Math for Game Programmers: Juicing Your Cameras With Math
Video Statistics and Information
Channel: GDC
Views: 94,204
Rating: undefined out of 5
Keywords: gdc, talk, panel, game, games, gaming, development, hd, design, programming, agme programming, game programming, game cameras
Id: tu-Qe66AvtY
Channel Id: undefined
Length: 31min 34sec (1894 seconds)
Published: Sat Dec 23 2017
Please note that this website is currently a work in progress! Lots of interesting data and statistics to come.
Just watched this video and I really like how he had an interactive example of everything. One thing I know is that I gotta fix my screen shake code!
edit: I think I made some kind of drunk simulator instead of a hint of screen shake...
the website he mentions that hosts the slides and other talks
http://essentialmath.com/
Saw a nice implementation of a camera view fluidly snapping to the closest enemy on twitter just the other day.
I think this one missed one crucial point about 3d screen shaking.
When human heads get shaken, there is a lower level, subconscious correction that your eyes rotate and still focus at the same point.
You can test this with focusing on a far away target and lightly tapping you head and you'll notice that you still see everything clearly and it doesn't shake very much. Now if you consciously force your eyes to not focus anywhere, try to lock your eyes to not move, and tap year head, your vision will shake a lot.
What needs to happen for best feel is that on camera shake, the camera (or crosshair) still points to the exact same spot. This of course requires both translation and rotation.
This happens while walking or running in humans automatically too.
Remember those awesome videos of chickens stabilising their vision with head movements? Chickens do this because they have pretty poor eye control. Their eyes aren't ever close to spherical so they cannot look around without turning their heads. This article has more info.
Humans do those same movements, but with eye rotation. Did you know that human eyes have 3 degrees of rotation? There's of course yaw and pitch, but there's also roll too. Check it out in front of a mirror. Look closely at the patterns of your irises and lean your head left and right and you'll notice that your eye will rotate to compensate.
Since we stare at mostly the same spot in on the screen, we don't move our eyes subconsciously that much when playing. We don't have a wire coming to our heads from the computer to simulate the camera acceleration and orientation status so that our eyes would automatically compensate for on-screen shaking. Therefore we must go through a higher-level, and a lot slower (thus laggier), route in our brains to compensate for the shaking. This lag might be one of the main reason for nausea while playing 3d games.
To make a camera system that feels more natural, we should aim to emulate and accomodate the functions of the eyes as much as possible. Make the focus point of the camera (the crosshair) shake as little as possible. Sure it is a bit more math (depends on how far the focus is), but it should be worth it.
I'm just a beginner in game dev and I find these videos and their concepts pretty fascinating.
Good information on Screen Shake. Useful.
Professor Squirrel! He was my professor back in grad school.
Anyone got a good sorted list of GDC talks?
I know I'll never get through all of them but I'd love to make a path through certain topics.
Damn that Voronoi type shit be sexy.