Camera: Difference between revisions

1,104 bytes added ,  9 years ago
Some basic Pikmin info about off-camera things.
(Expanded and updated.)
(Some basic Pikmin info about off-camera things.)
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==Off-camera objects==
==Off-camera objects==
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In order to save resources, only elements [[Glitches in Pikmin#Off-camera limbo|visible by the camera]] are fully active. As such, the player can exploit this in order to render some enemies harmless.
In order to save resources, only elements visible by the camera are fully active. As such, the player can exploit this in order to render some enemies harmless.
 
In ''Pikmin'', [[enemies]] have three rough states of activation. If they are visible on-camera, they are fully active, and act like normal. If they're outside of the camera's view, but still close, they will only be rendered and processed every other [[frame]]. This becomes apparent with tools such as a free camera mode in emulators, although it is possible to tell that enemies are only processed at half speed by listening. One can approach a sleeping [[Red Bulborb]] or [[Spotty Bulbear]], put them in sight of the camera, and take note of the interval between snores. Then, by leaving the enemy just outside of the camera's reach, it is possible to hear the snores come half as frequently.
 
The third state is when an enemy is completely disabled. By being off-camera and far away (at least around the size of a Red Bulborb past the camera), the enemy will not be rendered nor processed – effectively, the enemy is frozen in time until it is approached again. This can be seen with, for instance, a [[Yellow Wollywog]] staying in mid-air if the player leaves mid-jump, and only landing when the player finally goes near it again.


==Controlling the camera==
==Controlling the camera==