Math for Game Programmers: Predictable Projectiles

Поділитися
Вставка
  • Опубліковано 6 жов 2024
  • In this 2017 GDC talk, Robot Entertainment's Chris Stark explains the math and code behind predictive linear and ballistic projectile aiming, how to handle practical variations, and best practices for exposing knobs to designers.
    Register for GDC: ubm.io/2yWXW38
    Join the GDC mailing list: www.gdconf.com/...
    Follow GDC on Twitter: / official_gdc
    GDC talks cover a range of developmental topics including game design, programming, audio, visual arts, business management, production, online games, and much more. We post a fresh GDC video every day. Subscribe to the channel to stay on top of regular updates, and check out GDC Vault for thousands of more in-depth talks from our archives.

КОМЕНТАРІ • 35

  • @limeboat
    @limeboat 5 років тому +50

    Is it just me or does Chris Stark have a strong heartbeat, paired with that positioning of the microphone.

    • @QuietSnake-xs5vx
      @QuietSnake-xs5vx 5 років тому +2

      Haha I noticed that too....damn is that really his heart?

    • @KrisKrisKrisKrisKris
      @KrisKrisKrisKrisKris 5 років тому +25

      It's the king engine

    • @QuietSnake-xs5vx
      @QuietSnake-xs5vx 5 років тому

      @@KrisKrisKrisKrisKris totally irrelevant comment...bro what are you smoking ?

    • @KlausWulfenbach
      @KlausWulfenbach 5 років тому +1

      Or maybe it's music in the background?

    • @Hynch
      @Hynch 5 років тому +3

      @@QuietSnake-xs5vx Watch One Punch Man :P

  • @Melthedarthmel
    @Melthedarthmel 4 роки тому +3

    I love to see how math and physics come across everywhere. It doesn’t matter if you were designing a game or dev it. You must know physics and math! This video gives me lot of tips. Thanks!

  • @REXanadu
    @REXanadu 5 років тому +7

    Didn't realize for a while this talk was about making projectiles work for enemy (and possibly friendly) AI.
    Still extremely useful information, as I never understood how enemies in games seemed to predict where I was regardless of my location.

  • @BenVlodgi
    @BenVlodgi 5 років тому +4

    I loved Orcs Must Die!
    Really interesting to now learn about the math behind it.
    Great talk, going to use some of those equations!

  • @yuichan3815
    @yuichan3815 5 років тому +1

    please keep up with these math for programmers set of videos :D they rock!

  • @AK_14564
    @AK_14564 5 років тому

    Very interesting topic and a great talk! Cheers to Robot entertainment, one of my favorites studios out there!

  • @manug9781
    @manug9781 5 років тому +3

    This is gold

  • @00MeatPuppet00
    @00MeatPuppet00 5 років тому

    Nicely done, Chris.

  • @deeliciousplum
    @deeliciousplum 5 років тому +3

    Wonderful talk. Chris exposed me to so many ideas which I hope to explore. 🌻

  • @vilks_jan
    @vilks_jan 5 років тому +1

    Great talk! Thank you!

  • @Kokuyous3ki
    @Kokuyous3ki 2 роки тому +1

    Yea, don't use object location but instead bounding box center - more overlooked than one would think.

  • @yashaswiification
    @yashaswiification 5 років тому +3

    that was a great talk !

  • @TheFalco708
    @TheFalco708 5 років тому

    nice talk

  • @P3C0L4
    @P3C0L4 5 років тому +2

    math.... the language of the universe

  • @martyn9420
    @martyn9420 2 роки тому

    Listening to this on a good pair of studio headphones and wondered what the low end thudding was. Then I realised where the placement of the lav mic is. I feel unsettled haha

    • @danielsetzer3766
      @danielsetzer3766 Рік тому

      yea I'm surprised nobody brought it to his attention and fixed it, I find it hard to focus on what he's saying listening to his heartbeat in the background.

  • @GunGryphon
    @GunGryphon 4 роки тому +2

    All I can hear is the little click of someone in the audience taking a photo of each slide XD

  • @N19ht96
    @N19ht96 5 років тому +3

    Aaaaaa! My head!

  • @heyitsthatdude17
    @heyitsthatdude17 4 роки тому +3

    6:19 I'm confused on the 'a' term here. How do you subtract a speed from a vector in this instance?

    • @iamdavymarquez
      @iamdavymarquez 4 роки тому +3

      Hi,
      v_w^2 is actually refering to the dot product between v_w and himself, which will result in a scalar. Then you just subtract sp^2.
      Hope I was helpful and forgive me for my poor english.
      Cheers.

    • @CristianPaezFrikencio5
      @CristianPaezFrikencio5 3 роки тому

      @@iamdavymarquez Thanks! I had the same question too. However, for the b term, how do you multiply a vector by a scalar to obtain a scalar? since you need all a, b and c to be scalars not sure how it should be handled.

    • @iamdavymarquez
      @iamdavymarquez 3 роки тому +1

      @@CristianPaezFrikencio5 Hello, for calculating the b term all you need to do is subtract X_ow and X_op, resulting in a vector, then you multiply each of its components by 2, which is still a vector, and lastly you have to make the dot product between the former result with V_w, obtaining a scalar value, in this case represented by b. In summary: (X_ow - X_op) -> vector, 2(X_ow - X_op) -> vector, 2(X_ow - X_op) . v_t -> scalar, (note that the '.' I put represents the dot product.

    • @CristianPaezFrikencio5
      @CristianPaezFrikencio5 3 роки тому +1

      Nvm, just realized those distances are also vectors. My bad.

  • @AK_14564
    @AK_14564 5 років тому

    Anyone got the links he is referencing ?

  • @LisandroLorea
    @LisandroLorea 4 роки тому

    9:49 so it seems two orcs watched this video

  • @FranciscoTChavez
    @FranciscoTChavez 5 років тому +2

    I sure would have been nice if his audio didn't drop for just one word so damn often.

  • @SmartK8
    @SmartK8 4 роки тому

    As an old developer this obvious physics math made sad. What's next? Will there be a talk about how going right is plus and going left is minus in another 20 years? Guess I'm just too old.

  • @yapayzeka
    @yapayzeka 2 роки тому

    this is a racist game name. wtf "orcs must die" mean......