floting-point camerazoom distortion

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Ah right, now I get you. The problem is with the camera intersecting the level geometry.

Well I would tend towards making the camera more dynamic, leaving it a good distance away and then only moving it closer to the character when it intersects a wall. So you don't have to change the FOV, most of the time it's exactly where you want, but the player only gets a close-up view when there is no alternative.

Of course, doing this would mean you would need to hack some kind of no-response collisions because you would want to *know* when the camera was intersecting but not actually have a collision response ( because you're handling the response yourself. )

I'm not sure whether you would fancy that though, so I won't go digging around for ways of handling no-response collisions unless it sounds like something you would want to do.