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Written by Ryan Juckett
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Friday, 20 July 2012 02:54 |
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I’ve worked on third-person camera systems for numerous games and I often need a method for smoothing camera motion as the player moves through the world. The player’s motion may create sharp, discontinuous changes in direction, speed or even position. The camera, however, should:
- Avoid discontinuities in motion. Accelerate and decelerate as needed rather than snap to a new velocity.
- Never let the player outrun the camera. The farther away he gets, the faster the camera needs to move.
- Move exactly the same with respect to time regardless of frame rate.
To solve this problem, I often simulate the camera with a set of damped springs.
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Last Updated ( Thursday, 02 May 2013 06:36 )
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Written by Ryan Juckett
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Monday, 07 November 2011 06:31 |
I moved back up to the Seattle area to join Bungie in making their first post-halo project. I'm currently working on the gameplay engineering side of things (the team is huge). Hopefully I can survive the cold weather after spending over seven years in Los Angleles. |
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Last Updated ( Tuesday, 08 November 2011 04:17 )
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Written by Ryan Juckett
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Sunday, 06 November 2011 17:25 |
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This was my final project at High Impact and the first game we shipped on our new and improved cross platform engine. It was the melding of the old PSP engine and the Spyborgs engine. It was built to support a wide range of consoles and allow for fast development and iteration time. We shipped the game on Xbox360, PS3, Wii, and 3DS in a tight eight month project cycle with a fairly junior team that ramped up from two people to about twenty people during the the eight months. While the game might not be ground breaking, I am very proud of the acheivement and believe we pushed the limits of how efficiently a motivated team can build a shippable product.
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Last Updated ( Monday, 07 November 2011 06:28 )
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Written by Ryan Juckett
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Friday, 03 June 2011 09:53 |
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Phineas and Ferb: Across the 2nd Dimension is a cooperative action platformer based around the plot of the Disney Channel movie. It is built on top of the Wii engine we made for Spyborgs. In addition to adding support for the PS3, a bunch of new features have been added to the Wii including the real time outlines for the cartoon look along wih an anti-aliased screen (pretty rare for a Wii title).
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Last Updated ( Monday, 07 November 2011 06:22 )
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Written by Ryan Juckett
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Tuesday, 23 November 2010 08:26 |
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iSquish wass both my first iPhone app and my first project built with Unity. I wanted to do something very simple to get my toes wet in the whole AppStore process. I did the programming, game design, sound effects, and user interface art. My friend Takashi modeled and animated all of the bugs.
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Last Updated ( Friday, 03 June 2011 10:19 )
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