source to back this up, though. That's just my thoughts after playing it for the DS a few years ago, really liking it, and trying to figure it out.
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bateleur
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« Reply #2 on: July 05, 2010, 01:10:31 AM »

I don't think anything's getting smaller. It looks like the scenery is on the surface of a sphere. So all you need to do is have some system for transforming a 2D map onto half of a sphere. It can be really quite approximate, since really horrible distortions in places the player cannot see won't matter.
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st33d
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« Reply #3 on: July 05, 2010, 04:09:39 AM »

There's already been a thread on this subject although it's hard to find (I just remember reading the topic before):

http://forums.tigsource.com/index.php?topic=8645.0

I haven't read it myself, but if you dig through it you might find some resources.
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raigan
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« Reply #4 on: July 05, 2010, 05:23:39 AM »

I don't think anything's getting smaller. It looks like the scenery is on the surface of a sphere. So all you need to do is have some system for transforming a 2D map onto half of a sphere. It can be really quite approximate, since really horrible distortions in places the player cannot see won't matter.

It's a cylinder, not a sphere Smiley
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imaginationac
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« Reply #5 on: July 05, 2010, 08:41:15 AM »

There's already been a thread on this subject although it's hard to find (I just remember reading the topic before):

http://forums.tigsource.com/index.php?topic=8645.0

I haven't read it myself, but if you dig through it you might find some resources.

Thanks! Yeah, I remember reading that thread before. Definitely helpful.
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Theotherguy
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« Reply #6 on: July 05, 2010, 09:38:26 AM »

It looks like its definitely done with a trick in the renderer and not actual level geometry. Reminds me of the first 3D sonic game.
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Melly
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« Reply #7 on: July 06, 2010, 12:46:34 PM »

It doesn't look like it's a cylinder, at least to my eyes. The geometry seems normal until an arbitrary point in the distance where it curves heavily, and with the size of the areas in that game I'm not sure a simple cylinder would have the same effect.
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raigan
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« Reply #8 on: July 25, 2010, 08:00:17 AM »

This in-development tutorial looks promising:
http://www.gamedev.net/community/forums/topic.asp?topic_id=577502
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nikki
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« Reply #9 on: July 25, 2010, 08:17:20 AM »

to the OP: How is it working out ?

and i would also say the 'crazy' perspective looks as if the world exists on a cilinder instead of a 2d plane..
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imaginationac
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« Reply #10 on: July 25, 2010, 08:32:30 AM »

I haven't had time lately to work on the project. But I should be able to get back on it after this Friday, where hopefully I will be done with my first undergraduate degree!
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