{"schemaVersion":1,"record":{"key":"resource/juicing-cameras-math","type":"resource","id":"juicing-cameras-math","lang":"en","title":"GDC: Juicing Your Cameras With Math","summary":"A talk on framing, smoothed motion, camera shake and dynamic split-screen. Connects the mathematics of camera behavior to game readability.","updatedAt":null,"status":"active","url":"https://gamemechanics.pro/en/resources/#resource-juicing-cameras-math","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/resource/juicing-cameras-math.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/resource/juicing-cameras-math.md","aliases":[],"tags":["documentation","","engineering"],"sourceIds":["source-1a574d3520126233"],"sources":[{"id":"source-1a574d3520126233","title":"GDC: Juicing Your Cameras With Math","url":"https://www.gdcvault.com/play/1023557/Math-for-Game-Programmers-Juicing","verifiedAt":null}],"sections":[{"id":"principle","title":"When to use it","body":"A talk on framing, smoothed motion, camera shake and dynamic split-screen. Connects the mathematics of camera behavior to game readability."},{"id":"access","title":"Access","body":"GDC labels this 2016 talk as free content. The recording is in English and covers camera mathematics rather than a current engine API."},{"id":"practice","title":"Try it","body":"Compare immediate and smoothed following along the same route. Check obstacle visibility and whether shake can be disabled without losing hit feedback."}],"relations":[],"placements":[],"supersededBy":[],"attributes":{"kind":"documentation","format":null,"language":"en","authors":"Squirrel Eiserloh / SMU Guildhall"},"endsAt":null,"provenance":"Original editorial recommendation. The external material retains its author’s rights.","license":"CC-BY-4.0","codeLicense":"MIT","attribution":"gamemechanics.pro contributors"}}