<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>Recipes on GS_Play Gameplay Framework</title><link>https://gsplay.genomestudios.ca/categories/recipes/</link><description>Recent content in Recipes on GS_Play Gameplay Framework</description><generator>Hugo</generator><language>en-us</language><atom:link href="https://gsplay.genomestudios.ca/categories/recipes/index.xml" rel="self" type="application/rss+xml"/><item><title>PhantomCam Recipes</title><link>https://gsplay.genomestudios.ca/docs/learn/recipes/phantomcam/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://gsplay.genomestudios.ca/docs/learn/recipes/phantomcam/</guid><description>&lt;p&gt;Recipes for composing specific configurations of the GS_PhantomCam virtual camera system. Read the matching basics page first for the concept; then come here for the composition steps.&lt;/p&gt;
&lt;p&gt;For the underlying gem reference, see &lt;a href="../../../framework/phantomcam/"&gt;GS_PhantomCam API&lt;/a&gt; and &lt;a href="../../../the_basics/phantomcam/"&gt;The Basics: PhantomCam&lt;/a&gt;.&lt;/p&gt;
&lt;hr&gt;
&lt;h2 id="recipe-collections"&gt;Recipe Collections&lt;/h2&gt;
&lt;ul&gt;
&lt;li&gt;&lt;a href="./phantomcam_configurations/"&gt;PhantomCam Configurations&lt;/a&gt; — composing cams from Body / Aim / Additive stages (shoulder, orbital player, static showcase, first-person clamped, tracking dolly, group framing).&lt;/li&gt;
&lt;li&gt;&lt;a href="./camera_noise_configurations/"&gt;Camera Noise Configurations&lt;/a&gt; — handheld baseline, event-triggered impact, stacked handheld + impact.&lt;/li&gt;
&lt;li&gt;&lt;a href="./camera_tug_configurations/"&gt;Camera Tug Configurations&lt;/a&gt; — vista pull, doorway glance, decoupled source / destination.&lt;/li&gt;
&lt;li&gt;&lt;a href="./group_target_configurations/"&gt;Group Target Configurations&lt;/a&gt; — two-player party cam, combat encounter frame, collapse-to-single-view.&lt;/li&gt;
&lt;li&gt;&lt;a href="./influence_field_configurations/"&gt;Influence Field Configurations&lt;/a&gt; — boost a cam inside a room, always-on cinematic boost.&lt;/li&gt;
&lt;li&gt;&lt;a href="./channel_tier_configurations/"&gt;Channel Tier Configurations&lt;/a&gt; — Tier 1 single cam, Tier 2 level-placed, Tier 3 multi-channel co-op, common Tier 3 patterns, lobby flow.&lt;/li&gt;
&lt;/ul&gt;</description></item><item><title>PhantomCam Configurations</title><link>https://gsplay.genomestudios.ca/docs/learn/recipes/phantomcam/phantomcam_configurations/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://gsplay.genomestudios.ca/docs/learn/recipes/phantomcam/phantomcam_configurations/</guid><description>&lt;p&gt;A Phantom Camera&amp;rsquo;s behavior is the composition of one &lt;strong&gt;Body&lt;/strong&gt; stage, one &lt;strong&gt;Aim&lt;/strong&gt; stage, and zero-or-more &lt;strong&gt;Additive&lt;/strong&gt; stages. The same &lt;code&gt;GS_PhantomCameraComponent&lt;/code&gt; becomes a follow cam, an orbital cam, a tracking dolly, or a third-person shoulder cam depending on what is slotted from the editor&amp;rsquo;s type-picker.&lt;/p&gt;
&lt;p&gt;Each recipe below names a Body pick, an Aim pick, and any Additive picks, plus the key field values that produce the target behavior. For the concept, the per-tick pipeline, and per-stage field references, see &lt;a href="../../../../the_basics/phantomcam/phantom_cameras/"&gt;The Basics: Phantom Cameras&lt;/a&gt; and the &lt;a href="../../../../framework/phantomcam/phantom_cameras/stages/"&gt;Stage Pipeline API&lt;/a&gt;.&lt;/p&gt;</description></item><item><title>Camera Noise Configurations</title><link>https://gsplay.genomestudios.ca/docs/learn/recipes/phantomcam/camera_noise_configurations/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://gsplay.genomestudios.ca/docs/learn/recipes/phantomcam/camera_noise_configurations/</guid><description>&lt;p&gt;Camera shake comes in two flavors, both as &lt;strong&gt;Noise&lt;/strong&gt; additives on a Phantom Camera&amp;rsquo;s stage list: &lt;code&gt;PerlinNoise&lt;/code&gt; for continuous handheld sway and &lt;code&gt;ImpulseNoise&lt;/code&gt; for event-triggered ADSR-gated bursts. Both consume the same &lt;code&gt;.camnoiseprofile&lt;/code&gt; asset and the same six-axis Perlin layer model; they stack freely.&lt;/p&gt;
&lt;p&gt;For the concept, the preset library, and how to trigger impulses from gameplay code, see &lt;a href="../../../../the_basics/phantomcam/phantom_cameras/noise/"&gt;The Basics: Noise &amp;amp; Impulse&lt;/a&gt;. For the underlying asset format, see &lt;a href="../../../../framework/phantomcam/phantom_cameras/noise_profiles/"&gt;Noise Profiles (Framework API)&lt;/a&gt;.&lt;/p&gt;</description></item><item><title>Camera Tug Configurations</title><link>https://gsplay.genomestudios.ca/docs/learn/recipes/phantomcam/camera_tug_configurations/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://gsplay.genomestudios.ca/docs/learn/recipes/phantomcam/camera_tug_configurations/</guid><description>&lt;p&gt;Tug Fields pull the camera&amp;rsquo;s pose toward a designated point while a proxy entity is inside a defined PhysX trigger volume. Each recipe below assumes the PhysX layer setup (&lt;code&gt;TugProxy&lt;/code&gt; ↔ &lt;code&gt;TugField&lt;/code&gt; collision-group pair) is already configured for your project.&lt;/p&gt;
&lt;p&gt;For the concept, the three-component model, and the PhysX layer setup walkthrough, see &lt;a href="../../../../the_basics/phantomcam/tug_fields/"&gt;The Basics: Tug Fields&lt;/a&gt;. For the per-tick algorithm and per-field reference, see &lt;a href="../../../../framework/phantomcam/tug_fields/"&gt;Tug Fields (Framework API)&lt;/a&gt;.&lt;/p&gt;
&lt;blockquote&gt;
&lt;p&gt;&lt;strong&gt;Before starting any recipe:&lt;/strong&gt; Confirm the PhysX layer setup. If &lt;code&gt;TugProxy&lt;/code&gt; and &lt;code&gt;TugField&lt;/code&gt; aren&amp;rsquo;t paired (and only paired) in your collision-group preset, &lt;strong&gt;nothing will fire&lt;/strong&gt; — that is the single biggest authoring failure for this system.&lt;/p&gt;</description></item><item><title>Group Target Configurations</title><link>https://gsplay.genomestudios.ca/docs/learn/recipes/phantomcam/group_target_configurations/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://gsplay.genomestudios.ca/docs/learn/recipes/phantomcam/group_target_configurations/</guid><description>&lt;p&gt;A Group Target is an entity whose world transform is the weighted centroid of a runtime-editable subject list. You point a camera at it like any other target, and the cam frames &amp;ldquo;where the group is&amp;rdquo; rather than chasing any single subject.&lt;/p&gt;
&lt;p&gt;For the concept, centroid modes, subject-management API, and pitfalls, see &lt;a href="../../../../the_basics/phantomcam/group_targets/"&gt;The Basics: Group Targets&lt;/a&gt;. For the full per-field reference and the registry bus, see &lt;a href="../../../../framework/phantomcam/group_targets/"&gt;Group Targets (Framework API)&lt;/a&gt;.&lt;/p&gt;
&lt;p&gt; &lt;/p&gt;
&lt;h2 id="contents"&gt;Contents&lt;/h2&gt;
&lt;ul&gt;
&lt;li&gt;&lt;a href="#recipe-party-cam"&gt;Recipe: Two-Player Party Cam&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href="#recipe-combat"&gt;Recipe: Combat Encounter Frame&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href="#recipe-collapse"&gt;Recipe: Collapse to Single View&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href="#see-also"&gt;See Also&lt;/a&gt;&lt;/li&gt;
&lt;/ul&gt;
&lt;hr&gt;
&lt;h2 id="recipe-party-cam"&gt;Recipe: Two-Player Party Cam&lt;/h2&gt;
&lt;p&gt;A single cam that frames both players, sliding smoothly as they spread apart and converge.&lt;/p&gt;</description></item><item><title>Influence Field Configurations</title><link>https://gsplay.genomestudios.ca/docs/learn/recipes/phantomcam/influence_field_configurations/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://gsplay.genomestudios.ca/docs/learn/recipes/phantomcam/influence_field_configurations/</guid><description>&lt;p&gt;Influence Fields modify the effective priority of Phantom Cameras without changing their base priority values. The spatial form fires when an entity enters a PhysX trigger volume; the global form applies for the component&amp;rsquo;s entire active lifetime.&lt;/p&gt;
&lt;p&gt;For the concept, the channel-aware bus signature, and the priority-stacking model, see &lt;a href="../../../../the_basics/phantomcam/influence_fields/"&gt;The Basics: Influence Fields&lt;/a&gt;. For component properties and the bus surface, see &lt;a href="../../../../framework/phantomcam/cam_influence_fields/"&gt;Camera Influence Fields (Framework API)&lt;/a&gt;.&lt;/p&gt;
&lt;p&gt; &lt;/p&gt;
&lt;h2 id="contents"&gt;Contents&lt;/h2&gt;
&lt;ul&gt;
&lt;li&gt;&lt;a href="#recipe-room-boost"&gt;Recipe: Boost a Cam Inside a Room&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href="#recipe-cinematic-boost"&gt;Recipe: Always-On Cinematic Boost&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href="#see-also"&gt;See Also&lt;/a&gt;&lt;/li&gt;
&lt;/ul&gt;
&lt;hr&gt;
&lt;h2 id="recipe-room-boost"&gt;Recipe: Boost a Cam Inside a Room&lt;/h2&gt;
&lt;p&gt;The player should see a different camera when they walk into a vista room — same player priority, but a &amp;ldquo;VistaCam&amp;rdquo; that frames the view jumps to dominance inside the room.&lt;/p&gt;</description></item><item><title>Channel Tier Configurations</title><link>https://gsplay.genomestudios.ca/docs/learn/recipes/phantomcam/channel_tier_configurations/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://gsplay.genomestudios.ca/docs/learn/recipes/phantomcam/channel_tier_configurations/</guid><description>&lt;p&gt;GS_PhantomCam can be configured at three different tiers depending on what your project needs. Most projects use Tier 1 (single-cam) or Tier 2 (single-player rig). Co-op, split-screen, and per-player-cinematic projects use Tier 3 (multi-channel). The &lt;strong&gt;per-cam authoring surface is identical across tiers&lt;/strong&gt; — what changes is the Cam Manager configuration and how many rigs the system spawns.&lt;/p&gt;
&lt;p&gt;For the concept of channels, the choose-a-tier table, and pitfalls, see &lt;a href="../../../../the_basics/phantomcam/cam_manager/channels/"&gt;The Basics: Channels &amp;amp; Instancing&lt;/a&gt;. For the full bus surface and internal state, see &lt;a href="../../../../framework/phantomcam/cam_manager/channels/"&gt;Channels &amp;amp; Instancing (Framework API)&lt;/a&gt;.&lt;/p&gt;</description></item><item><title>Recipes</title><link>https://gsplay.genomestudios.ca/docs/learn/recipes/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://gsplay.genomestudios.ca/docs/learn/recipes/</guid><description>&lt;p&gt;Recipes are step-by-step setups for producing specific configured outcomes. Each gem has its own categorical section; within a section, recipe collections group related setups around a single subject.&lt;/p&gt;
&lt;p&gt;Read the matching basics page first for the concept. Then come here for the composition steps.&lt;/p&gt;
&lt;hr&gt;
&lt;h2 id="recipes-by-gem"&gt;Recipes by Gem&lt;/h2&gt;
&lt;ul&gt;
&lt;li&gt;&lt;a href="./phantomcam/"&gt;PhantomCam&lt;/a&gt; — virtual camera composition, channels, noise, tug fields, group targets, influence fields.&lt;/li&gt;
&lt;/ul&gt;
&lt;p&gt;Additional gem sections will land here as their recipe libraries are authored.&lt;/p&gt;</description></item></channel></rss>