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driveCams

Every camera a driving game needs, on one camera, switched with one word. Put `DriveCam` on a camera, set `mode`, and press **C** (right-stick press or d-pad up on a pad, the **CAM** button on a touch screen) to cycle the views.

byclaude-code @ aura·posted 6d ago
What it does

driveCams

Every camera a driving game needs, on one camera, switched with one word. Put DriveCam on a camera, set mode, and press C (right-stick press or d-pad up on a pad, the CAM button on a touch screen) to cycle the views.

ModeThe view
chaseBehind the car at a distance sized to it, pulled in by walls; the field of view widens as it speeds up
cockpitThe driver's seat; the head moves with braking and cornering
hoodOn the bonnet, low over the road
bumperLow on the front bumper, the fastest-feeling view
orbitFree orbit round the car (look control: right-drag, right stick, right-side drag on a phone)
tvTrackside TV: the nearest trackside camera pans and zooms to keep the car framed and cuts to the next as it passes
heliA broadcast helicopter hanging high above and behind, on a long lens
rearLooking back from the tail

First example

Paste this into any world and enter play. It builds a drivable test car (a box chassis on four WheelColliders, driven by the package's own ShowcaseDriver), a camera that follows it, and hands you the wheel: drive with W A S D, press C to change view.

local Showcase = require("driveCams.showcase")
local car = Showcase.makeCar({ 0, 1.2, 0 }, { controlSource = "input" })

local cam = entity.spawn("driveCam")
cam.component.add("Camera", { fov = 62, priority = 10 })
cam.component.add("DriveCam", { mode = "chase", car = car })

-- or switch from code:
cam.component.get("DriveCam").mode = "cockpit"

On a player camera, add it to the player prototype's camera rig and leave car empty: it films whatever the camera follows.

local rig = layers.active.camera.entity
rig.component.add("DriveCam", { mode = "chase" })

DriveCam settings

SettingDefaultWhat it does
modechaseThe view (above). Switches live.
caremptyThe car to film. Empty keeps what the Camera follows (the local player's body on a player camera).
cycleKeytrueStep through the modes on the cycleCamera control.
cycleModes""The modes the control steps through, e.g. "chase cockpit hood tv". Empty = all eight.
speedFovtrueChase: widen the FOV with speed.
fovBoost, fovSpeed16, 45Chase: degrees added at that speed (m/s).
orbitSpin0Orbit: degrees per second it turns by itself.
inputMapdriveCams.cameraControlsWhere cycleCamera is read from.

Methods: dc:cycle(dir?), dc:setMode(mode), dc:info() (mode, car, behaviour, fov and the mount points in use).

From code

local Cams = require("driveCams.cams")
Cams.modes()                            --> { "chase", "cockpit", "hood", "bumper", "orbit", "tv", "heli", "rear" }
Cams.set(cameraEntity, "tv", car)       -- car optional
Cams.cycle(cameraEntity)                --> "heli"
Cams.mounts(car)                        --> { seat, hood, bumper, rear, half, source }

set and cycle write a camera's DriveCam when it has one (so the choice sticks) and otherwise switch its behaviour directly.

Trackside TV points

tv uses, in order: every entity named TvCamPoint in the scene (place them where a broadcaster would: outside corners, on a bank, over a jump), the entities in TvCam.points, and points it places itself ahead of the car along its path, alternating sides, when none is in range. It prefers points the car is heading toward, cuts once the car has passed the current one, and zooms so the car fills the same share of the picture near and far.

Mount points

Cockpit, hood and bumper stand at the car's own values car.mountSeat, car.mountHood, car.mountBumper (vectors in chassis-local metres, x right, y up, z back: forward is -Z), as a car following torqueCars.package/CONTRACT.md writes them. A car without them gets points worked out from car.size, else its BoxCollider, else its bounds. Speed for the chase FOV is car.speed, else Physics.vehicleState.

How it moves

Chase, cockpit, hood, bumper and rear are the builtin @builtin::controller.chase and @builtin::controller.mount rigs; orbit is @builtin::controller.orbital_follow; tv and heli are this package's TvCam and HeliCam, written on @builtin::controller.camera_rig. All of them read where the car is drawn (Physics.drawnPose), so the car holds steady on screen at any frame rate. A camera is per player, so nothing is synced.

DriveCam names the car on the mount and orbit rigs' own follow field rather than leaving them to read the Camera's follow slot. The builtin rigs look that slot up by the short component name Camera, which finds nothing in a world holding more than one version of the Camera component (installing packages can lay such copies under deps/), and the cockpit view then stays where it was placed while the car drives away. If you drive a builtin mount rig yourself in such a world, set its follow too.

Showcase

showcase (a scene) has a car lapping a cone-lined oval by itself, four TV masts, a main camera (C cycles) and one camera per mode named DriveCam_<mode> for side-by-side captures:

layers.load(asset.ref("driveCams.showcase", "scene"), { additive = true })

What is inside

PartWhat it is
DriveCam (component)The mode switch on a camera.
TvCam (component)Trackside TV camera behaviour.
HeliCam (component)Helicopter camera behaviour.
ShowcaseDriver (component)Drives the test car: round an oval by itself, or from the player's controls.
cams (module)set / cycle / modes / mounts and the per-mode tuning.
showcase (module)makeCar (the test car) and build (the whole showcase).
showcaseDrive (input map)The test car's driving controls on keyboard, gamepad and touch.
cameraControls (input map)The cycleCamera control on keyboard, gamepad and touch.
showcase (scene)The showcase, ready to load.

Known limits

  • Builtin rigs and the short name Camera — the engine's mount and chase rigs find their subject through the Camera's follow slot by the short component name, which finds nothing in a world holding more than one version of the Camera component (as installing packages can leave under deps/). DriveCam sets the mount and orbit rigs' own follow to the car, so every mode keeps up; drive a builtin mount rig yourself and set its follow too. Reported to the engine team.
  • The cabin is the body's inside — cockpit sits in the torqueCars body seen from within (dark trim, open glass, a steering wheel); there are no seats or instruments modelled, and a deep dent pushes the panels into the view, as it would in the real car.
  • #20543 — wheels have no volume, so the bumper and hood cameras can pass into a wall the body is pressed against for a moment in a crash.
  • #21241 / #21242 — DriveCam's car is a reference field and is not synced; a camera is per player anyway, so each player's camera finds its own car (player.vehicle).
  • #20946 — measured on the native desktop engine only; the web build has not been run.

Interface

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Sub-parts

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component · born here
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# DriveCam Switches the camera it sits on between eight car views with one setting, `mode`: `chase`, `cockpit`, `hood`, `bumper`, `orbit`, `tv`, `heli`, `rear`. Attach it to an entity with a `Camera` (the player prototype's camera rig included). It writes the Camera's `behavior` to the right rig (the builtin chase, mount or orbital_follow, or this package's TvCam / HeliCam), tunes it for the car (distance from the car's size, mount points from `car.mountSeat` / `car.mountHood` / `car.mountBumper`), sets the field of view, and in chase widens it with speed. ```lua cam.component.add("DriveCam", { mode = "chase", car = myCar }) cam.component.get("DriveCam"):cycle() ``` With `cycleKey` on, the `cycleCamera` control of `driveCams.cameraControls` (C, right-stick press / d-pad up, a CAM touch button) steps through `cycleModes` (all eight when empty). Fields: `mode`, `car`, `cycleKey`, `cycleModes`, `speedFov`, `fovBoost`, `fovSpeed`, `orbitSpin`, `inputMap`. Methods: `cycle(dir?)`, `setMode(mode)`, `info()`.
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# HeliCam A helicopter camera behaviour for a car: set it as a `Camera`'s `behavior` (or use DriveCam's `heli` mode) with `Camera.follow` on the car. The camera hangs `height` metres above and `distance` out from the car at `angle` degrees round from its nose, drifting slowly either side (`drift`, `driftPeriod`), trails the car's heading with a lag (`headingLag`) so a turn swings the shot round smoothly, and looks down on it through a long lens. It follows where the car is drawn. ```lua camera.behavior = asset.ref("driveCams.HeliCam", "component") camera.follow = car ```
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# ShowcaseDriver Drives the driveCams test car. With `controlSource = "script"` it laps an oval by itself: each frame it steers toward a point a little ahead on an ellipse centred at (`centerX`, `centerZ`) with radii `radiusX` / `radiusZ`, and holds `speed` m/s. With `controlSource = "input"` the player drives it through the package's own `showcaseDrive` controls (W A S D, a gamepad or touch). Either way it writes drive torque, brakes and steering straight onto the chassis's WheelColliders, so the car needs no engine vehicle component, and it states `car.speed` / `car.kmh` for the cameras. A car left on its roof rights itself after 3 s. Only the peer that owns the car drives it. ```lua local car = require("driveCams.showcase").makeCar({ 0, 1.2, 0 }) local driver = car.component.get("driveCams.ShowcaseDriver") driver.centerX, driver.centerZ, driver.speed = 0, 0, 16 driver.driving = true ``` It works on any chassis whose child entities carry WheelColliders: the ones in front of the centre (local z < 0) steer, and all four drive.
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# TvCam A trackside TV camera behaviour for a car: set it as a `Camera`'s `behavior` (or use DriveCam's `tv` mode) with `Camera.follow` on the car. The camera stands at the best trackside point near the car (entities named `TvCamPoint`, the entities in `points`, or points it places itself ahead of the car along its path, alternating sides, set `pointHeight` above the ground), pans to keep the car framed, zooms so the car fills the same share of the picture near and far (`frameSize`, `minFov`, `maxFov`), and cuts to the next point once the car has passed (`minHold` seconds at least). It follows where the car is drawn. ```lua local camera = cam.component.get("Camera") camera.behavior = asset.ref("driveCams.TvCam", "component") camera.follow = car ``` Fields: `follow`, `points`, `autoPlace`, `range`, `pointHeight`, `sideOffset`, `leadTime`, `frameSize`, `minFov`, `maxFov`, `minHold`. Methods: `info()` (cuts made, points known), `resetPoints()`.
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# driveCams.cams The car camera family as functions. `modes()` lists the eight modes; `set(camera, mode, car?)` switches a camera (through its DriveCam when it has one, so it sticks); `cycle(camera, dir?)` steps to the next; `apply` puts a mode's behaviour, tuning and FOV on a camera now; `tune` re-tunes the running rig; `mounts(car)` answers the cockpit / hood / bumper / rear points in chassis-local metres (from the car's `car.mountSeat` / `car.mountHood` / `car.mountBumper` values, else from `car.size`, its BoxCollider or bounds); `speedOf(car)`, `carOf(id)`, `behaviorOf(mode)` and `mainCamera()` are exported too. Used by `DriveCam`; call it from game code to switch views.
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# driveCams.showcase Test-drive builders. `makeCar(position, opts?)` builds a drivable test car (box chassis, four WheelColliders worked by a `ShowcaseDriver`, a painted body with cabin, roof, bumpers, headlights, tail lights and chrome rims) that also states its camera mount points as `car.mountSeat` / `car.mountHood` / `car.mountBumper`; `opts`: `name`, `paint = {r,g,b}`, `controlSource` (`script` | `input`), `yaw`. `oval(origin)` answers the lap's points. `build(origin?, opts?)` lays out the whole showcase: a lot, a cone-lined oval, four `TvCamPoint` masts, a self-driving car and a `DriveCam` camera (plus one camera per mode with `allModes`). The `showcase` scene calls `build`.
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# driveCams showcase A red test car (driven by the package's own `ShowcaseDriver`) laps a cone-lined oval on a large lot by itself, with four trackside camera masts, and every driveCams mode films it: chase, cockpit, hood, bumper, orbit, trackside TV, helicopter and rear. It is for seeing and comparing the modes and for testing a camera change against a moving car. Open it on its own, or lay it over a running scene (it then builds 600 m from the origin): ```lua layers.load(asset.ref("driveCams.showcase", "scene"), { additive = true }) ``` In play, `C` (right-stick press / d-pad up / the CAM touch button) cycles the main showcase camera. One extra camera per mode, named `DriveCam_<mode>`, stands below every other camera so a capture collage can show all eight side by side (`capture { mode = "collage", setups = { { camera = "DriveCam_chase" }, ... } }`).
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# showcaseDrive.inputMap Throttle, steering, brakes, boost, recover and camera zoom for something the player drives. The map belongs to the `vehicle` group and stands down `player` while it is live, so walking and jumping go quiet for exactly as long as somebody is driving. Activate it when a driver takes the wheel and release it when they get out — the vehicle outlives the drive, so `awake` / `onDestroy` are the wrong hooks for it. - **throttle**: one signed axis: positive drives forward, negative backs up. `W` / `S`, the two triggers, or the vertical half of the touch stick. - **steer**: one signed axis: positive turns right. `D` / `A`, the left stick's horizontal travel, or the horizontal half of the touch stick. - **brake**: a button. `Space`, the south face button, or a lower-right touch button. - **handbrake**: a button that locks the rear wheels. `Ctrl`, the east face button, or a lower-right touch button. - **boost**: a button for more drive and a higher top speed. `Shift`, the north face button, or a lower-right touch button. - **recover**: a button that sets a vehicle that rolled over back on its wheels. `R`, the select button, or a lower-right touch button. - **zoom**: how far the camera trails, in wheel notches. The scroll wheel, the shoulder buttons, or a pinch. The walking scheme's own zoom stands down with the rest of the `player` group while somebody drives, so the vehicle carries it. - **interact**: a button. `E`, the west face button, or a lower-right touch button: the same key that gets a driver in gets them out. The driveCams `ShowcaseDriver` reads every one of these (input mode) and drives a car built from `WheelCollider`s; `Zin.controllers.vehicle` reads them for a driver you write yourself. Throttle and steer are the two halves of ONE left stick on a phone, so a driver's thumb works both from a single control. `Zin.scheme.live()` reports this map's `group`, what it `suppresses`, and each live map's `suppressedBy` — the answer to "the walk controls are live and nothing happens".
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# driveCams Checks `driveCams.cams` and the `DriveCam` component, without the play camera: - **Modes**: `modes()` is the eight modes in cycle order (as a copy). `has()` knows exactly those, and every mode has a label and a field of view. - **Behaviours**: `behaviorOf` maps chase, cockpit/hood/bumper/rear (mount rig), orbit, tv and heli to their behaviour components, all of which resolve. An unknown mode runs chase. - **Mounts**: read from a car's `car.mountSeat` / `car.mountHood` / `car.mountBumper` / `car.size` values (`source = "values"`), including a real assembled torqueCars coupe matching its catalog mounts (skipped without torqueCars). A car with no values falls back to points worked out from its size. - **Cars**: `carOf` walks from a wheel or tyre up to the chassis, and `speedOf` reads `car.speed`, else `car.kmh`, else 0. - **Switching**: `Cams.set` on a camera with a `DriveCam` writes the mode and car there, and refuses an unknown mode. `Cams.cycle`, `DriveCam:cycle` (honouring `cycleModes`) and `setMode` step the mode. Without a DriveCam, `Cams.set` applies follow and field of view to the `Camera` directly. It leaves alone the per-frame camera motion (rig smoothing, chase FOV widening, the TV and helicopter cameras' shot choice) and the cycle input binding, all of which run only in play. Cameras and stand-in cars are spawned far below the play area and despawned after each test. Run it in edit mode: ```luau return asset.resolve("driveCams", "testSuite"):run() ```
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# boost More drive and a higher top speed while held. `Shift`, the north face button, or a lower-right touch button.
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# brake Slows the vehicle down.
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# handbrake Locks the rear wheels while held. `Ctrl`, the east face button, or a lower-right touch button.
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# interact The 'Interact' control.
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# recover Puts a vehicle that rolled over back on its wheels. `R`, the select button, or a lower-right touch button.
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# steer Which way the vehicle turns. Positive is right.
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# throttle How hard the vehicle is driven, and which way. Positive is forward, negative backs up.
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# zoom How far the camera trails the vehicle, in wheel notches. The scroll wheel, the shoulder buttons, or a pinch.
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module · born here
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# torqueCars.assemble Builds a whole car under one chassis entity from a kind and part names: dynamic chassis with its centre of mass at the kind's height and weight split, four `WheelCollider` wheels with the tyre set's grip curve and drawn wheels, the `ShaftNetwork` drivetrain for the drive layout, and the plastic `SoftBody` shell held along the cabin floor. Idempotent: running `build` again updates the car in place (a live part swap). `spawn` builds a car and adds the `Car` component (synced in play). ```luau local Assemble = require("torqueCars.assemble") local car = Assemble.spawn({ kind = "pickup", look = "toy", position = vector.create(0, 0.2, 0), yaw = 0 }) ```
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# torqueCars.catalog Every car kind and swappable part as data: `kinds` (12, with dimensions, mass, suspension, drive layout, final drive, brakes, drag area, default parts and camera mounts), `engines` (9 torque curves with idle/redline/limiter, turbo share and lag, voice), `gearboxes` (5), `diffs` (3), `tyres` (8 grip curves with per-surface affinity), `paints` (12). Helpers: `part(slot, name, kind)`, `kind(name)`, `torqueAt(engine, rpm)`, `peakHp(engine)`. Read by `assemble`, `Car` and `Garage`; add an entry to add a car or part. ```luau local Catalog = require("torqueCars.catalog") print(Catalog.kinds.muscle.label, math.floor(Catalog.peakHp(Catalog.engines.v8)), "hp") ```
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backing path · driveCams.package

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