Math for Game Programmers: Juicing Your Cameras With Math

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In this 2016 GDC session, SMU Guildhall's Squirrel Eiserloh explores the math behind a variety of camera behaviors including framing techniques, types and characteristics of smoothed motion, camera shake, and dynamic split-screen.
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КОМЕНТАРІ: 114
@raiju6090
@raiju6090 6 років тому
the split screen demonstrated is really cool
@higgins007
@higgins007 5 років тому
Yeap totally badass. I am so stealing this idea! :)
@hexzyle
@hexzyle 4 роки тому
Aegis Defenders did this ukposts.info/have/v-deo/bI9prqx_iK-qmnU.html
@yuler_
@yuler_ 2 роки тому
I come back to reference this talk every now and then so 0:00 Overview 2:41 Juice intro 3:27 Camera shake 6:40 Camera shake 2D 7:27 Camera shake 3D 9:53 Camera shake implementation 15:07 Camera shake takeaways 15:37 Smoothed motion 21:26 Framing 27:00 Voronoi split-screen cameras
@PsyCoCinematics
@PsyCoCinematics 10 місяців тому
Aye, this video is... voronoi-ce!
@ObeseWizard
@ObeseWizard 4 роки тому
Holy frick this is an insanely good presentation. You don't think about these things when you play games but they make a world of a difference. Even his silly little platformer demo for this instantly gave me a "polished" vibe just because of the smooth camera.
@homeyworkey
@homeyworkey Рік тому
lol i feel i recognie u from rocket league but i got no clue
@ObeseWizard
@ObeseWizard Рік тому
@@homeyworkey lol yeah I used to play an absolute ton of rocket league, I don't play much anymore though. Same name in game
@patrickmayer9218
@patrickmayer9218 5 місяців тому
Interesting as fuck that you guys would've never heard from one another again if you didn't happen to both be into learning about game dev cameras (and also kinda wholesome!)
@lisyarus
@lisyarus 3 роки тому
A tiny improvement on asymptotic averaging for anyone who comes by: if you're doing the timestep-dependent variant, i.e. x += (targetx - x) * smoothness * timestep, it's better to do x += (targetx - x) * min(1.0, smoothness * timestep) so that you don't overshoot when your timestep gets too large (e.g. unexpected lags, framerate drops, etc).
@KKomalShashank
@KKomalShashank 2 роки тому
Squirrel Eiserloh was my game programming professor at SMU Guildhall. He was the best teacher I ever had. The most amazing person, who explained complex concepts in such a cool, interesting and easy-to-understand manner. Everyone has their No. 1 teacher that they remember fondly for the rest of their lives. For me, that teacher is Squirrel Eiserloh.
@demonsnails
@demonsnails 6 років тому
The part about camera shake was very insightful
@masondeross
@masondeross 2 роки тому
This talk deserved to be a full hour; great talk and especially good for the limited time allowed.
@ZeroZ30o
@ZeroZ30o 6 років тому
Great talk, very well explained and no wasting time
@jitspoe
@jitspoe 4 роки тому
Instead of Asymptotic Averaging, I would recommend using damping, which is effectively the same, but takes a delta time into account so it's not framerate dependent. Equation is very simple: (src * factor + dest * dt) / (factor + dt), where src is the source (starting) value, dest is the destination (target) value, factor is the damping factor (0 = instant, and you can go up from there), and dt is the delta time or frame time.
@alfredoadam8869
@alfredoadam8869 4 роки тому
jitspoe hello,i have some trouble on this .in 3d game ,if i rotation the camera then the rotation will cause lazy camera follow but i only want that when i move the camera follow lazily.sorry for my bad english😂
@RealRushinRussian
@RealRushinRussian 4 роки тому
Great talk! I keep coming back to it every now and then. Using perlin noise instead of simple random numbers or designing different rules for camera movement in certain directions are the things that are easy to overlook and not even consider but they could make a huge difference in making sure that your game just feels right. One interesting thing to point out is that for some games you can choose not to shake the camera itself but rather to shake the UI. I've just noticed this in Doom (2016) and it appears to work well. The player's camera does not move at all, but all the interface elements do. Great way to add "weight" and "juice" to explosions and hits without messing with the player's aim or spatial awareness. There's still vertical recoil from some of your own shots but that's rather standard and expected by players anyway. I assume shaking the UI works best if you have UI elements in most if not every corner of the screen so that it feels more immersive.
@scottcourtney8581
@scottcourtney8581 5 років тому
The Voronoi split screen technique is bloody brilliant!
@Sparrow420
@Sparrow420 3 роки тому
totally, first time i saw it i was speechless.
@hsvfanjan17
@hsvfanjan17 2 роки тому
I think it's an excellent solution for a 2 player split screen but when he showed it being used for 4 players, some of the players' screens were way too small. I guess with some tweaking it's possible to solve it, though :)
@Lakius
@Lakius 2 роки тому
It'd be simple enough to calculate the area or weighted area to determine which view needs to gain space and which view could/should lose some. You could then dampen the rate of change too. What I mean by weighted area is that a square ish view has more effective area for a player to navigate with, so should be cut off more than that poor pair with weird slivers of view.
@betatester03
@betatester03 5 років тому
This is a FANTASTIC talk. Concise and extremely helpful.
@thelegendgamer33
@thelegendgamer33 6 років тому
Excellent talk, very clear and detailed yet focused and concise.
@sosasees
@sosasees 2 роки тому
Screen Shake is so important that early arcade games used to make up for the hardware's inability to do screen shake by flashing the colors of the screen. The effect can be really intense and deadly to epileptics. I'm really glad that we can now do screen shake. This effect is subtler, and by that I mean that it's still intense but only as intense as it needs to be.
@polaris911
@polaris911 6 років тому
that was really helpful, especially since you had visual examples. Thank you for sharing
@alexslavski5056
@alexslavski5056 6 років тому
Superb!!! This is a brilliant example of how to make an interesting and informative presentation.
@ZoidbergForPresident
@ZoidbergForPresident 6 років тому
Cool stuff! Would love to see more details about that Voronoi screen-splitting.
@chadverrall9516
@chadverrall9516 5 місяців тому
1) Camera shake in 3D, Translation helps show how it effects your hero in a 3rd person game and foreground, while Rotation is mostly going to effect things in the distance or background. Typically in 3D you also want to reduce the amount of roll you do, as that tends to make people sick. While your argument for no translation movement (or is very bad) might be accurate for a First Person game, I think it's incorrect with a 3rd person game. 2) Camera shake in VR can be done, but in general you want to use all translation changes Vs rotation (because Rotation will make people sick). We had camera shake in Lone Echo 1 & 2 with just translation and it worked very well. Overall an amazing talk!
@anonymous-de3mn
@anonymous-de3mn 5 років тому
I am not at all in the game development area, I am just a mere gamer, but this was extremely interesting and very well explained. Great presentation of a very interesting aspect of games !
@Lines-In-The-Sand1
@Lines-In-The-Sand1 6 років тому
Terrific talk. Lots of very practical and useful information.
@REAL-NANO
@REAL-NANO 4 роки тому
Actually on my forth beer when 9:00 . Was gettin a bit dizzy, TY for killing that slide.
@JusTyr3c
@JusTyr3c 5 років тому
Great and very efficient talk. Thanks a lot
@benjaminramsey4695
@benjaminramsey4695 6 років тому
Wow, well done presentation!
@sirdiealot7805
@sirdiealot7805 6 років тому
Awesome talk, thank you. I don't remember seeing this kind of split in any game. One famous game that unfortunately messed up the multiplayer camera is Spelunky.
@freedom_aint_free
@freedom_aint_free 2 роки тому
Amazing video, full of excellent programming tips and tricks !
@chrisME1320
@chrisME1320 6 років тому
Very interesting talk, I've been thinking of making a splitscreen of this sot for some time now.
@slmjkdbtl
@slmjkdbtl 3 роки тому
the demos are so high quality
@rumfordc
@rumfordc 6 років тому
awesome talk. every point was useful
@muskop42
@muskop42 2 роки тому
The talks that he referenced: The Art of Screenshake: ukposts.info/have/v-deo/eXqVeaeqqoSLjok.html Juice it or Lose it: ukposts.info/have/v-deo/fqlhlXl7pJ2f2Zs.html
@Ratstail91
@Ratstail91 4 роки тому
That star wars camera always blew me away. I'd love to do that myself someday.
@Lugmillord
@Lugmillord 6 років тому
This was fantastic and really useful!
@sagarpatel1633
@sagarpatel1633 6 років тому
Thunbs up fo split scrren demonstration :)
@thego-dev
@thego-dev 11 місяців тому
note: in practice, for 3d (projected onto a 2d screen), pitch and yaw _are like_ "2d translation" and roll _like_ "2d rotation", so 3d rotation by itself is "equal to" 2d's rotation+translation, which is preferred, and 3d translation a bad kinda jittering ground effect dependant on perspective that, if you even _could_ do in 2d, _you would avoid like the plague_ so in essence, good camera shake in 2d and 3d "work the same"
@projectrat5564
@projectrat5564 6 років тому
These are great resources
@aleju
@aleju Рік тому
Very good presentation! I used to work at Tt Games (didn't implement the split-screen myself though). A friend of mine told me that the split-screen in Lego Star Wars made him dizzy though. Luckily, it can be disabled in settings.
@dioricergy6931
@dioricergy6931 3 роки тому
The exponential increase shake feels wrong when implemented in rapid shooting weapon. The early shoots will have no noticeable recoil feel. But it seems great to emphasize killing streak or successive combo. I think we should have several instances of shake in different intensity and amplitude for various context such as explosions, shoots, constant shake etc.
@cacheman
@cacheman 6 років тому
The slides are at mathforgameprogrammers dot com
@Gidaio
@Gidaio 3 роки тому
Super interesting. I'd love to look more into the split-screen thing, but the site mentioned doesn't have this talk...
@raph2550
@raph2550 4 роки тому
This is great
@HeadphoneTarnish
@HeadphoneTarnish 2 роки тому
This guy blows it out of the water every year
@tiagodarkpeasant
@tiagodarkpeasant 4 роки тому
that focal point could be a good idea for a classic resident evil, the camera can move, but every area could have a point of interest making that cinematic camera effect
@munk_ken
@munk_ken 3 роки тому
For vr, why not use a post processing blur variance to make it feel like a camera shake without causing the person to dispose of their recent meal.
@hymen0callis
@hymen0callis 6 років тому
learned a new word today: "asthmatotic"
@TheFinagle
@TheFinagle 2 роки тому
One more comment for shake screen in 3D - dont mess up the players aim (what their cross hairs point at or what they would interact with if clicking) unless its your specific intent that their aim be thrown off. Its likely you would do both, but make sure whatever happens is on purpose not an accident or side effect.
@Truephoria
@Truephoria 3 роки тому
You could make a whole game centered around the splitscreen technique!
@yapayzeka
@yapayzeka Рік тому
5:34 now that's I call teaching 😃
@oels9507
@oels9507 4 роки тому
How do you choose which perpendiculars to use to create the boundary edges?
@Lucrecious
@Lucrecious 3 роки тому
Anyone know where the mentioned "Interpolations and Splines" GDC video from 2012 referenced at 17:08 is at?
@lexsec
@lexsec 3 роки тому
I hope he didn't quite rudely kicked out the previous speaker...
@ZeroZ30o
@ZeroZ30o 6 років тому
Does anybody know where to find the talks mentioned at the end? "Fast and Funky 1D Nonlinear Transforms (GDC 2015)" "Random Numbers (GDC 2014)" "Interpolation and splines (GDC 2012)"
@ZeroZ30o
@ZeroZ30o 6 років тому
Oh, thanks a lot!
@tenebre5512
@tenebre5512 6 років тому
essentialmath.com/tutorial.htm
@MyLittleMagneton
@MyLittleMagneton 6 років тому
Are they using clip-on stereo mics ... ?
@JamUsagi
@JamUsagi 6 років тому
The 4 player voronoi regions look like they could have been made more accurate. I don't blame him for not doing it though, that sounds like it'd be a real pain.
@zdspider6778
@zdspider6778 Рік тому
31:23 Interesting stuff. Where is his "Interpolations and Splines" video? (last text from that slide)
@TheDeadlyDalek
@TheDeadlyDalek 5 років тому
Graphs I have seen of Perlin noise look like smoothly connected "hills" and "valleys". Wouldn't the small offset of +1 for the seeds result in only a small variation in values since it will get the values of a parallel set of points only slightly offset from the series "above" and "below" it?
@patakk8145
@patakk8145 5 років тому
Good point, but in my experience +1 is a huge difference and looks almost random, as opposed to +0.03 for example.
@BarcelonaMove
@BarcelonaMove 6 місяців тому
Do somebody have a link to the slides?
@ThePC007
@ThePC007 6 років тому
So, how would that awesome split-screen work in a 3D environment?
@Lugmillord
@Lugmillord 6 років тому
My guess: Surprisingly similar. You have a zoomed out camera that encompasses all players and use that image as your 2D plane.
@16m49x3
@16m49x3 5 років тому
Just look at any lego game in multiplayer
@rafalradziwill9017
@rafalradziwill9017 5 років тому
Where I can get this asymptotic averaging tool
@lukavelinov7419
@lukavelinov7419 2 роки тому
It's not a real tool, it's just a formula that you can apply to get smooth, asymptotic movement.
@vertxxyz
@vertxxyz 6 років тому
I just wonder why it wasn’t mentioned that asymptotic averaging can just be implemented with Lerp, it’s an easy way to let people understand lerp if you describe it like the talk did, but then quickly point to the function as the shorthand afterwards.
@CharalamposKoundourakis
@CharalamposKoundourakis 6 років тому
Thomas Ingram Cause not all frameworks support lerp. You'd have to do it yourself in many cases.
@Xarbrough
@Xarbrough 6 років тому
Because Lerp (linear interpolation) would be a misguiding name, since he is not moving the camera linearly towards a target, but it moves fast at the beginning and gets slower the closer it is to its target. Using the Mathf.Lerp function in e.g. Unity gives beginners an easy way of not having to type out the formula, but using it in the way shown makes the function not be a true linear interpolation anymore. Basically, Mathf.Lerp is meant to be used in a way where the parameter t is animated linearly from zero to one, but the shown type of smooth camera movement would just input a fixed value of t = 0.1, giving the correct result, but misusing the name 'lerp'.
@SqueakyNeb
@SqueakyNeb 6 років тому
@Thomas Ingram Actually that x*.9+targetx*1. formula is exactly what lerp is (q = p*(t-1)+rt, for t = [0,1]). It can be implemented with lerp, yes -because it quite literally is lerp :P
@SqueakyNeb
@SqueakyNeb 6 років тому
@Chris Y lerp is exactly what it is. You're moving linearly from points a to b, by a fixed amount, and a and b are moving over time. And mathematically, lerp is exactly that x*.9+targetx*1 formula.
@thomasspader6950
@thomasspader6950 6 років тому
I think that with asymptotic averaging you aren't moving linearly. If you moved from x = 0 to x = 1 with lerp, you would have some set of N steps where each step moves you 1/N. If you moved from x = 0 to x = 1 with asymptotic averaging, you would first move to x = .5, then x = .75, then x = .875, etc, which is not linear.
@1rez378
@1rez378 6 років тому
20:50 Wait, can't this be done with power function?
@omgomgomgd
@omgomgomgd 3 роки тому
no, because the camera/player could move separately from that control every frame a power would not be able to capture the change in position easily, it's just easier to represent as "every discrete time step, do this"
@andrewdunbar828
@andrewdunbar828 11 місяців тому
trama, parabula, and cetera
@KaranChecker
@KaranChecker 6 років тому
Split screen was wow! The rest pretty standard.
@harshdeepsinghmudhar6385
@harshdeepsinghmudhar6385 3 роки тому
Only rotational in 2D is pretty good for failed actions or locked choices.
@jacquesdurand4416
@jacquesdurand4416 3 роки тому
Good talk. I keep seeing Ben Affleck looking at the speaker
@AirskiiMusic
@AirskiiMusic 6 років тому
You would think the GDC team could find better audio technicians! take the left Chanel, compress it then copy it to the right channel, that will eliminate the phasing and panning!!!! :)
@ace100hyper3
@ace100hyper3 6 років тому
The intro sound feels like you're eating a cockroach
@_gamma.
@_gamma. 5 років тому
You could do camera shake in vr with a shader that only effects the edge of the player's vision, keeping their focus clear and having the effect more in the background
@finfan7
@finfan7 6 років тому
Good knowledge in the shake and follow sections but that voronoi split, while being conceptually 'cool' because it's new and different, seems just awful in every other way.
@willegg8436
@willegg8436 3 роки тому
Who is Math and why does want to juice me?!
@bigmofo1122
@bigmofo1122 6 років тому
At 28:32 'player' become male. Both of them. They each get half the screen.
@soirema
@soirema Рік тому
that's barbaric that they dont let people finish their presentations, Im sure no one of the audience wouldn't mind
@jgcooper
@jgcooper 6 років тому
please dont do the "lazy" camera follow in platformers that was shown at the start of this talk. instead you want the camera to do the opposite, the center of the camera ought to be IN FRONT of the player respective to what direction they're moving, not behind as is the case in this video.
@docill9155
@docill9155 6 років тому
The way you fix this is by having the camera target ahead of the player's intentional movement instead of targeting the player himself. You still want the "lazy" camera movement, so it doesn't snap to the players jerky movement. Again just target ahead when the player starts to move.
@jgcooper
@jgcooper 6 років тому
yes, the key part is having it ahead, the problem is not the "lazy" aspect, but as a very prominent example it is an easy trap for others to fall in and follow, and it is sadly too common in indie platformers, for example it is one of the things that dragged down Dead Cells. edit: not just inde platformers, but also seen in old retro platformers.
@tehf00n
@tehf00n 6 років тому
so a quick multiplication of -1 should do?
@jgcooper
@jgcooper 6 років тому
lol no
@MatthijsvanDuin
@MatthijsvanDuin 6 років тому
Super Mario World did this right though. I never consciously noticed this until I saw this brilliantly evil section in an SMW romhack which puts platforms and obstacles on a parallax-scrolling "layer 2", which is tied to the camera motion: ukposts.info/have/v-deo/gHyKe4KYpY6qy3k.htmlm52s Notice at 10:37 mario moves to the left, and in response the camera quickly pans to the left to place it ahead of mario again (and as a side effect moves a layer 2 platform and causes mario to fall to his death).
@Kakerate2
@Kakerate2 3 роки тому
17:08 for later me
@AximVidya
@AximVidya 2 роки тому
Pro tip for screen shake: Put a toggle in the game options and don't put too much effort into the actual effect cause 95% of players will set it to off.
@rasz
@rasz 5 років тому
shaking - author is confounding feeling with visual effect. As a player I HATE this type of shit, but I bet marketing types find it looking great in demos.
@johnterpack3940
@johnterpack3940 4 роки тому
Amen. I don't know who started that or why people think it's cool. It is easily the worst trend in gaming. I'd stop playing a game the instant it shook the screen.
@krebgurfson5732
@krebgurfson5732 2 роки тому
yes, screen shake. the option EVERYONE turns off if available, why do devs continue to do this.
@yoruhana190
@yoruhana190 6 років тому
Those are nice technics, but where is the math?
@47Mortuus
@47Mortuus 4 роки тому
Somebody tell this guy that translation includes rotation!
@biggiecheese2172
@biggiecheese2172 Рік тому
I always disable the shitty diagonal splitscreen garbage lmao
@Drecon84
@Drecon84 6 років тому
Him clearing his throat every few sentences is very distracting.
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