So, the idea is that you can use the live images of a camera as an infinite ‘animated sprite’ for objects, think of a TV; when on, the black is replaced by what’s on the network, continuously, image after image
Imagine that the black part of the TV is (on) an object in GDevelop. When you start the game/preview, it starts ‘streaming’ what a specific camera is capturing
I could be very useful!
Now, the TV is showing the ‘‘flying battery’’ off-screen.
The playable character(s) run to the right, leave the screen, then appear on the TV under the giant flying machine, then jumps on it.
The split-screen multiplayer mode, SONIC 2:
As the name implies, the screen is split to allow more than one player to play independently
It could be imitated with camera-streaming objects covering the whole screen on their own superior layer:
I’m sure you will find many who agree with you that it would be great to have, especially for split screen. What you are referring to is called multiple “viewports”.
Unfortunately, multiple viewports are not supported by the underlying rendering engine GDevelop uses, PixiJS.
Unfortunately, the only way I know that I’m aware of to do this type of Splitscreen/virtual camera is with some very hack-y methods, meaning you’re going to have to duplicate your map, objects, etc.
Maybe we could add a camera-streaming functionality to the video object (in-game camera, not actual camera)
Then we could use video objects as “viewports”
But we will have to make sure that when streaming a camera, the past image is always being deleted right after being replaced by a newer one, or memory will be wasted
It would not be the best implementation but I think that it would be better than nothing until something better shows up.