Not really difficult tbh fam. Here are some pointers:
>the camera is glued to the platform
>so you're really just looking into animating the platform's movement
>the camera does a little bit of movement depending on where the player stands on it, but that's just a simple offset that's being applied to the camera's position and rotation
There are a couple of ways the platform's movement can be animated. The most complete and powerful one would be to use proper keyframing animation. So if you were to use an engine like Unity, that already comes with animation tools, you wouldn't even have to program all that much.
If you wanted to implement something yourself, you'd have to either implement such an animation system or go with something more simple, as >>16141382 suggested. Although you shouldn't use Bézier curves. You shouldn't use Bézier curves for anything ever, period. When you think about using Bézier curves, use B-splines instead. Your system would have to support:
>interpolating between control points, so you don't have to input "a zillion hand-picked map coordinates to define the camera path"
>ease of use
>easy controls for speed and having stuff like sounds or enemy spawning happen at certain points
If I had to do it myself and couldn't rely on built-in animation tools, I'd do the following:
>Define the path as a list of points
>A point stores its position, rotation and input- and output tangent (allows for curves)
>Internally, the representation of the rotation could be done using Quaternions
>However, using that in a path editing tool would be a huge pain in the ass
>For me as developer, each control pPost too long. Click here to view the full text.