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MXDash2
Приєднався 25 вер 2013
What Game Developers can Learn from id Tech
The release date for Falconet has been pushed to November 2024.
Wishlist on Steam ⭐ store.steampowered.com/app/1803070/Falconet/
Wishlist on GOG ⭐ www.gog.com/en/game/falconet
Game music used in the video:
ua-cam.com/video/_WUSIc7W0Hc/v-deo.html
www.moddb.com/mods/doom-zero/downloads/doomzero-high-quality-music
ua-cam.com/video/Sz3uUNb3S1M/v-deo.html
ua-cam.com/video/kX3IA3Nop3o/v-deo.html
ua-cam.com/video/cJMrrzjELlY/v-deo.html
ua-cam.com/video/oBtlXH-jaq0/v-deo.html
Original music used in the video:
ua-cam.com/video/d3SZuqUO3t0/v-deo.html
ua-cam.com/video/CiJUAImE9XY/v-deo.html
ua-cam.com/video/pXdrz1pB35Q/v-deo.html
ua-cam.com/video/HHYOBwzT4u4/v-deo.html
ua-cam.com/video/NwyDMDlZrMg/v-deo.html
ua-cam.com/video/e6nzJ9rN2IU/v-deo.html
ua-cam.com/video/7dwh_w9G--o/v-deo.html
Wishlist on Steam ⭐ store.steampowered.com/app/1803070/Falconet/
Wishlist on GOG ⭐ www.gog.com/en/game/falconet
Game music used in the video:
ua-cam.com/video/_WUSIc7W0Hc/v-deo.html
www.moddb.com/mods/doom-zero/downloads/doomzero-high-quality-music
ua-cam.com/video/Sz3uUNb3S1M/v-deo.html
ua-cam.com/video/kX3IA3Nop3o/v-deo.html
ua-cam.com/video/cJMrrzjELlY/v-deo.html
ua-cam.com/video/oBtlXH-jaq0/v-deo.html
Original music used in the video:
ua-cam.com/video/d3SZuqUO3t0/v-deo.html
ua-cam.com/video/CiJUAImE9XY/v-deo.html
ua-cam.com/video/pXdrz1pB35Q/v-deo.html
ua-cam.com/video/HHYOBwzT4u4/v-deo.html
ua-cam.com/video/NwyDMDlZrMg/v-deo.html
ua-cam.com/video/e6nzJ9rN2IU/v-deo.html
ua-cam.com/video/7dwh_w9G--o/v-deo.html
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Відео
My Favorite Quake 3 Community Maps (Golconda, Blood Run, The Olden Domain)
Переглядів 6435 місяців тому
My Favorite Quake 3 Community Maps (Golconda, Blood Run, The Olden Domain)
Filtered Graphics Are Not Worse, Just Different
Переглядів 3,6 тис.7 місяців тому
Try out our SEGA Mega Drive/Genesis style shooter for free! store.steampowered.com/app/1803070/Falconet/
The Ultimate Guide for CRT Gaming on a Modern PC
Переглядів 91 тис.8 місяців тому
CRU download page: custom-resolution-utility.en.lo4d.com/windows My last video on WHY CRTs are better than LCDs: ua-cam.com/video/7A7gjSaDaYw/v-deo.html Nvidia display detection firmware fix for pre-20 series cards: nvidia.com/en-us/drivers/nv-uefi-update-x64/
What DOOM was 30 Years Ago
Переглядів 19 тис.10 місяців тому
Check out the video game we're making! Coming early 2024: Wishlist on Steam for our game: store.steampowered.com/app/1803070/Falconet/ Follow me at Discord: discord.gg/uNFek2GHyb
Fixing An Old Doom WAD
Переглядів 1,4 тис.11 місяців тому
Check out the game I'm working on. Coming early next year: Wishlist on Steam for our game: store.steampowered.com/app/1803070/Falconet/ Follow me at Discord: discord.gg/uNFek2GHyb
The Real Reason Why CRT Monitors Are Better
Переглядів 65 тис.11 місяців тому
Check out the game I'm working on. Coming later this year. Wishlist on Steam for our game: store.steampowered.com/app/1803070/Falconet/ Follow me at Discord: discord.gg/uNFek2GHyb
Video Highlights: Key to Freedom's 10th Anniversary (mod for Amnesia)
Переглядів 98Рік тому
Download for Key to Freedom: www.moddb.com/mods/key-to-freedom/downloads Full unedited video: ua-cam.com/video/JGt30RxO-dM/v-deo.html
My decade old teaser trailer for Amnesia: Key to Freedom
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I cannot believe it has been 10 years since the release of Key to Freedom. I uploaded this teaser trailer on 10th Oct 2012 for the release of the beta. The full game/mod (known internally as a custom story) released 1 year later. But I would continue to patch it over a period of the next 2 years. Many of the things I learned in game development was thanks to this custom story. Doom Zero owes it...
10 reasons to play Quake 2 Remastered instead of bad AAA games
Переглядів 8 тис.Рік тому
Check out the game I'm working on. Coming later this year. Wishlist on Steam: store.steampowered.com/app/1803070/Falconet/ Follow us at Discord: discord.gg/uNFek2GHyb
There's A Better Way To Play Need For Speed III: Hot Pursuit
Переглядів 3,1 тис.Рік тому
Link to the NFS3 modern patch: veg.by/en/projects/nfs3/ Check out the game I'm working on. Coming later this year. Wishlist on Steam: store.steampowered.com/app/1803070/Falconet/ Follow me at Discord: discord.gg/uNFek2GHyb
TrackMania 2 Valley VS TrackMania Turbo (Comparison)
Переглядів 960Рік тому
TrackMania 2 Valley VS TrackMania Turbo (Comparison)
Doom Mappers Should Play TM2 Valley (Part 2) - And I Rant On Live Services
Переглядів 117Рік тому
Doom Mappers Should Play TM2 Valley (Part 2) - And I Rant On Live Services
Doom Mappers Should Play TM2 Valley - And I Rant On TrackMania
Переглядів 203Рік тому
"Gamepad Phoenix" tool: schelling.itch.io/gamepad-phoenix
Time Lapse Of Me Making Another Doom Map (Part 3)
Переглядів 475Рік тому
Time Lapse Of Me Making Another Doom Map (Part 3)
Rating Every Unreal Tournament Deck 16 Map
Переглядів 1,6 тис.Рік тому
Rating Every Unreal Tournament Deck 16 Map
Rating Quake 3 Community Maps (Hydra, Trespass, Rashmi)
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Rating Quake 3 Community Maps (Hydra, Trespass, Rashmi)
Doom 3: Golden Edition + Resurrection of Evil - Release Trailer
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Doom 3: Golden Edition Resurrection of Evil - Release Trailer
Building And Testing Resurrection Of Evil: Golden Edition
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Building And Testing Resurrection Of Evil: Golden Edition
TrackMania United /Nations Forever /Stadium /Turbo (Comparison)
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TrackMania United /Nations Forever /Stadium /Turbo (Comparison)
They're Wrong On How To Fix Quake 3 Arena for Modern Windows
Переглядів 57 тис.2 роки тому
They're Wrong On How To Fix Quake 3 Arena for Modern Windows
Doom Mappers Should Play TrackMania Nations Forever
Переглядів 2,4 тис.2 роки тому
Doom Mappers Should Play TrackMania Nations Forever
Budget Geforce Cards for the Poor (1999-2008) | #GPUJune2
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Budget Geforce Cards for the Poor (1999-2008) | #GPUJune2
Why Don't Doom Players Use Better Guns Often? (Rant)
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Why Don't Doom Players Use Better Guns Often? (Rant)
Creator tries to beat Doom Zero on Ultra-Violence+ (part 2)
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Creator tries to beat Doom Zero on Ultra-Violence (part 2)
Creator tries to beat Doom Zero on Ultra-Violence+ (part 1)
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Creator tries to beat Doom Zero on Ultra-Violence (part 1)
A lot of old games looked amazing because they would "bake" the lighting effects into the map. Basically it does a bunch of calculations at map compile time to see how the lightning from the lava should look on the walls, and it colors the walls like that. It would take like 20 hours to compile a map for Counter-Strike or Team Fortress Classic because it had all of these lighting calculations. The only downside of doing this is that baked lighting effects do not cast shadows. Most gamers really don't care about shadows. I can enjoy the environment with the shadows cast by the environment (baked) even if it doesn't have shadows cast by the player (dynamic). Modern games seem to skip all of that and just force the GPU to calculate everything on the fly. You get a game that looks the same but the GPU demands are 10x higher.
best game ever 👍 👍
I'm still waiting for my parents to drag that big CRT down from the attic, they told me they'd get it 3 years ago but they STILL haven't gotten it. I've been thinking about just doing it myself atp 😭
I'd like for the video creator to turn on auto-captioning for this insightful video.
none of these points matter, just get good at the game, i agree with you but i cant help but feel lost to why someone would care so much about what monitor they use, it can blur all it wants all i need is some great colors. appreciate games as an artform, not some technical mumbo jumbo BS
I think there are only 2 engines that run like butter, ID-tech and Source. In times like these were almost every new AAA game is a stuttery mess even on the best hardware available, it feels soo good to play titles like Titanfall 2 and the new DOOM / Wolfenstein games. Sadly the updcoming Indy game on Id-Tech doesn't look too hot, imho it looks worse than the New Colossus, while the upcoming Doom Dark Ages looks like a big leap over Eternal. I wonder why Machinegames doesn't seem like to have access to the same engine improvements, cause obviously their engine version is struggling to render large areals and characters.
Raylib is also an amazing engine-like library you can use. Its brilliant in all aspects.
the song when you started talking about doom 3 hurt my ears about 27:30
It's the music from Quake
try bevy, almost every feature is a plugin
Cant wait for voxels to take over
computer company id software lost relevance in computer games by artificial intelligence the first programmers left the company by 2011 year that's why young programmers are flying on automation it's better for Polish computer companies and Polish programmers Polish people by hand on the keyboard will make the best computer games designed from scratch
Poland's video game development studios have already firmly established themselves as a force to be reckoned with!
@@cykeok3525 Polish computer companies do not yet have a position of reputation as the best in the world but they will be the best with the best computer goods and services around the world
CRT do have lag though. The problem with the "no lag" assertion is that it isolates only 2 sources of display lag: display processing and pixel response. The scanout time still applies, i.e. the time it takes to actually draw the picture line by line. This takes ~16 ms at 60 hz. With a modern display, e.g. a 240 hz OLED, scanout takes 4 ms and the game doesn't have to run at 240 FPS to take advantage of that. Unlike a CRT with fully analog signal path, display processing and pixel response time are not zero, however on a good modern display this adds no more than 1-2 ms altogether. So the total end-to-end display lag would be around 5-6 ms. Even a 120 hz CRT is slower than that. Note that this is the best case scenario for a CRT - some of the later CRTs also perform digital signal processing, adding significant extra lag like an older LCD. Of course this doesn't apply if the source device can't drive a high refresh rate display, e.g. if it's an older console.
c CASEOH r ROOOR 🦖 t TIMOTHY 👩🦼
😎👍😉👏🫡
Nice troll :D
What's the game at 18:31
Who's here after Capcom used the RE Engine for the next Monster Hunter? 😑
Yeah, as a very unsuccessful solo struggling gamedev guy here. I was thinking of using the cheap method of rendering And then I noticed the game you were talking that have a measly frame rate of 59 in the year 2024. Maybe using the Opengl Vertex Array Object rendering is not so bad, Yeah I know it's harder to implement But why waste the unused processing power? and yeah, I know, I'll never finished a game project.
> yeah, I know, I'll never finished a game project Come on man, you have it in you if you push for it! You gotta beliieeeve :D
amigo y esos cambios que recien estoy empezando a notar como se hacen???? xq he encontrado otros mods donde el daño que hacen los enemigos es brutal en verdad es para irse con cuidado y tmb el final boss de cyberdemon siempre me habria gustado tener una lucha usando todas mis armas no solo el cubo de almas como se puede modificar esos detalles hasta la misma resistencia de los demonios aumentarles mas vida mencionastes en tu video creo que el zombie en llamas le distes mas resistencia xq no tmb hacer eso con todos total lo q abunda regular en este doom 3 es la municion seria emocionante gastarla en esponjas de balas con cualquier demonio
I have feeling that more experienced game dev just seasoned out or even burn down, what we get average developer who struggle with all of details and complexity.
So CRTs are better only because of 2 qualities… latency and no motion blur? Yet they are heavier, consume more power, screen calibration needed for some games, in most cases there’s no widescreen. Additionally the CRT market is going up so good luck.
back in the days we used r_picmip 5 to remove most of the textures to gain best possible performance ... omg - that was more than 20 years ago
great video but the schizo whispering music was alittle freaky
That's the music from Quake.
Issue is not that Jaguar's hardware was not powerful enough as was there were hardware bugs since Jaguar's "CPU"/GPU and "DSP"/CPU did 26.6MIPS each that is far more than 486 and 486DX along still far better IPC than 486DX2 and 486DX4. Though even without bugs Jaguar's architecture was flawed and in part due to cost saving measures to achieve 250USD price point in 1993 when there were many consumers that would be willing to pay 400-450USD(Sega Genesis and CD together) as too Neo Geo considering games or at least hardware capabilities. A lot could have had been done, but this is just benefit of hindsight.
20:16 that limitation is a map editor limitation if i can recall correctly more than a rendering limitation
Great video. I agree there is a huge gap for simple and fast engines. An other engine I would recommend is Love2D with the g3D. It can run on a Raspberry Pi Zero which has only 500MB RAM. I was shocked when I seen a full FPS game powered with g3D runs like butter on the Pi Zero.
I haven't played around with love2d for a few years, but g3d looks like a great new development :)
What a surprise to see someone else talk about Tilengine! It’s a hidden gem of game engines
OOP. It is OOP. Games are shit because of that ideology. There is too much to explain, but just as a glimpse behind the curtains: OOP is bad in every aspect it claims to be good and abysmal in every aspect it doesn’t recognize/respect.
^ Truth right here ^
Yep.
What is OOP?
@@moix225 object oriented programming
OOP is certainly a tool not meant for every problem. I'd say it may be acceptable in web, not so much in game dev.
Why are things "age old problems" still around. Well, software ATROPHIES as talent leaves or modifications are made. Doing anything the right way might only before for the next feature, and doing yet another feature could take yet another rewrite... Essentially iterative development is messy, and waiting for enough new white papers, hardware acceleration, asset pipelines, to mature to then implement in a fresh engine. It's all expensive. Most of the time the devs can't even figure out how to fix a shoddy codebase at an architectural level that will solve everything. Also patents exists, language barriers. Also "tribal knowledge" of a code base is lost. Crysis made use of specific acceleration features that sort of don't exist and have to be emulated. This slows things down, and bypassing them kind of breaks the visual direction of that game.
People has always been laughing at me for writing my own engines. But this is why, not that i am a carjack by any means
Carjack :D
Dragon ball sparking zero, a toon shaded game requires me to run my 3090 full power for just 4k 60fps, absolute insanity. A game like this on a sensible custom engine should run 4k60 on something like a GTX1080 Whenever more power is available, lazy developers will use it for cost reduction first and foremost, performance is only an afterthought. Id Tech engine is amazing but I've no interest in those old school FPS games.
I stopped playing FighterZ because loading a fight took ages, even with just two characters. Insanity.
28:00 - 29:00 bro. what is this. massively triggering my tinnitus
One thing to keep in mind is that just because the end result of a modern game engine looks like a game from the 90's, doesn't mean it is doing anything close to similar to a game from the 90's, even if it's rendering at the same resolution. Just a surface level example, the Genesis (Megadrive)/SNES had specific purpose built hardware for blitting sprites to the screen. Modern GPUs don't work this way, they work on geometry primitives and bitmaps. What may have been a handful of assembly instructions before being handed off to bespoke hardware circuits then, is reems of code for projecting geometry and a full pass through a fully programmable rendering and rasterisation process today. As with everything else, we're moving towards generalisation at the expense of the performance benefits that specialisation brings.
Nice video!, but there are some "facts" that are not correct. Any VGA card could run games at 640x480, as it was part of the VGA standard, the issue with quake was the CPU power. In the PS2 generation it was pretty standard for PC to run games at 1024x768, we were already in the GeForce 2+ generation.
Falconet looks right up my alley --- wishlisted! You did Duke 3D and Build a bit dirty, though.
i for one want to make a game in gzdoom. after that i might jump to quake 3 engine. i have no interest in modern engines, because more than the quake3 engine can do would just be bloat to me as an aspiring indie dev. minecraft was made in fkn java and it's still around dominating the lives of kids.
"I mean, how un-optimized is GameMaker [...]!?" how did you utter that and not immediately catch onto how or why given that's 8 minutes into a 40 minute video with a faux-documentary intro and extensive triple-a b-roll i don't exactly feel like listening to "gaems noawadays sucxx!!" ad nauseum as if he'd ever even pay lip service to artists getting to make shit faster as if he even gave a shit about artists and not products
I'm one of those artists that has worked in the animation and design corporate industry. But what do you mean by "gaems noawadays sucxx!!"? Last time I checked, id tech 6 and 7 are modern engines running modern games. It really isn't harder to work with more optimized software, as long as the flexibility is still there and the tools are robust enough.
idTech is so awesome.. I ran Doom Eternal at Ultra Nightmare settings, 1440p (DLSS Quality), with Ray Tracing at 100+ FPS at all times... had the same experience with the Wolfenstein Games, nothing else performs like idTech games...
your mistake here is comparing normal, mortal, developers to John Carmack
This. Of course, there are amazing graphics programmers that work on stuff that runs badly, but they squeezed as much as they could to even get the thing to run.
I have a Compaq 7500 that I got for free. I connect my switch and ps3 to it. And the color looked amazing.
Blazing Chrome is not Neo Geo inspired really its More SNES Contra inspired than NEO GEO Metal Slug inspirted. Although of course it takes DNA from both. And yes game maker is a badly written blothy thing. Always been. I mean the people who started out doing was not really "low level" coders. And that is the thing with a lot of tools, they both get to complex, to many people with to little optimisation experience working on them. But that is the nature of most commercial software after some time. Just look at how bad some older phones work with the latest update of the OS.
It's Mega Drive inspired more than anything, modeled closely after Contra Hard Corps for Mega Drive both in art style and gameplay.
@ true. Or a mix but for sure it has more to that than anything. Reason I did not mention it is believe it or not. Many people have never heard of the megadrive contra 😭 For me it’s a mix of gameplay as well. More boss focused than hard corps but less just run and gun than alien wars. I think it’s a good value as although how much I love hard corps for many many reasons sometimes I felt it was just a boss fight after another. What is your stance on the gameplay side of hard corps?
@@litjellyfish Yeah, B.C. is less of a straight boss rush than Hard Corps, but overall the game is overtly modeled after it both in appearance and features (like the 4 slot weapon system), and the colour palette is definitely based on the Mega Drive palette. It was even talked about by the developer. I love Hard Corps, but it is definitely an aquired taste --- something to tackle after you've smashed Alien Wars --- and it's no wonder it's the more obscure title.
Nanite Lumen was the way to go as the old methods (even if AI would handle all "manual" LOD generation) the old repbake situations was a dead end. Sure at this overlap point we dont see any big benefits apart from productions wise. But when it matures and more game using it is released it will be more real dynamic unrestricted lighting. Why we focus so much on polycount and texture resolutions vs more dynamic environments in general that is a different question and yes I dont get that.
How much does it cost to license Quake 3?
Free. In 2005, Carmack released the source code under the GNU General Public license. But before that, I have no idea what publishers had to pay.
Free, but there is a catch that you need to provide full source code of your game, since well its GPL License
@@gibsson Can you pay for it and not provide the source code?
@@gibsson You need to opensource any changes you make to the engine, not your game.
200.000 plus royalty fee duh? You can look it up to old id software via wayback machine
I can only play Quake 3 for the graphics. I’m not good at it, and I’ve reached the peak of my potential. Believe me, I’ve tried to improve. I still suck after years.
@@beanmchocolate3900 All that's important is that you have fun. Just have opponents at your skill level.
@@GTXDash I know. I'm not really good at anything, so it kinda sucks. Can't even get a job.
the game looks much nicer than I remember
Woah woah, crts aint ugly []_[]
I agree 💯 with you on that if anything they made beautiful dreams come true
I was sure you will end up with the Raylib. 😂
Yeah Raylib is really great
Loved the video. Want to point out tho that Riddick: Escape From Butcher Bay was released on XBox before Doom3 (and on Windows slightly after Doom3). It had all the same features that Doom3 had, but also some that Doom3 didn't (cubemap environmental lighting). My favorite being directional based ambient sounds, in the beginning you hear the wind blowing outside and depending which way you rotate the camera it changes how the wind sounds. If I recall from the dev documentary they recorded some of the ambient soundscapes using multiple directional microphones and blended them in runtime based on orientation.This feature is still very uncommon in games or engines today. So it was not just Doom3 that made all these cool features, Riddick was much less known game, but it was a technical beast. It was not just a technical marvel, it was and still is a really good game, where as Doom3 was a disappointment to many, me included. I recommend to look into Riddick: Escape From Butcher Bay, it might blow your mind how technologically advanced it was just around the same time as Doom3.
I'm already aware of Riddick. A lot of games used many of the techniques that defined Doom 3, but Doom 3 combined all these techniques including full dynamic shadow volumes at the global scale. Not to say that Reddick didn't look great. It may not be as dynamic as id tech 4 with its simpler environments and shadows, but still impressive.
@@GTXDash Thank you for answering. But Riddick used the exact same shadow technique that Doom3 did (full stencil volumes extended from polygon edges and shaded per-pixel, including objects being able to self-shadow). Both Doom3 and Riddick used per-pixel shaded normal mapping with full dynamic lighting. Riddick had the extra capacity of pre-calculated environmental cubemap lighting and reflections that Doom3 did not support during launch.
@ristopaasivirta9770 that may be true. But the only way I personally can know that for sure is if I can experiment with the engine... unless... Does the PC version allow for custom maps? If so, I would love to look into it to see what it is truly capable of.
@@GTXDash Yea it never was very moddable or editable. There used to be some tools back in the days, but they are probably really hard to come by now a days. So it could be really hard to verify by yourself and I can only give anecdotal statements having tinkered with game engines my whole life. Anyway just wanted to give a shout out to the game just to give some counter weight when people say that "Doom3 was ahead of it's time." there were others that did same things, and in my opinion Riddick did them better. Doom3 just happened to be the most popular and visible one.
riddick looked better than doom3 in my mind. maybe the time gap playing tricks though.
always remember: the n64's issue was RAMBUS ram.
@@lexibigcheese Definitely. The CPU absolutely wasn't the problem.
@@GTXDash i've seen kaze push loads of vertices through it.
@@lexibigcheese That's witchcraft right there :D
I am glad the algo recommended me this video. Cheers mate