![]() ![]() This is an example of the kinetic depth effect. But if the cube rotates, the visual system will extract the necessary information for perception of the third dimension from the movements of the lines, and a cube is seen. If a stationary rigid figure (for example, a wire cube) is placed in front of a point source of light so that its shadow falls on a translucent screen, an observer on the other side of the screen will see a two-dimensional pattern of lines. ![]() However, calculation of TTC is, strictly speaking, perception of velocity rather than depth. A related phenomenon is the visual system’s capacity to calculate time-to-contact (TTC) of an approaching object from the rate of optical expansion – a useful ability in contexts ranging from driving a car to playing a ball game. Thus, in this context, the changing size serves as a distance cue. The dynamic stimulus change enables the observer not only to see the object as moving, but to perceive the distance of the moving object. Another name for this phenomenon is depth from optical expansion. When an object moves toward the observer, the retinal projection of an object expands over a period of time, which leads to the perception of movement in a line toward the observer. Some animals that lack binocular vision due to their eyes having little common field-of-view employ motion parallax more explicitly than humans for depth cueing (e.g., some types of birds, which bob their heads to achieve motion parallax, and squirrels, which move in lines orthogonal to an object of interest to do the same Nearby things pass quickly, while far off objects appear stationary. This effect can be seen clearly when driving in a car. If information about the direction and velocity of movement is known, motion parallax can provide absolute depth information. When an observer moves, the apparent relative motion of several stationary objects against a background gives hints about their relative distance. Monocular cues include size: distant objects subtend smaller visual angles than near objects, grain, size, and motion parallax. Binocular cues include stereopsis, eye convergence, disparity, and yielding depth from binocular vision through exploitation of parallax. These are typically classified into binocular cues that are based on the receipt of sensory information in three dimensions from both eyes and monocular cues that can be represented in just two dimensions and observed with just one eye. Depth sensation is the corresponding term for animals, since although it is known that animals can sense the distance of an object (because of their ability to move accurately or to respond consistently, according to that distance), it is not known whether they "perceive" it in the same subjective way that humans doĭepth perception arises from a variety of depth cues. That being said, please let me know if this solution works for you, as that knowledge will help to fortify my understanding of Godot and improve my ability to help others.Depth perception is the visual ability to perceive the world in three dimensions (3D) and the distance of an object. I will be the first to admit, I am no expert as I am rather new to Godot, I am simply trying to offer helpful suggestions despite my less-than-complete knowledge of the engine. You should be able to control the speed of all the parallax layers separately (including the cloud layer) without any of them being affected by player movement. |_Camera2D #camera attached to player (follows player movement)Īs you can see from this structure, the parallax layers (and their movements) are kept separate from the player/camera. |_KinematicBody2D #Player Physics/movement | |_ParallaxLayer3 # Foreground layer (moves at own speed - defined by you) | |_ParallaxLayer2 # Middle-Fore layer (moves at own speed - defined by you) | |_ParallaxLayer # Middle-back layer (moves at own speed - defined by you) |_ParallaxBackground #Base background layer Is it possible that you have made the cloud a child of either the camera or the player? As far as I understand, parallax backgrounds in side-scrolling games are structured thusly: Node2D I'm assuming in a game such as this, you have the camera attached to the player, so it can follow the player movement. ![]()
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