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Game Feel by Steve Swink

“the first task is mapping input signals to motion. The expressive potential is in the relationships.”

“With the right relationships between input and response, controlling something in a game can achieve a kind of lyric beauty.”

comments with the useful ranges

have sets of f, z, r which work well for this type of movement

The position variable changes, and this turret mob follows in a smooth and natural way

rather than using interpolation curves between keyframes, a type of motion is mapped to a controlling parameter It is very similar to how we often control animatronics or robots, by modifying a control parameter for various actuators or types of physical motion

this video is about procedural animation in games