Handmade Hero»Episode Guide
Animating the Camera Between Rooms
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1:28Recap and set the stage for the day
1:28Recap and set the stage for the day
1:28Recap and set the stage for the day
3:24handmade_sim_region.cpp: Investigate the glitch in the room-based camera movement
3:24handmade_sim_region.cpp: Investigate the glitch in the room-based camera movement
3:24handmade_sim_region.cpp: Investigate the glitch in the room-based camera movement
6:23Blackboard: How the camera was being moved
6:23Blackboard: How the camera was being moved
6:23Blackboard: How the camera was being moved
7:27handmade_sim_region.cpp: Correct the displacement and run the game
7:27handmade_sim_region.cpp: Correct the displacement and run the game
7:27handmade_sim_region.cpp: Correct the displacement and run the game
11:14Blackboard: Camera control, hysteresis and perception grammar
11:14Blackboard: Camera control, hysteresis and perception grammar
11:14Blackboard: Camera control, hysteresis and perception grammar
20:05Blackboard: Hysteresis
20:05Blackboard: Hysteresis
20:05Blackboard: Hysteresis
25:38Blackboard: What we need hysteresis for in Handmade Hero
25:38Blackboard: What we need hysteresis for in Handmade Hero
25:38Blackboard: What we need hysteresis for in Handmade Hero
30:18handmade_world_mode.h: Add CameraOffset to game_world_mode in order to decouple the camera and the simulation region
30:18handmade_world_mode.h: Add CameraOffset to game_world_mode in order to decouple the camera and the simulation region
30:18handmade_world_mode.h: Add CameraOffset to game_world_mode in order to decouple the camera and the simulation region
33:32handmade_world_mode.cpp: Test offsetting the camera
33:32handmade_world_mode.cpp: Test offsetting the camera
33:32handmade_world_mode.cpp: Test offsetting the camera
38:19handmade_sim_region.cpp: Introduce RoomDelta and hRoomDelta to make it easier to tweak values
38:19handmade_sim_region.cpp: Introduce RoomDelta and hRoomDelta to make it easier to tweak values
38:19handmade_sim_region.cpp: Introduce RoomDelta and hRoomDelta to make it easier to tweak values
40:29Run the game and try moving between rooms
40:29Run the game and try moving between rooms
40:29Run the game and try moving between rooms
40:31handmade_sim_region.cpp: Displace the camera away from the hero
40:31handmade_sim_region.cpp: Displace the camera away from the hero
40:31handmade_sim_region.cpp: Displace the camera away from the hero
41:14handmade_sim_region.cpp: Scroll the camera halfway into the apron
41:14handmade_sim_region.cpp: Scroll the camera halfway into the apron
41:14handmade_sim_region.cpp: Scroll the camera halfway into the apron
47:04Run the game and see the camera's half-interpolation
47:04Run the game and see the camera's half-interpolation
47:04Run the game and see the camera's half-interpolation
47:22handmade_sim_region.cpp: Scroll the second half of the transition
47:22handmade_sim_region.cpp: Scroll the second half of the transition
47:22handmade_sim_region.cpp: Scroll the second half of the transition
48:18Run the game and see the full scroll in action
48:18Run the game and see the full scroll in action
48:18Run the game and see the full scroll in action
50:33handmade_sim_region.cpp: Tune the camera control
50:33handmade_sim_region.cpp: Tune the camera control
50:33handmade_sim_region.cpp: Tune the camera control
54:22Blackboard: Parabolic arc equation
54:22Blackboard: Parabolic arc equation
54:22Blackboard: Parabolic arc equation
59:24handmade_sim_region.cpp: Give the camera this parabolic arc
59:24handmade_sim_region.cpp: Give the camera this parabolic arc
59:24handmade_sim_region.cpp: Give the camera this parabolic arc
59:52Run the game and enjoy the camera movement
59:52Run the game and enjoy the camera movement
59:52Run the game and enjoy the camera movement
1:01:48handmade_sim_region.cpp: Update the Entity->P before computing the CameraOffset
1:01:48handmade_sim_region.cpp: Update the Entity->P before computing the CameraOffset
1:01:48handmade_sim_region.cpp: Update the Entity->P before computing the CameraOffset
1:03:55Run the game and see that the glitch is gone
1:03:55Run the game and see that the glitch is gone
1:03:55Run the game and see that the glitch is gone
1:04:05Q&A
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1:04:05Q&A
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1:04:05Q&A
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1:05:00cubercaleb Are you concerned about the player seeing outside the boundaries of the map or seeing into other rooms when the camera zooms out?
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1:05:00cubercaleb Are you concerned about the player seeing outside the boundaries of the map or seeing into other rooms when the camera zooms out?
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1:05:00cubercaleb Are you concerned about the player seeing outside the boundaries of the map or seeing into other rooms when the camera zooms out?
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1:05:22gasto5 So, no more smooth scrolling?
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1:05:22gasto5 So, no more smooth scrolling?
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1:05:22gasto5 So, no more smooth scrolling?
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1:05:47soysaucethekid I know the rooms are going to fit the screen, but will there be variable sized rooms with the camera making it fit to the screen?
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1:05:47soysaucethekid I know the rooms are going to fit the screen, but will there be variable sized rooms with the camera making it fit to the screen?
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1:05:47soysaucethekid I know the rooms are going to fit the screen, but will there be variable sized rooms with the camera making it fit to the screen?
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1:06:49dragonkinn02 When thinking of enemies, would you have classifications for AI, e.g. Level 1 approach constantly (zombie)? What would be the main levels you'd say for difficulty or reward feeling?
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1:06:49dragonkinn02 When thinking of enemies, would you have classifications for AI, e.g. Level 1 approach constantly (zombie)? What would be the main levels you'd say for difficulty or reward feeling?
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1:06:49dragonkinn02 When thinking of enemies, would you have classifications for AI, e.g. Level 1 approach constantly (zombie)? What would be the main levels you'd say for difficulty or reward feeling?
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1:07:04gasto5 When does he turn 39?
1:07:04gasto5 When does he turn 39?
1:07:04gasto5 When does he turn 39?
1:07:19popcorn Have you seen the warp glitch from Link's Awakening? How would you avoid that?
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1:07:19popcorn Have you seen the warp glitch from Link's Awakening? How would you avoid that?
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1:07:19popcorn Have you seen the warp glitch from Link's Awakening? How would you avoid that?
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1:09:29popcorn You press start when before you enter a room and the link will end up on top of the screen
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1:09:29popcorn You press start when before you enter a room and the link will end up on top of the screen
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1:09:29popcorn You press start when before you enter a room and the link will end up on top of the screen
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1:10:27Blackboard: Our coherent sense of world space vs What may be happening in Link's Awakening
1:10:27Blackboard: Our coherent sense of world space vs What may be happening in Link's Awakening
1:10:27Blackboard: Our coherent sense of world space vs What may be happening in Link's Awakening
1:13:07sgtcarnaval If you want a good hysteresis example a heater controller does the job
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1:13:07sgtcarnaval If you want a good hysteresis example a heater controller does the job
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1:13:07sgtcarnaval If you want a good hysteresis example a heater controller does the job
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1:14:13We are done
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1:14:13We are done
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1:14:13We are done
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