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module · drop-in viewer
shots
The camera language of RED DOT RISING: four builders, each returning a plain definition table the director plays.
by·posted 1mo ago
What it does
game.staging.shots
The camera language of RED DOT RISING: four builders, each returning a plain definition table the director plays.
local Shots = require("game.staging.shots")
Shots.intro() -- the opening, 12.8 s over four shots
Shots.liftBeat(from, to) -- two seconds across the shaft at that floor
Shots.won() -- the loft bed at sunrise, 8.6 s
Shots.lost() -- the morning over the keeper's own view, 3.4 s
Because they are data, a shot can be read and evaluated without anything having to run:
local eye, at, fov = cutscene.evaluate(Shots.intro().shots, 2.5)
What a definition carries
| Key | What it does |
|---|---|
shots | The camera path — { dur, pos, look, fov, ease } per shot, where an anchor is a point or a polyline of points |
letterbox | Band height per side, as a share of the screen height |
fadeIn / fadeOut | Seconds of wash at each boundary |
fadeColor / barColor | { r, g, b } in 0..1 |
subtitles | { t, dur, text, speaker? } |
duration | Stated for a beat with no shots |
takeCamera | false for a beat that plays over the player's own view |
The geometry these numbers are measured against
The scene's, and it is fixed: a 14 x 14 m atrium centred on the origin, floor tops at y = 0 / 6 / 12, a 4 x 4 m lift shaft through the middle (x and z within 2 m of centre), walls to the parapet at y = 13.2 with open sky above, and the NEKO-9 sign over the north parapet at (0, 14.4, 7.4) facing south into the atrium.
Two rules every path here obeys:
- A move that crosses a floor slab passes through the shaft — x and z inside the opening at the moment y crosses 6 or 12 — which is why the descents are polylines rather than straight chords.
- A shot's last lens is the lens the shot after it opens on, and the opening's last lens is the gameplay camera's own 72 degrees, so the hand-back to first person is not a jump cut in focal length.
Discussion
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