I'm having some troubles with the chasecamera. It stutters a bit, especially at higer speeds.
I've tried to call ChaseCamera.update() from a physics callback (afterstep) instead of my main update() function, but it doesn't track my car when i do that, it just keeps pointing at 0,0,0.
If i just stick a normal Camera on my car and move it manually (just camera location = car location and camera rotation = car rotation, nothing fancy) and update it in my main update() it works fine, no stuttering at all. So i don't see why the chasecamera doesn't work properly.
i have the same issue, never got a chance to look into it unfortunately…
so i guess ill just join the waitlist here
Not sure if this will help you guys, but I was having an issue where the chase camera would stutter after i jumped or it would seem to stick to the terrain until I manualy updated the camera itself. (see code sample below)
The ChaseCamera does not update the camera unless you set maintainAzimuth = true. Not sure why as I am stumbling my way though game making, the smarter guys would have to let us in on that one.
public void simpleUpdate()
{
//update the keyboard input (move the player around)
input.update(tpf);
//update the chase camera to handle the player moving around
chaser.update(tpf);
//make sure that the camera is updated
cam.update();
//We don't want the chase camera to go below the world, so always keep
//it 2 units above the level.
if(cam.getLocation().y < (tb.getHeight(cam.getLocation())+2)) {
cam.getLocation().y = tb.getHeight(cam.getLocation()) + 2;
cam.update();
}
}