Story time....
Howevever cool it may have seemed to knock together a 3rd Person, "Tomb Raider" style camera within an hour or so, it wasn't quite enough; Using position camera() and point camera() gave instantly satisfying results, but one thing annoyed me - the jerkyness.
Thankfully, the peeps at Maison-DBP provided the silky smooth "Set Camera To Follow" function. Ahh, the the smoothness, the smoothness!
Still, something bothers me though. I know it sounds weird, but I want to know how it works. If I could rewrite the set camera to follow function, then I could get much more control over how the camera behaves.
Unfortunately, developing a smooth camera system seems to involve what's known as "head-wrecking maths". I'm a programmer by profession, so I think I've had a bit of a head start in understanding DBP, but the smooth camera business has me stumped...
Any clever maths people out there care to shed some light on this?