From post: 107503, Topic: tid=7392, author=Stilton wrote:
@ Akrion i like your idea.. But adding the cockpit as an extra placeable is adding extra work i imagine..
Im not really talking about making the game much more complicated for the end user just the dev lol

Still maybe you could explain to me what the benefit of your idea in having a moveable placeable cockpit is..
Personally i could forsee this causing problems if the user decides stupidly to place his cockpit outside the exterior pieces.. Sure vice could allow for limits to the placement but then why not just have it fixed relative to the 'frame' piece that all others are built around.
This could also add further benefits/drawbacks to the different frames.. Some of the more military one would have more 'tactically' placed cockpits
At the moment, no offence.. Im just here to try and get the exterior visible from inside the cockpit, not any extra placement pieces added... At least someone 'got' my idea though lol.
Before I say anything else I must thank you, Stilton, for providing constructive criticism and problems in response to my suggestion and specifically for asking me if I could go into detail over what I suggested so that you can have a better understanding of it. This is the kind of discussion I appreciate.
Anyway..
It was just a proof of concept, really. I was hoping to stir up discussion over possible methods to implement the change, though that clearly didn't work out. xD
The core idea behind my whole suggestion, however, was to look at the 'problem' in the light of repositioning the 3rd person camera with the purpose of emulating the 1st person camera, because the rendering method shouldn't have to be changed this way. Basically I was providing an idea that should have a good portion of its functionality already programmed in.
This is assuming the game is modular in any way. (e.g. That there's functionality for "First person view" and "Third person view" which have view modes.)
To make a very basic Object Oriented representation of what I mean (And I feel now that I must stress this is just a
basic representation of how I assume the game is programmed it doesn't mean I'm assuming it must be OO in any way, just that it's modular.) :
Game View
-First Person View (Inherits from Game View)
--FPV Modes (Inherits from First Person View)
-Third Person View (Inherits from Game View)
--TPV Modes (Inherits from Third Person View)
If the game is programmed with something like this in mind, it
should only require adding another Third Person View Mode to make a basic emulated 1st person view.
The movable cockpit was just meant to be a physical representation of the camera, letting the user place it where they wish, while working within the design scheme of the ship modification method. As I said it's far from a clean example and there would be problems you'd have to solve, one of them being what you pointed out: What if the user places it somewhere silly?
I could be entirely wrong in my assumptions and the game could very well be programmed with limited flexibility, and adding another view mode could require an entire redesign of the code. I'm just basing my assumptions on the fact that since this game is continually in development, a framework which allows for adding and removing features like view modes without rewriting all the code would be a definite plus to have.