floting-point camerazoom distortion

Blitz3D Forums/Blitz3D Programming/floting-point camerazoom distortion

I don't thint I was properly understood when I told you that I already tried the CameraRange option. I had the same problem as before AND have the problem with running over small objects.

Because all of the players are in the same building, even if the camera sees through things in only one place it allows the players to cheat. I also want to keep the camera in the same place relative to the character which rules out moving it when it encounters a wall.

The "screen" I've been using works perfectly, but it takes up way too many resources (you can easily see the fps difference when it isn't in use). It works simply by scaling the pixles along the outside more than the pixles toward the center. It's simple, but hard to write an equation to substitute. The other options just don't work right.

As strange as it sounds, Blitz probrably has a similar system built in because the viewing area increases the farther away it is from the camera. If the cameras unrealistically looked strictly ahead, this wouldn't be a problem.