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Cameras and HUD

Yahasi edited this page Jul 6, 2026 · 1 revision

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Cameras, Views & HUD

Body views (F7)

You are a body + a camera. In first person the camera is at your eyes (your own body is hidden). F7 cycles the body view:

  1. 1st-person — the camera is at your eyes.
  2. 3rd-person — it pulls behind + above you.
  3. 2nd-person — it sits in front and looks back at you (so you see your own face).

The external views (3rd + 2nd person) pull the camera in past any wall in the way, so you never end up looking through geometry. Other players always see your avatar, whichever view you use.

Placeable cameras (F8)

Spawn a camera object (a viewpoint you switch to):

  • A Fixed camera is a static shot from where you placed it.
  • A Follow camera swivels to track a target — your body by default, or any object by id (its Target field).

F8 cycles the active view through your body and every placed camera. It's a local, per-peer choice, so clients can look through cameras too. You still control your body normally while watching from a camera (your avatar is shown so you can see yourself).

Camera rotation convention: a placed camera's Euler rotation feeds the view as Rot X = roll (spins the image about the forward axis; look direction unchanged), Rot Y = yaw, Rot Z = pitch. Use Y/Z to aim a camera; X only rolls it.

Split-screen (F9)

F9 splits the screen 2-way: your active view on the left, the next view in the F8 cycle on the right — two cameras rendered at once. It's a local, per-peer view choice. Each region is rendered independently at CPU↔GPU parity.

The three HUD modes

Mode Key Layout
PLAY (default) Minimal — a crosshair over full-screen 3D, plus a subtle chat/mode hint.
OVERLAY-EDIT Tab The editor panels overlaid on full-screen 3D (edit mode + F-keys panel + properties).
DOCKED-EDIT ` A Unity/Blender-style layout: the 3D in a centre viewport, a Toolbar on top, a Status bar on the bottom, a navigable Hierarchy on the left, and a grouped, collapsible Inspector on the right.
  • The editing controls are identical in both edit modes (see Controls); only the presentation differs.
  • Chat is a contained, word-wrapped, scrollable box that never bleeds over the HUD — it's anchored to the viewport in docked mode and to the bottom-left in play/overlay.
  • The docked Hierarchy lists objects by #id type; [ / ] move the selection (wrapping) and scroll to keep it visible; the Inspector groups the selected object's fields under collapsible sub-headers (Transform / Appearance / Physics / Texture / Object).
  • The whole HUD reflows when you resize or font-zoom the terminal.

Mouse click-to-select in the Hierarchy is a planned follow-up — the render loop is currently keyboard-driven (keyboard nav + scroll is the shipped feature).

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