March 11th, 2016Cams & Tweens
I guess one more couldn’t hurt, if only because this has been a surprising amount of work.
Well then, as the title suggests there’s two significant additions this week: cameras and tweening. The former isn’t too complicated as it’s basically just an object holding offset values affecting any renderable objects and layers not fixed to their position. The renderer can also easily switch between different cameras, so you can use multiple camera “angles” without having to change their positions back and forth. And now that I think about it, offering split screen capability shouldn’t be far from here…
Still, it’s fun to look at:
So much movement! Including all kinds of easing, delays, callbacks, and, most fun of all, various forms of repeat! One should be able to do some pretty cool stuff with that. Now all I need is to finish up audio streaming and build a proper asset manager and remember that I started writing a physics engine which is still terrible and useless at this point before I claim I’m about done.