[1:44:21][Solving for our acceleration along a uniform curve based on our current velocity][:blackboard :mathematics]
[1:47:13][Remove dt and ddt from game_camera][:camera :mathematics]
[1:50:34][Storing and heuristically adjusting our length and t value from last frame][:camera :mathematics :speech]
[1:51:57][Begin to make UpdateCameraForEntityMovement() step along our :camera interpolation curve using the t and DeltaP from the last frame][:mathematics]
[2:00:00][Consider other options for :camera interpolation][:mathematics :speech]
[2:02:06][Make UpdateCameraForEntityMovement() update our velocity based on a curve rule][:camera :mathematics]
[2:08:18][Check out our :camera interpolation][:mathematics :run]
[2:22:30][Find that our :camera interpolation sort of works][:mathematics :run]
[2:22:59][Change game_camera to store the ddP, and UpdateCameraForEntityMovement() to compute this as well as the dP][:camera :mathematics]
[2:25:59][See a hitch in our :camera][:run]
[2:27:03][Fix UpdateCameraForEntityMovement() to use the AccelRange to compute the ddP along the acceleration curve, and to lerp along the deceleration curve][:camera :mathematics]
[2:32:57][Try out our :camera][:run]
[2:33:18][Increase our acceleration and deceleration curve ranges in UpdateCameraForEntityMovement()][:camera :mathematics]
[2:34:28][Try out our :camera][:run]
[2:34:43][Make UpdateCameraForEntityMovement() update the :camera's P in the deceleration curve case][:mathematics]
[2:41:31][Consider solving for the deceleration curve from our current velocity to 0][:camera :mathematics :speech]
[2:44:27][Temporarily make UpdateCameraForEntityMovement() interpolate the :camera using a proportional derivative controller][:mathematics]
[2:55:11][Try out our proportional derivative controlled :camera][:mathematics :run]
[2:57:34][Blending the :camera focus range, for alpha clip and fogging purposes][:mathematics :speech]
[3:02:34][Synchronising that :camera focus][:mathematics :run]
[3:03:27][Make UpdateCameraForEntityMovement() include the :camera focus range in our proportional derivative controller][:mathematics]
[3:08:37][Try out our fully proportional derivative controlled :camera][:mathematics :run]
[3:11:21][Q&A][:speech]
[3:11:52][@paulmmh][Q: In episode 392 you thought about moving Molly Rocket to Linux. Are you still thinking about that? What about the lack of proper debuggers?]
[3:14:34][@sahfortv][Q: Is the plan to change the character facing direction when they move in a direction, or will that be mapped to a different key?]
[3:16:02][@reductum][Q: If there were a truly good (better than VS's) debugger for Linux, would that make Linux viable for gamedev?]
[3:16:33][@mint_spider][Q: It looks like the "average" sized room is currently too big to be seen without scrolling. Is that what we want in the end, or is it just that average room size is still undecided?]
[3:16:59][@rebelavalon][Q: I started watching at the beginning, and I'm up to episode 024. Did any code get released? Is any code public domain?]
[3:17:09][@fierydrake][Q: Did the updated speed get applied into the :camera for the fog / alpha interpolation?]