Dynamic Animation with Springs
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0:42Recap and set the stage for the day
0:42Recap and set the stage for the day
0:42Recap and set the stage for the day
1:52handmade.cpp and handmade_config.h: Introduce and make Global_Timestep_Percentage editable with the debug system
1:52handmade.cpp and handmade_config.h: Introduce and make Global_Timestep_Percentage editable with the debug system
1:52handmade.cpp and handmade_config.h: Introduce and make Global_Timestep_Percentage editable with the debug system
4:00Run the game reduce that Global_Timestep_Percentage
4:00Run the game reduce that Global_Timestep_Percentage
4:00Run the game reduce that Global_Timestep_Percentage
7:01handmade_world_mode.cpp: Look at the current hopping code and consider doing physics simulation on the springiness
7:01handmade_world_mode.cpp: Look at the current hopping code and consider doing physics simulation on the springiness
7:01handmade_world_mode.cpp: Look at the current hopping code and consider doing physics simulation on the springiness
10:05Blackboard: Tracking the velocity and target position of the cape
10:05Blackboard: Tracking the velocity and target position of the cape
10:05Blackboard: Tracking the velocity and target position of the cape
13:12handmade_world_mode.cpp: Simulate tBob using the standard equations of motion1
13:12handmade_world_mode.cpp: Simulate tBob using the standard equations of motion1
13:12handmade_world_mode.cpp: Simulate tBob using the standard equations of motion1
16:12handmade_world_mode.cpp: Set the acceleration to 0 and see that there's no movement on that joint
16:12handmade_world_mode.cpp: Set the acceleration to 0 and see that there's no movement on that joint
16:12handmade_world_mode.cpp: Set the acceleration to 0 and see that there's no movement on that joint
16:36handmade_world_mode.cpp: Set a loop and tweak the hopping variables
16:36handmade_world_mode.cpp: Set a loop and tweak the hopping variables
16:36handmade_world_mode.cpp: Set a loop and tweak the hopping variables
22:00handmade_world_mode.cpp: Restore the position to 0
22:00handmade_world_mode.cpp: Restore the position to 0
22:00handmade_world_mode.cpp: Restore the position to 0
24:15handmade_world_mode.cpp: Simulate the landing phase
24:15handmade_world_mode.cpp: Simulate the landing phase
24:15handmade_world_mode.cpp: Simulate the landing phase
30:59handmade_world_mode.cpp: Tune the hop
30:59handmade_world_mode.cpp: Tune the hop
30:59handmade_world_mode.cpp: Tune the hop
32:41Control the hero directly and see that the hop is oscillating
32:41Control the hero directly and see that the hop is oscillating
32:41Control the hero directly and see that the hop is oscillating
33:04Blackboard: Springs
33:04Blackboard: Springs
33:04Blackboard: Springs
34:57Blackboard: Undamped spring
34:57Blackboard: Undamped spring
34:57Blackboard: Undamped spring
37:28handmade_world_mode.cpp: Add that undamped spring equation
37:28handmade_world_mode.cpp: Add that undamped spring equation
37:28handmade_world_mode.cpp: Add that undamped spring equation
38:31Blackboard: How this spring equation works
38:31Blackboard: How this spring equation works
38:31Blackboard: How this spring equation works
40:05Blackboard: Under-, over- and critically-damped springs
40:05Blackboard: Under-, over- and critically-damped springs
40:05Blackboard: Under-, over- and critically-damped springs
42:32handmade_config.h and handmade_world_mode.cpp: Run at 100% global speed and slow down the head and jump
42:32handmade_config.h and handmade_world_mode.cpp: Run at 100% global speed and slow down the head and jump
42:32handmade_config.h and handmade_world_mode.cpp: Run at 100% global speed and slow down the head and jump
44:01handmade_world_mode.cpp: Tune the downward motion on the anticipation phase
44:01handmade_world_mode.cpp: Tune the downward motion on the anticipation phase
44:01handmade_world_mode.cpp: Tune the downward motion on the anticipation phase
46:44handmade_world_mode.cpp: Consider making the head snap back to the body when stationary
46:44handmade_world_mode.cpp: Consider making the head snap back to the body when stationary
46:44handmade_world_mode.cpp: Consider making the head snap back to the body when stationary
49:15Blackboard: Applying the spring technique in different directions
49:15Blackboard: Applying the spring technique in different directions
49:15Blackboard: Applying the spring technique in different directions
57:33handmade_world_mode.cpp: Implement this spring equation for the head
57:33handmade_world_mode.cpp: Implement this spring equation for the head
57:33handmade_world_mode.cpp: Implement this spring equation for the head
1:04:41Rerun the game and get that restorative force, but see that the facing direction is being affected by something
1:04:41Rerun the game and get that restorative force, but see that the facing direction is being affected by something
1:04:41Rerun the game and get that restorative force, but see that the facing direction is being affected by something
1:07:12Blackboard: Recentering the head along the body's axis of movement
1:07:12Blackboard: Recentering the head along the body's axis of movement
1:07:12Blackboard: Recentering the head along the body's axis of movement
1:07:59handmade_world_mode.cpp: Recenter the head
1:07:59handmade_world_mode.cpp: Recenter the head
1:07:59handmade_world_mode.cpp: Recenter the head
1:16:13handmade_world_mode.cpp: Introduce a non-normalised ddP2 in order to compute the spring
1:16:13handmade_world_mode.cpp: Introduce a non-normalised ddP2 in order to compute the spring
1:16:13handmade_world_mode.cpp: Introduce a non-normalised ddP2 in order to compute the spring
1:17:21Run the game and see that the problem is fixed
1:17:21Run the game and see that the problem is fixed
1:17:21Run the game and see that the problem is fixed
1:17:56Q&A
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1:17:56Q&A
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1:17:56Q&A
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1:18:30Miblo 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
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1:18:30Miblo 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
🗪
1:18:30Miblo 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
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1:19:04ffsjs I've probably missed it, but what exactly prompted switching the hero movement from analogue-rolling to digital-tile-based-wiggle-hopping?
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1:19:04ffsjs I've probably missed it, but what exactly prompted switching the hero movement from analogue-rolling to digital-tile-based-wiggle-hopping?
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1:19:04ffsjs I've probably missed it, but what exactly prompted switching the hero movement from analogue-rolling to digital-tile-based-wiggle-hopping?
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1:19:44cpots Does math exist?
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1:19:44cpots Does math exist?
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1:19:44cpots Does math exist?
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1:19:47indie_d Is the body always going to move on a fixed grid?
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1:19:47indie_d Is the body always going to move on a fixed grid?
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1:19:47indie_d Is the body always going to move on a fixed grid?
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1:20:38is_matt Can we get a keyboard cam?
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1:20:38is_matt Can we get a keyboard cam?
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1:20:38is_matt Can we get a keyboard cam?
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1:20:52bluemelon555 Will the player be able to see the points in the design
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1:20:52bluemelon555 Will the player be able to see the points in the design
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1:20:52bluemelon555 Will the player be able to see the points in the design
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1:21:13macielda Is the body going to lean towards the head or is it gonna stay detached?
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1:21:13macielda Is the body going to lean towards the head or is it gonna stay detached?
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1:21:13macielda Is the body going to lean towards the head or is it gonna stay detached?
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1:22:04indie_d Shouldn't the head always draw on top of the cape?
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1:22:04indie_d Shouldn't the head always draw on top of the cape?
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1:22:04indie_d Shouldn't the head always draw on top of the cape?
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1:23:31trevnewt Will other entities only travel on these points, too? Or can they move freely?
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1:23:31trevnewt Will other entities only travel on these points, too? Or can they move freely?
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1:23:31trevnewt Will other entities only travel on these points, too? Or can they move freely?
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1:24:08cvaucher Is there a name for this technique of blending canned and simulated animations? Is it a common thing allowed in animation / 3D packages?
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1:24:08cvaucher Is there a name for this technique of blending canned and simulated animations? Is it a common thing allowed in animation / 3D packages?
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1:24:08cvaucher Is there a name for this technique of blending canned and simulated animations? Is it a common thing allowed in animation / 3D packages?
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1:26:16macielda Why would I use an animation package instead of doing what you just did (and whatever you will do)?
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1:26:16macielda Why would I use an animation package instead of doing what you just did (and whatever you will do)?
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1:26:16macielda Why would I use an animation package instead of doing what you just did (and whatever you will do)?
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1:28:56trevnewt Is there any plan for eventual addition of music?
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1:28:56trevnewt Is there any plan for eventual addition of music?
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1:28:56trevnewt Is there any plan for eventual addition of music?
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1:29:34garryjohanson Ham-handed Q, could you use neural networks and make something like Boston Dynamics 'BigDog'?
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1:29:34garryjohanson Ham-handed Q, could you use neural networks and make something like Boston Dynamics 'BigDog'?
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1:29:34garryjohanson Ham-handed Q, could you use neural networks and make something like Boston Dynamics 'BigDog'?
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1:31:17Close it up
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1:31:17Close it up
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1:31:17Close it up
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