Scroll Back: The Theory and Practice of Cameras in Side-Scrollers
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Re: Scroll Back: The Theory and Practice of Cameras in Side-Scrollers
#2Abuse (1996) had some kind of (inverted) target focus I think. Or is that a snappy lerp-smooth?
Re: Scroll Back: The Theory and Practice of Cameras in Side-Scrollers
#3This is so phenomenal. Just being aware of the different ways camera systems are used is incredible when playing and making games.
Re: Scroll Back: The Theory and Practice of Cameras in Side-Scrollers
#4Has this been seen by http://www.reddit.com/r/gamedev/ ? If not, it definitely should be :)
Re: Scroll Back: The Theory and Practice of Cameras in Side-Scrollers
#5This is so much more interesting than it should be. The GIFs must have been a ton of work to put together. Fantastic.
Re: Scroll Back: The Theory and Practice of Cameras in Side-Scrollers
#6Great article. (Unfortunately I had to finish it in w3m because the gifs were so huge.)
I remember doing lerp and projected-focus before I knew what they were called. It definitely has more depth than it seems, and as I was reading I was surprised at how much thought went into some of these decisions, especially Super Mario World where I had never noticed it. I suppose it's like UX design -- you only notice it if it's bad.
Re: Scroll Back: The Theory and Practice of Cameras in Side-Scrollers
#7Has this been seen by http://www.reddit.com/r/gamedev/ ? If not, it definitely should be :)
Re: Scroll Back: The Theory and Practice of Cameras in Side-Scrollers
#8Thank you so much for this!
Re: Scroll Back: The Theory and Practice of Cameras in Side-Scrollers
#9awesome work!
Re: Scroll Back: The Theory and Practice of Cameras in Side-Scrollers
#10If you prefer, here's the 52 min video of the talk: http://www.gdcvault.com/play/1022243/Scroll-Back-The-Theory-...