Handmade Hero»Episode Guide
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1:00Recap and set the stage for the day
1:00Recap and set the stage for the day
1:00Recap and set the stage for the day
2:23Blackboard: Animation
2:23Blackboard: Animation
2:23Blackboard: Animation
4:42Blackboard: Exposure Time and Intervals of Time
4:42Blackboard: Exposure Time and Intervals of Time
4:42Blackboard: Exposure Time and Intervals of Time
9:26Blackboard: Instantaneous Animation
9:26Blackboard: Instantaneous Animation
9:26Blackboard: Instantaneous Animation
17:26Blackboard: Doing Numerical Integration with Euler steps to compute Instantaneous Animation
17:26Blackboard: Doing Numerical Integration with Euler steps to compute Instantaneous Animation
17:26Blackboard: Doing Numerical Integration with Euler steps to compute Instantaneous Animation
19:18Blackboard: Lots of functions of lots of t's
19:18Blackboard: Lots of functions of lots of t's
19:18Blackboard: Lots of functions of lots of t's
21:31Blackboard: Physics and Animation
21:31Blackboard: Physics and Animation
21:31Blackboard: Physics and Animation
22:55Blackboard: Animation techniques: B-splines and Euler angles
22:55Blackboard: Animation techniques: B-splines and Euler angles
22:55Blackboard: Animation techniques: B-splines and Euler angles
24:44Blackboard: Orders of B-splines
24:44Blackboard: Orders of B-splines
24:44Blackboard: Orders of B-splines
29:50Blackboard: Parameter Spaces, State Vector and Generalized Coordinates
29:50Blackboard: Parameter Spaces, State Vector and Generalized Coordinates
29:50Blackboard: Parameter Spaces, State Vector and Generalized Coordinates
36:14Blackboard: "Position Vector" vs "State Vector"
36:14Blackboard: "Position Vector" vs "State Vector"
36:14Blackboard: "Position Vector" vs "State Vector"
38:04Blackboard: The animation pipeline: Stored -> Render Input -> Sprite List
38:04Blackboard: The animation pipeline: Stored -> Render Input -> Sprite List
38:04Blackboard: The animation pipeline: Stored -> Render Input -> Sprite List
39:47Blackboard: "Skeletal animation"
39:47Blackboard: "Skeletal animation"
39:47Blackboard: "Skeletal animation"
42:29Blackboard: Rendering the animation
42:29Blackboard: Rendering the animation
42:29Blackboard: Rendering the animation
44:03Internet: The Illusion of Life: Disney Animation1
44:03Internet: The Illusion of Life: Disney Animation1
44:03Internet: The Illusion of Life: Disney Animation1
44:58Blackboard: Anticipation and Follow-through
44:58Blackboard: Anticipation and Follow-through
44:58Blackboard: Anticipation and Follow-through
47:33Blackboard: Using "map into range" to split up the animation phases
47:33Blackboard: Using "map into range" to split up the animation phases
47:33Blackboard: Using "map into range" to split up the animation phases
50:45handmade_world_mode.cpp: Add these phases to the body's hopping animation
50:45handmade_world_mode.cpp: Add these phases to the body's hopping animation
50:45handmade_world_mode.cpp: Add these phases to the body's hopping animation
53:20Run the game and look at the jump
53:20Run the game and look at the jump
53:20Run the game and look at the jump
53:40handmade_world_mode.cpp: Give the body some springiness
53:40handmade_world_mode.cpp: Give the body some springiness
53:40handmade_world_mode.cpp: Give the body some springiness
55:14Blackboard: Using sine to compute the curve
55:14Blackboard: Using sine to compute the curve
55:14Blackboard: Using sine to compute the curve
57:37Run the game and see the springiness
57:37Run the game and see the springiness
57:37Run the game and see the springiness
58:43handmade_world_mode.cpp: Animate the ballistic phase
58:43handmade_world_mode.cpp: Animate the ballistic phase
58:43handmade_world_mode.cpp: Animate the ballistic phase
1:01:21Run the game and check out the hop
1:01:21Run the game and check out the hop
1:01:21Run the game and check out the hop
1:01:39handmade_world_mode.cpp: Give the animation some follow-through on the landing
1:01:39handmade_world_mode.cpp: Give the animation some follow-through on the landing
1:01:39handmade_world_mode.cpp: Give the animation some follow-through on the landing
1:02:14Run the game and check out the hop
1:02:14Run the game and check out the hop
1:02:14Run the game and check out the hop
1:02:48handmade_world_mode.cpp: Speed the hop back up again and check it out
1:02:48handmade_world_mode.cpp: Speed the hop back up again and check it out
1:02:48handmade_world_mode.cpp: Speed the hop back up again and check it out
1:03:50Q&A
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1:03:50Q&A
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1:03:50Q&A
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1:04:12handmade_world_mode.cpp: Set the Entity->FacingDirection
1:04:12handmade_world_mode.cpp: Set the Entity->FacingDirection
1:04:12handmade_world_mode.cpp: Set the Entity->FacingDirection
1:04:45thesizik What's the difference between B-splines and Bezier curves?
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1:04:45thesizik What's the difference between B-splines and Bezier curves?
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1:04:45thesizik What's the difference between B-splines and Bezier curves?
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1:05:00Blackboard: Bezier vs B-spline curves
1:05:00Blackboard: Bezier vs B-spline curves
1:05:00Blackboard: Bezier vs B-spline curves
1:05:54Blackboard: Bezier curve
1:05:54Blackboard: Bezier curve
1:05:54Blackboard: Bezier curve
1:10:46Blackboard: B-spline curve
1:10:46Blackboard: B-spline curve
1:10:46Blackboard: B-spline curve
1:14:42ffsjs From a beginner's perspective, it seems that in software rendering, keeping "milliseconds per frame" in a certain controlled boundary is somewhat in the programmer's control (depending on the code quality and orientation towards performance). Does that become more difficult when going into hardware rendering (with drivers) territory? Or is it the other way around?
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1:14:42ffsjs From a beginner's perspective, it seems that in software rendering, keeping "milliseconds per frame" in a certain controlled boundary is somewhat in the programmer's control (depending on the code quality and orientation towards performance). Does that become more difficult when going into hardware rendering (with drivers) territory? Or is it the other way around?
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1:14:42ffsjs From a beginner's perspective, it seems that in software rendering, keeping "milliseconds per frame" in a certain controlled boundary is somewhat in the programmer's control (depending on the code quality and orientation towards performance). Does that become more difficult when going into hardware rendering (with drivers) territory? Or is it the other way around?
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1:15:26dudeinbasement1 Are we going to do any compression on the image, or only movement of the torso?
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1:15:26dudeinbasement1 Are we going to do any compression on the image, or only movement of the torso?
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1:15:26dudeinbasement1 Are we going to do any compression on the image, or only movement of the torso?
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1:15:45ffsjs Which game design decision requires hopping / tilejumps as opposed to the previous way of moving the hero?
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1:15:45ffsjs Which game design decision requires hopping / tilejumps as opposed to the previous way of moving the hero?
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1:15:45ffsjs Which game design decision requires hopping / tilejumps as opposed to the previous way of moving the hero?
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1:16:04ttbjm Is it possible to create animations like Looney Tunes where looking at still frames you could see multiple heads and limbs or features that are extremely exaggerated and distorted? Somehow it still looks fine in motion. Smear animation is a term I could find in 30 seconds of googling
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1:16:04ttbjm Is it possible to create animations like Looney Tunes where looking at still frames you could see multiple heads and limbs or features that are extremely exaggerated and distorted? Somehow it still looks fine in motion. Smear animation is a term I could find in 30 seconds of googling
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1:16:04ttbjm Is it possible to create animations like Looney Tunes where looking at still frames you could see multiple heads and limbs or features that are extremely exaggerated and distorted? Somehow it still looks fine in motion. Smear animation is a term I could find in 30 seconds of googling
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1:17:27yolosswagez Why not use java instead of C?
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1:17:27yolosswagez Why not use java instead of C?
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1:17:27yolosswagez Why not use java instead of C?
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1:20:22yolosswagez Jmonkey and LWJGL are professional open source libraries that are written in java, just to name a couple
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1:20:22yolosswagez Jmonkey and LWJGL are professional open source libraries that are written in java, just to name a couple
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1:20:22yolosswagez Jmonkey and LWJGL are professional open source libraries that are written in java, just to name a couple
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1:22:04Miblo Probably time to just take questions from the Handmade Network IRC?
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1:22:04Miblo Probably time to just take questions from the Handmade Network IRC?
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1:22:04Miblo Probably time to just take questions from the Handmade Network IRC?
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1:22:56cubercaleb In order to stretch the body to the head will we implement shearing in the SE?
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1:22:56cubercaleb In order to stretch the body to the head will we implement shearing in the SE?
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1:22:56cubercaleb In order to stretch the body to the head will we implement shearing in the SE?
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1:23:18bardmode What would your ideal game programming language look like?
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1:23:18bardmode What would your ideal game programming language look like?
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1:23:18bardmode What would your ideal game programming language look like?
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1:23:36sssmcgrath Have you seen this video on Ubi's Rayman 2D animation editor?2
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1:23:36sssmcgrath Have you seen this video on Ubi's Rayman 2D animation editor?2
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1:23:36sssmcgrath Have you seen this video on Ubi's Rayman 2D animation editor?2
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1:24:25soysaucethekid Will the animation function eventually be moved out so other entities can use them?
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1:24:25soysaucethekid Will the animation function eventually be moved out so other entities can use them?
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1:24:25soysaucethekid Will the animation function eventually be moved out so other entities can use them?
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1:24:30gasto5 s it recommendable to mix vector and raster graphics for a game?
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1:24:30gasto5 s it recommendable to mix vector and raster graphics for a game?
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1:24:30gasto5 s it recommendable to mix vector and raster graphics for a game?
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1:24:46jessem3y3r David Rosen at Wolfire had a GDC talk on procedural animation. Have you seen it? If so, thoughts? [see Resources: Wolfire Blog]
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1:24:46jessem3y3r David Rosen at Wolfire had a GDC talk on procedural animation. Have you seen it? If so, thoughts? [see Resources: Wolfire Blog]
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1:24:46jessem3y3r David Rosen at Wolfire had a GDC talk on procedural animation. Have you seen it? If so, thoughts? [see Resources: Wolfire Blog]
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1:26:54shownun How close is humanity to programming a facsimile of our universe?
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1:26:54shownun How close is humanity to programming a facsimile of our universe?
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1:26:54shownun How close is humanity to programming a facsimile of our universe?
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1:27:03cubercaleb What do you have to say about the researchers that claim that java can be faster than C++ at times?
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1:27:03cubercaleb What do you have to say about the researchers that claim that java can be faster than C++ at times?
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1:27:03cubercaleb What do you have to say about the researchers that claim that java can be faster than C++ at times?
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1:28:33sssmcgrath It's pretty great. Also, re: metaprogramming, did you see Per Vognsen's btree metaprogramming thingy? Apparently it copies Jeff Roberts' AVL-tree configurability scheme
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1:28:33sssmcgrath It's pretty great. Also, re: metaprogramming, did you see Per Vognsen's btree metaprogramming thingy? Apparently it copies Jeff Roberts' AVL-tree configurability scheme
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1:28:33sssmcgrath It's pretty great. Also, re: metaprogramming, did you see Per Vognsen's btree metaprogramming thingy? Apparently it copies Jeff Roberts' AVL-tree configurability scheme
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1:28:47omnitechnomancer Runescape is a browser based MMO
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1:28:47omnitechnomancer Runescape is a browser based MMO
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1:28:47omnitechnomancer Runescape is a browser based MMO
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1:30:41dudeinbasement1 Q: Minecraft was ported to C++ I thought
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1:30:41dudeinbasement1 Q: Minecraft was ported to C++ I thought
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1:30:41dudeinbasement1 Q: Minecraft was ported to C++ I thought
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1:31:09cubercaleb The win10 edition is C++
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1:31:09cubercaleb The win10 edition is C++
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1:31:09cubercaleb The win10 edition is C++
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1:31:44Wrap it up
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1:31:44Wrap it up
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1:31:44Wrap it up
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