cinera_handmade.network/cmuratori/hero/code/code274.hmml

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[video output=day274 member=cmuratori stream_platform=twitch stream_username=handmade_hero project=code title="Dynamic Animation with Springs" vod_platform=youtube id=0MWGM4pte-I annotator=Miblo]
[0:42][Recap and set the stage for the day]
[1:52][handmade.cpp and handmade_config.h: Introduce and make Global_Timestep_Percentage editable with the debug system]
[4:00][Run the game reduce that Global_Timestep_Percentage]
[7:01][handmade_world_mode.cpp: Look at the current hopping code and consider doing physics simulation on the springiness]
[10:05][Blackboard: Tracking the velocity and target position of the cape]
[13:12][handmade_world_mode.cpp: Simulate tBob using the standard equations of motion[ref
site="Handmade Hero Episode Guide"
page="Day 043 - The Equations of Motion"
url="https://hero.handmade.network/episode/game-architecture/day043"]]
[16:12][handmade_world_mode.cpp: Set the acceleration to 0 and see that there's no movement on that joint]
[16:36][handmade_world_mode.cpp: Set a loop and tweak the hopping variables]
[22:00][handmade_world_mode.cpp: Restore the position to 0]
[24:15][handmade_world_mode.cpp: Simulate the landing phase]
[30:59][handmade_world_mode.cpp: Tune the hop]
[32:41][Control the hero directly and see that the hop is oscillating]
[33:04][Blackboard: Springs]
[34:57][Blackboard: Undamped spring]
[37:28][handmade_world_mode.cpp: Add that undamped spring equation]
[38:31][Blackboard: How this spring equation works]
[40:05][Blackboard: Under-, over- and critically-damped springs]
[42:32][handmade_config.h and handmade_world_mode.cpp: Run at 100% global speed and slow down the head and jump]
[44:01][handmade_world_mode.cpp: Tune the downward motion on the anticipation phase]
[46:44][handmade_world_mode.cpp: Consider making the head snap back to the body when stationary]
[49:15][Blackboard: Applying the spring technique in different directions]
[57:33][handmade_world_mode.cpp: Implement this spring equation for the head]
[1:04:41][Rerun the game and get that restorative force, but see that the facing direction is being affected by something]
[1:07:12][Blackboard: Recentering the head along the body's axis of movement]
[1:07:59][handmade_world_mode.cpp: Recenter the head]
[1:16:13][handmade_world_mode.cpp: Introduce a non-normalised ddP2 in order to compute the spring]
[1:17:21][Run the game and see that the problem is fixed]
[1:17:56][Q&A][:speech]
[1:18:30][@Miblo][The other day ingenero likened the new movement to Crypt of the Necrodancer. I like that game and see where they're coming from, but Handmade Hero already looks like it feels so much sweeter to play]
[1:19:04][@ffsjs][I've probably missed it, but what exactly prompted switching the hero movement from analogue-rolling to digital-tile-based-wiggle-hopping?]
[1:19:44][@cpots][Does math exist?]
[1:19:47][@indie_d][Is the body always going to move on a fixed grid?]
[1:20:38][@is_matt][Can we get a keyboard cam?]
[1:20:52][@bluemelon555][Will the player be able to see the points in the design]
[1:21:13][@macielda][Is the body going to lean towards the head or is it gonna stay detached?]
[1:22:04][@indie_d][Shouldn't the head always draw on top of the cape?]
[1:23:31][@trevnewt][Will other entities only travel on these points, too? Or can they move freely?]
[1:24:08][@cvaucher][Is there a name for this technique of blending canned and simulated animations? Is it a common thing allowed in animation / 3D packages?]
[1:26:16][@macielda][Why would I use an animation package instead of doing what you just did (and whatever you will do)?]
[1:28:56][@trevnewt][Is there any plan for eventual addition of music?]
[1:29:34][@garryjohanson][Ham-handed Q, could you use neural networks and make something like Boston Dynamics 'BigDog'?]
[1:31:17][Close it up][:speech]
[/video]