The funniest example of having the arms and gun be part of the world is TABG where you can run into a wall and the gun will be forced in a different direction because of the physics. Hilariously, this allows you to blind fire with one handed weapons like handguns, small shotguns, full auto Barrett 50cals, and flintlocks by mashing your face into a wall next to an opening
The hit boxes exist. That's why head shots and body shots do different damage they are 2 different boxes the head is a smaller box which is why it's harder to hit but you dont have to shoot exactly on the head because the boxes have leeway and go out of the model a little bit
In mathematics and from my analysis of dimensions coincidentally being yesterday or the day before, a dimension must continue without hitting any other dimension because it is separate being. In the case of a first person shooter, the world that you are in is a third dimensional game and so perceiving the gun as being "in front" of the rest of the gameplay would be incorrect. In reality, you cannot percieve fourth dimensional objects but to understand or represent them you will need to lower the dimensions equally. In the case of the two dimensional screen, you cannot see what is behind the gun because we see in the third dimension. A totally black sphere would be a circle for any point that we stand looking at it; it is the shadow (Edit: how the photons react with the sphere and light has access to it) that causes our perception of depth which is, in fact, an illusion. An open door is an irregular parallelogram. Look at the top, its angle is slowly elevating. A cat will move their head around to get multiple viewpoints to paint a picture in their head of the 3D nature of the world which we do not see because our eyes are in a fixed point. In the case of the game, a fourth dimensional object is created as it fulfills all 3 other dimensions: it has an x, y and z coordinate as it can get further and closer while also having a fixed t position which I am using for 4D. All dimensions should work like this. I used "t" because 4D is usually considered to be space-time probably because it is another position that can also define the placement of an object [e.g I am at cooirdinates 0.5, 4.3 from the Greenwich x-Equator point (x,y) at an altitude of 10m off the ground (z) on Thursday the nth of Nonvember (t)]. From this perception I (and probably many others before me unless I am wrong) consider the 5th dimension to be the "other dimension" concept you hear in movies and such media as UA-cam Stories or maybe alternative timelines. You can now be in 0.5,4.3 at 10m altitude on a Thursday in Reality No. 8080, where humanity roams the earth instead of being a Sontaran colony. This dimension that exists separately I had to imagine as a screen where there is depth but all of these four dimensions were confined to the same two dimensional not moving object and things had to leave the game reality in order to have any more depth in this scenario. In this case, there are two 5D universes directly above each other and interacting through the fifth dimension but both moving forward constantly (as in a fixed and equal rate) in the fourth dimension except for game lag etc. In reality, as I said before, these things cannot exist as they are ultimately just two dimensional drawings hypothetically layered on top of each other which even that is a lie. The "real world" we perceive is a lie, but what we see is true if not truth itself in its full three dimensional, distant past and future fourth dimensional and fifth dimensional glory. So in reality as we know it, according to these completely non-research and non-peer reviewed conclusions from a person on the internet with no credentials and a seeming abundance of time on their hands, tl;dr: it's a layer
"The gun exists in a completely seperate universe." That one guy who always spawn camps: well you see it isn't me that's killing you, it's actually just an extradimensional force
@fouoii gyhh It is a problem cause it looks weird and unrealistic, and it doesn’t stop the gun clipping from any other perspective, there are games that fix the problem by having the character move the gun out the way of the wall like in real life
@@Feuervix It's hard to take something seriously when you state that you have absolutely no credibility in the first seven words. On the contrary, iVeryFunny immediately established credibility, and I agree with the sentiment as an amateur game designer, so I see literally no reason not to take it seriously.
@@riotknifecombatshield5266 I directly responded to the question in the read more as a fundamental part of my reply. This is something that, had you literally read 5 words in to my comment, you would have realized. Then again, I guess I can't expect much from someone who's name is "Riot Knife Combat Shield."
How do you have the time to comment on every single UA-cam Short? I see you everywhere. You're like those people on IG who comment on all the top posts to be recognized.
This creates problems with perspective though, especially in games where your hands are visible. Whenever you interact with objects up close, they can look gigantic.
If your hands are visible, then your arms and hands will be on a separate layer. And with multiplayer perspective, it is a challenge. As a game developer, it is difficult to make the gun only show up for the player on a separate camera but show it normally for another player.
@@rayyanshaikh5591 have to ever used Unreal Engine 4? Their rendering pipeline prevents the use of multiple cameras rendering on top of each other so you have to use custom shading that ignores geometry and culling
There are also other gamrs like arma that doesn't separate the rendering of the gun, the character, and the world. Instead, to avoid gun clipping, they make the gun as an extension to your character, meaning you couldn't put your face right on the wall because the gun is blocking you. This is also the reason why you couldn't go through a door if you are pointing your long ass rifle parallel to the doorway
Games will combine a static gun overlay, shrinking the gun, pulling the camera, putting the collision of the wall slightly in front of the wall, and warping the wall to solve this visual effect
@@ShwappaJ I was able to find a decent photo of the board on iFixit and it doesn’t go to ground. It looks like a “NC” pad to me. Meaning “not connected.” Like someone else said, they’re there for mounting/alignment purposes. I know pin 9 on an SD card is a data pin but that missing pad isn’t pin 9. PCBs can be hard to read sometimes. The labels on the board can be misleading because they aren’t always as obvious as you would think.
One time, the guns were floating like a natural phenomenon, and it happened on favela. Which seems to be a coincidence because a natural phenomenon also seems to be happening IRL there in Brazil. Spiders seemed to be floating in the air
Yes! Many times the illusion breaks when you see the scale of the gun compared to the wall/door/tree. Same as backing into a corner and look straight down... You float!
These things are called viewmodels, as you said most games use this by having 2 cameras working at the same time to make things look better, but some games like, for example the incurgency series actually move the gun backwards/away if you are sticking it into a wall.
you could say there is two ways of doing it, the one in the video or sticking it away from the wall, of course both of these have their advantages and disadvantages for example the video version would require a little more performance compared to having the gun just move away from the wall, and the gun move away from wall well obviously cant fire in that state, really depends on what kind of fps you want.
it might be difficult to make the gun move out of the way correctly in every single scenario. Using both methods would ensure it looks good all the time
I think insurgency has weapon FOV stuff so I think it's just for effect. If you have any sort of weapon FOV it almost always uses this trick. doom eternal does this, yet it still has weapon FOV, i'm pretty sure insurgency sandstorm does the same here. Edit: if you don't know what weapon FOV it essentially means the FOV displayed on the second gun camera is different than the one in the world camera. This is used to prevent animation breaking and make the guns look good at higher and lower FOV
the best solution i've seen is how the character moves the gun out of the way, or keeps it from making contact instead of just facing it forward at all times, it's realistic...
That’s actually a valuable part of learning the game, you can troll defusers and fake them out infinitely if you know exactly how long your gun sticks out, I used to do that all the time hahahahaha
Not always. Have a look at how some games like GTA V or Metro Exodus handle standing against a wall. I think they do render the first person view in the world cam.
Though there are some games that actually make it more immersive by putting your gun down and out of the way so it visually looks both from 1st person and outside perspective that your gun isn't clipping
In the Xbox game Brothers in Arms, when you walk up to a wall, your gun actually backs away from the wall and moves lower from your field of view. Neat realism addition there.
More games should have this, or play like Hunt Showdown in that you lower the gun while sprinting or crouching, or to melee, then you raise It to fire. It also helps with people spotting your weapon clipping through walls.
Most milsim/hardcore games have this as well, some examples are SQUAD, insurgency sandstorm, ready or not and ground branch, where your character actually raises your gun when you're touching something with the muzzle, in ground branch you can actually raise and lower your gun manually to get in low ready or high ready positions, and in RoN you can get in low ready manually to walk a little bit faster.
Really wish it was more common to just show the clipping in PvP games, so you can have a reference if your barrel is sticking out or not if you’re hiding
@@maddi5920 It's nothing wrong with anything game developers have done. A lot of, I'd even bargain most games, use separate third and first person models. So what's happening in this case is their third person model is replaced by a mod, but their first person model is not. It's very convenient and useful for games where both perspectives need to line up fairly close but you want to avoid camera clipping in first person. Just modify the animation of the first person hands/gun to be a bit different than third person but "close enough" that nobody is going to pay attention to the discrepancy when playing.
In the Quake engine and its derivatives, bullets emerge from your eyes (viewport, technically) which has the additional benefit of solving the parallax problem.
I mean it wasn't that literal.. It was more the concept of a character holding a gun. If this was a very clear joke please excuse me its 3am and my hay-fever won't let me sleep I'm very tired
The more we advance the lazier devs get seeing how much they can get away with. Fuck sake another example is graphics. Have you ever thought that in 2021 you'd have "competitive shooters" that look like fucking cartoons I. E. Ow and Valorant?
Ark is like that the shotgun looks like normal size and when you switch to 3rd person its alot bigger then it should be. Guess you need a big gun to take down a dinosaur.
Lol this happens on Black ops 1 Zombies lol. The weapon’s can end up looking smaller than a person’s hand even though it was meant to be a full sized 12 gauge shotgun
Floating point precision is very small on most GPU's. So rendering a small object might simply fail on some low-end hardware. So most games never do this, obviously.
@@denniscleaver3559 ah crap, you're right. its just that, whenever i do this trick and putting my gun on a different layer in UPBGE, the gun will not have any dynamic lighting effects, but by decreasing the gun 's size and putting it inside my player, i wont have that problem.
@@m3rl1on This guy in the video got things mixed up, guns aren't rendered in a different layer, but as always on top of everything else. How to get things rendered on top is specific to the engine though. Never knew that Blender could also work as a game engine, god damn, this tiny piece of software is really powerful. Also, do those shadows look right? I mean, the gun is very small, so it's not represented as-is in the world.
Not always, some engines just use "always in front" option, or layering tools to just make the gun appear always in front of character. This ensures shadows can still interact with your gun.
@@themattbat999 There is a difference, he says about rendering gun in hand separately from the entire world, and plastering it on your face as a rendered image you can say (it's not really converted to an image, but you get what I mean). Some games however still leave gun in the world, in front of your avatar, but use in engine layering tools, so that even if the gun would be obscured by any other object, it will still be visible on top of that object. Like it's X-raying through that obstacle.
Now everyone knows why they keep getting shot from nowhere: YOUR GUN BETRAYED YOU. [EDIT] Holy sht. In three days, already got 3.8k Likes! I guess everyone's gun DID betray them to their enemies!...
@@ame_goblin Your gun makes contact and your person moves it to the side or vertically in front of your face. It’s also relative to your barrel length so if you have a very long gun you can make contact from a few feet away.
Makes it even more impressive that it can still have it’s own light system based off what’s happening around it even though in a way it’s disconnected from the rest
That's because light is an external later in most games that affects all the layers regardless Layer 1 (Scene), Layer 2 (Gun Model), Layer 3 (Lights) atleast that's how I think it works... I only need around in Blender a bit so I'm not totally sure
Modern titles usually don't use this method for that reason. You would end up needing to recreate the environment in the seperate "universe". Instead, just set the gun to render/draw last so even if the geometry is clipping, it is still drawn on top of the level.
I think they do render the gun in the scene only when the image gets drawn to the screen that layer is just always on top. So it can be affected by the lighting in the game normally.
Well yeah this “picture on top of the game” stuff is pretty clear in other ways too. When you’re next playing COD or whatever, and kill an enemy, go prone and move as close to the body as possible without going inside it. You’ll see how fucking bizarre the size of the corpse is in comparison to your drawn weapon. It’s quite funny.
Realistic FPS's where the character lowers his gun as you walk up to a wall:
*"Pathetic."*
Gta
@@lendo_endo_the_goat FPS bro, FPS
This is an underestimated touch of design
Flight simulator
@@asrilhanif609 he was giving an example of the games that do that
"FIRE!"
"I can't sir, my gun is in a different universe."
"Oh."
this is underrated for sure
Lmaooooo😂😂😂🤣
This was the comment I was looking for lol
😂
I am your 1000th like. Congrats.
In many FPS games your character looks like a blue German bean that is holding an MP40
why German?
@@fxntxstiq5588 the weapon that the bean is holding
@@RONALDII0 to pol
@@fxntxstiq5588 🤦🏾♂️
@@fxntxstiq5588 Germans have a close relationship with guns.
"Private we need back up!!!"
"Gimme a sec captain, firearm stuck in the 4th dimension"
😂
suitable words from Private.
Kowalski : Skipper, we can do it. Private, both universes are connected through Wormholes as per Einstein.
"Your character looks a bit like this."
YOOOOO IT'S KILLER BEAN IN COD
LOL .‿.
"you delivaa.. wong prace"
E
Yoooo Lmao 🤣
@@KingDune14 Ah Yes A Man Of Culture. B E A N
Is that why my gun doesn’t kill anyone, it’s in a whole different universe along with my bullets
A stack of likes...
@Elon Musk ur Elon musk bro you can do anything
So when you "git gud" you open a portal to access everyone else's universe?
Super Underrated Comment
@Elon Musk no
"It exists in a completely separate universe" also known as top layer
This video gave me brain cancer and AIDs
@@jeffbrownstain don’t joke about that
@@awesomeaustenkitty It's not a joke. This videos poor quality made me terminally ill.
@@jeffbrownstain Yep
@@awesomeaustenkitty first day on the internet?
I love the new inspect animation. I can see every part of the gun!
“Most FPS shooters”
Tarkov: “No comrades gun must always be realistic, gun must hit wall and turn to side”
My first thought ngl tarky knows whats up
was my first thought too
My thought exactly love getting barrel blocked on the the dorms stairs railings
Same lol
Other fps games are the same for me as well.
I dont play cod or csgo lol
Facts
"This is a gun, clipping through a wall."
"No."
"There's more"
"My god."
Other way around tho I got the reference
This is a gun
Dear god
There’s more
No
TF2 meme XD
Never ask an woman her age
A man his job
soldier WHERE HAVE YOU HAVE YOU BEEN SENDING
R.I.P Rick May😞
"Sir, the enemy is attacking!"
"Yeah, so?"
"They're all blue beans."
Nobody responds with "yeah, so?" to a military strike. That is not a casual event someone would be indifferent to.
@@Jartran72 If you look at early Barbarossa it appears so tho
@@Jartran72 Yeah ok so?
is it just me or is that bean looking kinda *THICCC*
@@Jartran72 So?Its a comment only not military so?
you dont see it clipping through the wall but your enemies sure do.
Overwatch Start …
That is why I can't hit my shots in Apex Legends, my gun is in a completely separate Universe.
Self roast those are rare -some guy on the internet probably.
Ah yes, just mindlessly no scoping a family at the dinner table in the 5th dimension
@@championastartes the usual
And Valorant too
@@championastartes just a day in the neighborhood
So every character in every game ever is just a fat blue bean... good to know.
Yeah but mostly in single player games. And the bean can also be red, white, green and potentially any Color you want it to be
Waiting for cold war to add a blue bean operator
Amogus
@@boghinovel
ujualy
@@littlefishbigmountain 😂😂😂😂
"Scientists hate him! See how he alters reality with this one simple trick"
Alter reality yourself in less than a week
Our reality is doomed everyone to the boomerang
🤣😂
ua-cam.com/video/yz95mLpz5Bs/v-deo.html
Add 3 inches in this universe in just 3 weeks
The funniest example of having the arms and gun be part of the world is TABG where you can run into a wall and the gun will be forced in a different direction because of the physics. Hilariously, this allows you to blind fire with one handed weapons like handguns, small shotguns, full auto Barrett 50cals, and flintlocks by mashing your face into a wall next to an opening
"In many FPS games your character looks like this [cylinder]"
People who go berserk about Hitboxes:
😳😠😡🤬
Well they probabl don't know that this capsule component only collides with WorldStatic and that hitboxes are either physical or dynamic components...
The hit boxes exist. That's why head shots and body shots do different damage they are 2 different boxes the head is a smaller box which is why it's harder to hit but you dont have to shoot exactly on the head because the boxes have leeway and go out of the model a little bit
9AM said he 9PM
Not in most fps games, in like a few really basic or old fps games
Bro it's called capsule collider not "hitbox"😒😒
"The character you control looks a bit like this"
I dont remember seeing a bean in Call of Duty
Same 😨
What do mean?! I see them all the time
@@DR_WALLSTREET what y see everyone like beans?
@@erenyayger3840 Yeah? Thats what you do in COD, shoot beans. What else would you see?
@@NoodleSoup23 pop em
"The gun exists in a completely separate universe." The most complex explanation of a layer I have ever heard 😂
In mathematics and from my analysis of dimensions coincidentally being yesterday or the day before, a dimension must continue without hitting any other dimension because it is separate being. In the case of a first person shooter, the world that you are in is a third dimensional game and so perceiving the gun as being "in front" of the rest of the gameplay would be incorrect. In reality, you cannot percieve fourth dimensional objects but to understand or represent them you will need to lower the dimensions equally. In the case of the two dimensional screen, you cannot see what is behind the gun because we see in the third dimension. A totally black sphere would be a circle for any point that we stand looking at it; it is the shadow (Edit: how the photons react with the sphere and light has access to it) that causes our perception of depth which is, in fact, an illusion. An open door is an irregular parallelogram. Look at the top, its angle is slowly elevating. A cat will move their head around to get multiple viewpoints to paint a picture in their head of the 3D nature of the world which we do not see because our eyes are in a fixed point. In the case of the game, a fourth dimensional object is created as it fulfills all 3 other dimensions: it has an x, y and z coordinate as it can get further and closer while also having a fixed t position which I am using for 4D. All dimensions should work like this. I used "t" because 4D is usually considered to be space-time probably because it is another position that can also define the placement of an object [e.g I am at cooirdinates 0.5, 4.3 from the Greenwich x-Equator point (x,y) at an altitude of 10m off the ground (z) on Thursday the nth of Nonvember (t)]. From this perception I (and probably many others before me unless I am wrong) consider the 5th dimension to be the "other dimension" concept you hear in movies and such media as UA-cam Stories or maybe alternative timelines. You can now be in 0.5,4.3 at 10m altitude on a Thursday in Reality No. 8080, where humanity roams the earth instead of being a Sontaran colony. This dimension that exists separately I had to imagine as a screen where there is depth but all of these four dimensions were confined to the same two dimensional not moving object and things had to leave the game reality in order to have any more depth in this scenario. In this case, there are two 5D universes directly above each other and interacting through the fifth dimension but both moving forward constantly (as in a fixed and equal rate) in the fourth dimension except for game lag etc. In reality, as I said before, these things cannot exist as they are ultimately just two dimensional drawings hypothetically layered on top of each other which even that is a lie. The "real world" we perceive is a lie, but what we see is true if not truth itself in its full three dimensional, distant past and future fourth dimensional and fifth dimensional glory. So in reality as we know it, according to these completely non-research and non-peer reviewed conclusions from a person on the internet with no credentials and a seeming abundance of time on their hands,
tl;dr: it's a layer
ALERT! THERE IS A FURRY IN THE BASE
@@therealslimshady567 I don't think that matters
@@mullafacation what the fuck did i just experience
@@therealslimshady567 lmao what does that have to do with anything my guy
Patch notes: glock now deals AOE damage
"The gun exists in a completely seperate universe."
That one guy who always spawn camps: well you see it isn't me that's killing you, it's actually just an extradimensional force
Joe kiLLED yOU not m3 1!1!1
@@f1shyspace Joe?
@@SaulBadman Joe mama was killed by candice
Why you all always comments something savage no matter what he/she explaining in the video
@@Agrawalgmail ???
The downside of this is that if you press your character up against the wall or into a non collidable object the weapon looks hilariously small
@fouoii gyhh bruh, as a game designer, your comment is cringe asf
@@iveryfunny7405bruh, as a person who is nothing, your comment is Pretty cringe
you didn't take it seriously right?
@fouoii gyhh It is a problem cause it looks weird and unrealistic, and it doesn’t stop the gun clipping from any other perspective, there are games that fix the problem by having the character move the gun out the way of the wall like in real life
@@Feuervix It's hard to take something seriously when you state that you have absolutely no credibility in the first seven words. On the contrary, iVeryFunny immediately established credibility, and I agree with the sentiment as an amateur game designer, so I see literally no reason not to take it seriously.
@@riotknifecombatshield5266 I directly responded to the question in the read more as a fundamental part of my reply. This is something that, had you literally read 5 words in to my comment, you would have realized. Then again, I guess I can't expect much from someone who's name is "Riot Knife Combat Shield."
Crysis was smarter than this. The character holds the gun up when it's close to a wall.
Ye as it should be. A lot of games still have these animations. These are just explanations for really lazy devs.
Same with red orchestra 2/ rising storm
Same for Insurgency
Just last night I noticed this in Dead Island
@@the204cool aw shit, now I gotta go play that game again
I like the Doom Eternal approach where the game checks if you're up against a wall and moves the gun out of the way.
Gun: "I am 4 parallel universes ahead of you!"
Underrated
Underrated
Underrated
Underrated
Underrated
-Sir, hand me the murder weapon
-I can't, it has it own separate universe
Case dismissed ?
schizophrenians be like*
@@joshuabrigden4820YOU CANR BE HERE! YOURE DEAD! YOURE DEAD!!!
Love these little videos so non-devs can understand some of the underlying mechanics ❤
“…because it exists in a completely different universe.”
Fuck that really put it into a perspective.
@serry ciok fuck that all my homies play Halo
It's just on a other layer
Dimension would be more accurate
Ye
Yep hahaha
Is that Soldier from TF2 in the real world? Who would’ve knew!
Who could've knew!
Who went've know!
@@LiebertJohann no it's Jane Doe
How do you have the time to comment on every single UA-cam Short? I see you everywhere. You're like those people on IG who comment on all the top posts to be recognized.
@@noahmerkley398 he kinda is
This creates problems with perspective though, especially in games where your hands are visible. Whenever you interact with objects up close, they can look gigantic.
When you compare the first person and third person view models the first person one is massive hahaha
If your hands are visible, then your arms and hands will be on a separate layer. And with multiplayer perspective, it is a challenge. As a game developer, it is difficult to make the gun only show up for the player on a separate camera but show it normally for another player.
@@rayyanshaikh5591 have to ever used Unreal Engine 4? Their rendering pipeline prevents the use of multiple cameras rendering on top of each other so you have to use custom shading that ignores geometry and culling
There are also other gamrs like arma that doesn't separate the rendering of the gun, the character, and the world. Instead, to avoid gun clipping, they make the gun as an extension to your character, meaning you couldn't put your face right on the wall because the gun is blocking you.
This is also the reason why you couldn't go through a door if you are pointing your long ass rifle parallel to the doorway
"The player looks like this"
*B E A N*
just how it was meant to be… like in bean battles
Dani memes
@@Sultanofthesun yes
Blue pil or red pil 🗿
That’s it they’re no longer called capsules, they’re called beans.
I like to imagine that when I do this, the gun magically just shrinks in my hands so it doesn’t clip.
Actually there probably are some games that use that method
Games will combine a static gun overlay, shrinking the gun, pulling the camera, putting the collision of the wall slightly in front of the wall, and warping the wall to solve this visual effect
@@ShwappaJ I was able to find a decent photo of the board on iFixit and it doesn’t go to ground. It looks like a “NC” pad to me. Meaning “not connected.” Like someone else said, they’re there for mounting/alignment purposes. I know pin 9 on an SD card is a data pin but that missing pad isn’t pin 9. PCBs can be hard to read sometimes. The labels on the board can be misleading because they aren’t always as obvious as you would think.
@@pattyryopotybuttongamer3063 who are you and why are you talking about SD cards in a conversation about video games?
@@pattyryopotybuttongamer3063 ??? Wrong video?? Completely separate universe?????
"In many FPS games the character looks like this"
Dani fans: *B E A N*
Thicc
?
@@yo-it2xk Dani channel. He is a game dev
Exactly what I said
Literally what i thought about
Seeing enemies coming*
"Wait,they're just dickheads lmao"
Man legit said “to answer that, we need to talk about parallel universes.” 😂
Now I am going to watch THAT video😁😂
When you are asked how you returned after defeating Dharkon:
@@SargonPG3D I understood that reference
I understood that reference.
*file select theme plays*
Meanwhile in rainbow six siege: Gun havring a seizure while stuck in the wall.
But also if you lay down (feet in front) your Gun seems to be tiny
Also body parts. You'll see only a torso and head on one side of the wall while on the other is a whole bottom half of a body
Pubg too btw
One time, the guns were floating like a natural phenomenon, and it happened on favela. Which seems to be a coincidence because a natural phenomenon also seems to be happening IRL there in Brazil. Spiders seemed to be floating in the air
Apex noice
It's only down side is that the gun looks smaller when compared to details on the wall, like a bullet size from a 9mm is as big as an Assault Rifle
@I identify as an ARAK-21 you know what I am talking about
@I identify as an ARAK-21 good
ITS SO WEIRD
Yes! Many times the illusion breaks when you see the scale of the gun compared to the wall/door/tree.
Same as backing into a corner and look straight down... You float!
@I identify as an ARAK-21 play team fortress 2 and you'll never leave comments like this again
That's probably why the bullets always hit cover when shooting from cover.
" Sir what do we do, the guns are clipping through the wall! "
" Just turn them into multidimensional beings "
This has gotta be the most big brain moment
Seems like the simple answer. My dumbass would have a whole game where you can’t get that close to the walls cause your gun bumps into it😂
ua-cam.com/video/yz95mLpz5Bs/v-deo.html
Multidimensional beans
@@kamrhd multidimensional beings used by multidimensional beans
"that bean looks kinda t h i c c"
Dani 2021.
nice
dead meme
@@VortyxZero nah
I thought I thought I would never see anyone talk about b e a n
Aha.
These things are called viewmodels, as you said most games use this by having 2 cameras working at the same time to make things look better, but some games like, for example the incurgency series actually move the gun backwards/away if you are sticking it into a wall.
you could say there is two ways of doing it, the one in the video or sticking it away from the wall, of course both of these have their advantages and disadvantages for example the video version would require a little more performance compared to having the gun just move away from the wall, and the gun move away from wall well obviously cant fire in that state, really depends on what kind of fps you want.
@@akselisiili3228 hmm maybe I dont really see why you would have both though.
it might be difficult to make the gun move out of the way correctly in every single scenario. Using both methods would ensure it looks good all the time
I think insurgency has weapon FOV stuff so I think it's just for effect. If you have any sort of weapon FOV it almost always uses this trick.
doom eternal does this, yet it still has weapon FOV, i'm pretty sure insurgency sandstorm does the same here.
Edit:
if you don't know what weapon FOV it essentially means the FOV displayed on the second gun camera is different than the one in the world camera. This is used to prevent animation breaking and make the guns look good at higher and lower FOV
@@Dragon20C it makes it look smooth and realistic
the best solution i've seen is how the character moves the gun out of the way, or keeps it from making contact instead of just facing it forward at all times, it's realistic...
"Your gun exist in a completely separate universe"
My brain cells: ight imma head out
Underrated lmao
the gun you see is only visual, the real one isn't rendered in your view
BIG BRAIN TIME
I was so lost
Wait for me
“In most FPS games, your character looks like this”
Halo: *beanster chief*
Is it just me or is beanster chief kinda *T H I C C*
I miss you
The arbeanter
Doom Eternal (with Rtx off):
*The BEAN SLAYER*
Or maybe its an weird shaped egg
If you want to make everything more complicated and annoying for yourself, you can animate the gun actually colliding with the wall realistically
I tried it once and its sh!tass difficult
@@prabas8190 i believe that
Have you tried to eft they really did that and soooooo much other things people wouldn’t think about
@@Mx-tm2di what's eft?
@@LinkLegend0 Escape From Tarkov
This is bad for some games because there is no depth perception and you don't know if your gun is sticking out of cover ( CSGO )
That’s actually a valuable part of learning the game, you can troll defusers and fake them out infinitely if you know exactly how long your gun sticks out, I used to do that all the time hahahahaha
@@egg9850 yeah but its not intuitive, since its portraying you the wrong perception...giga frustrating
ua-cam.com/video/-RAglyw6ySk/v-deo.html
Hmmmm nice point
@@cozycarry there’s a term for that you’ll always get told “ get good “
Now that you've pointed it out, fps guns will always look weird to me.
Just because of this? Ever considered how most FPS games handle aiming down the sights?
How about he fact that held guns in fps games usually are the size of the player or bigger?
Not always. Have a look at how some games like GTA V or Metro Exodus handle standing against a wall. I think they do render the first person view in the world cam.
@@etmasikewo and tarkov too
@@alvanprathama375 There is a fair few, yeah
Even bigger brain moment when the developers shift the gun closer to your body, so it doesn't look like it's scaling smaller in size.
R6 siege does this
It's probably the best explanation I've ever heard. Very clear with no room for confusion
Though there are some games that actually make it more immersive by putting your gun down and out of the way so it visually looks both from 1st person and outside perspective that your gun isn't clipping
I believe doom eternal does this iirc
Far cry 5 does this too
✅
ua-cam.com/video/_LWQHgSO0_I/v-deo.html
So does Fortnite :)
Him:In many FPS games the character you control looks like this
The Character: 💊
Bruh stolen
Bean
Underrated comment
It's Drix!
421 LIKES AAAAHHHH
"The gun exist in seperate universe"
*Then how did i just kill that guy?*
@@poleve5409 i dont think you get what he is saying imo
You killed him using D4C
Because the bullet is inndifferent
@@goldenexperiencerequiem4714 Jojo references!!!
@@goldenexperiencerequiem4714 that would mean that everyone is a stand user...
POV: 4D beings watching 3D beings
Games that have a custom animation where they move the barrel of the gun in accordance to the distance of the wall/terrain are the real MVP
@Arda K the more recent Far Cry games, Fallout 4 and RDR2. Maybe GTAV but I'm not positive. There's definitely more I can't remember at the moment
@Arda K Escape from tarkov
@Arda K battlefield does this
@Arda K atleast the newer ones
Crysis
“To answer that, we need to talk about parallel universes”
And spend 12 hours building speed
333rd like
Hey, vsauce, Michael here
@@thenightjackal l0l
) 010l0(0l00)0l0l0l
0lp
In the Xbox game Brothers in Arms, when you walk up to a wall, your gun actually backs away from the wall and moves lower from your field of view. Neat realism addition there.
More games should have this, or play like Hunt Showdown in that you lower the gun while sprinting or crouching, or to melee, then you raise It to fire. It also helps with people spotting your weapon clipping through walls.
I also remember some cods doing that
Most milsim/hardcore games have this as well, some examples are SQUAD, insurgency sandstorm, ready or not and ground branch, where your character actually raises your gun when you're touching something with the muzzle, in ground branch you can actually raise and lower your gun manually to get in low ready or high ready positions, and in RoN you can get in low ready manually to walk a little bit faster.
In the roblox game Arsenal, there is almost zero realism as you can shoot a pez dispenser as well as a box of pizza at people.
@@TheLinposterIsSus and it kills them
Really wish it was more common to just show the clipping in PvP games, so you can have a reference if your barrel is sticking out or not if you’re hiding
Star Citizen renders it properly in the game world (and you see the bullet in the barrel).
So that explains why in gmod my character has normal human hands in first person when I'm playing as shrek
just gotta make the hands green and say "it's all ogre now" and shrek will come bless you at night
I love this
I still don't get it how that is still a problem. Like how hard can it be to change this as a game developer? xD
@@maddi5920 It's nothing wrong with anything game developers have done. A lot of, I'd even bargain most games, use separate third and first person models. So what's happening in this case is their third person model is replaced by a mod, but their first person model is not. It's very convenient and useful for games where both perspectives need to line up fairly close but you want to avoid camera clipping in first person. Just modify the animation of the first person hands/gun to be a bit different than third person but "close enough" that nobody is going to pay attention to the discrepancy when playing.
It's just the game trying to be woke AF
Developer: How we solve the clipping gun?
Game designer: S H R Ö D I N G E R ' S G U N
It exists but same time its not
Lmao
Same pfp lol
@@admiraladmirably lol
3rd person character : customizable character
fps : a blue capsule
Bean.
Character controller is a bean. You just hide it in a skin. View Perspective doesn't change anything
*B E A N*
No not a capsule is a BEAN
SUS
Years of torture turned into a short
It is most notable in COD games when you’re looking at your teammate and their whole face is bigger than your entire arms and the gun your holding 😂
as a kid i used to do this all the time. if you crawl into the face of someone your gun is the size of a tooth lmao
It’s BF1 for me, I got lil baby hands when I’m looking at my dead friends face.
😂😂😂
Lmfao 😂😂😂
Meanwhile in DayZ: "let me introduce you the denial of aiming your gun in a hectic PvP situation while holding a corner"
Let me introduce you to arma mechanics that have been a thing since 2009
In a real shootout you wouldn't get close to the wall as bullets run along it anyway
ua-cam.com/video/04dAeNt62v8/v-deo.html
I feel this my brother
After just hopping off dayz
A wise man once said: "In FPS games, your gun is just a fake gun, the bullets appears from thin air"
No, the bullets emerges from your eyes
@@za_pravdu1943 the one universe fabrication is real
In the Quake engine and its derivatives, bullets emerge from your eyes
(viewport, technically) which has the additional benefit of solving the
parallax problem.
The bullets are rendered in the 3d space from where the gun is supposed to be. The enemies see your 3d gun and bullets.
ain’t everything in an fps game fake tho?
I just learned this. The character and any object it is carrying has priority in the layers.
"Every character you play as in a FPS ... Should look like a giant Viagara pill" what games is this guy playing???
Ita obviously fallout Las vegas
I mean it wasn't that literal..
It was more the concept of a character holding a gun. If this was a very clear joke please excuse me its 3am and my hay-fever won't let me sleep I'm very tired
Technically speaking nearly every character in a every FPS game is gonna have a hitbox (for terrain collision) shaped like that.
@Max Spies so you know how viagra looks like uh?
@@ZarHakkar hitbox... That's what she said 👍
"different universe"
My brain: You're going to the shadow realm, Jimbo
Solutions:
Crysis: gun is pointed up when close to a wall.
Deus Ex: Invisible War: gun gets pushed back when touching a wall.
Apex: the gun is in another dimension
Escape from tarkov is another example
Warface to
Pubg!
The more we advance the lazier devs get seeing how much they can get away with. Fuck sake another example is graphics. Have you ever thought that in 2021 you'd have "competitive shooters" that look like fucking cartoons I. E. Ow and Valorant?
This often leads to the gun looking really small when you get super close to a wall
In the immortal words of Dani:
"B E A N"
I was looking for this
B E AN
So we have a B E A N right here
B E A N
B E A N
"I like your funny words magic man"
bruh
in other terms, slap in the world on screen, then slap in the gun on top of it. it's just one image over the other.
bwhahahahhahahahahaha
The gun is an image put on top of the screen
That’s why sometimes it looks like the gun is way smaller than it should be when ur near another player
Ark is like that the shotgun looks like normal size and when you switch to 3rd person its alot bigger then it should be. Guess you need a big gun to take down a dinosaur.
Lol this happens on Black ops 1 Zombies lol. The weapon’s can end up looking smaller than a person’s hand even though it was meant to be a full sized 12 gauge shotgun
Rendering the view model seperate also helps with screen space reflections so long as you coded the layering correctly.
I was wondering why he was saying “frames per second” games, until it clicked in. I’m so dumb
It’s ok we all have that moment sometimes lol
Who isn't dumb? It's not exclusive we've all been there.
I once saw someone say "fps shooters" in a sentence so you're all good.
ua-cam.com/video/-RAglyw6ySk/v-deo.html
I once thought FPS Game means Fast-Paced Shooter Game
Soldier shotgun was a nice touch
rest in peace
Why do I hear a ghost calling me a maggot
lol
it is soldier but the shotgun is all classes
"LAST ONE ALIVE LOCK THE DOOR!"
-Soldier
another way to do it is to make the gun model very small, then put it inside the edge of your player's collision.
Floating point precision is very small on most GPU's.
So rendering a small object might simply fail on some low-end hardware.
So most games never do this, obviously.
@@denniscleaver3559 ah crap, you're right.
its just that, whenever i do this trick and putting my gun on a different layer in UPBGE, the gun will not have any dynamic lighting effects, but by decreasing the gun 's size and putting it inside my player, i wont have that problem.
@@m3rl1on
This guy in the video got things mixed up, guns aren't rendered in a different layer, but as always on top of everything else.
How to get things rendered on top is specific to the engine though.
Never knew that Blender could also work as a game engine, god damn, this tiny piece of software is really powerful.
Also, do those shadows look right? I mean, the gun is very small, so it's not represented as-is in the world.
@@m3rl1on
.
.
..
..
Nlb lb c0pc7
ua-cam.com/video/-RAglyw6ySk/v-deo.html
dani: the player is a BEAN
Not always, some engines just use "always in front" option, or layering tools to just make the gun appear always in front of character. This ensures shadows can still interact with your gun.
Was thinking the exact same thing
Says most in title says many in video never said all or every fps just most/many
I think that is what he was talking about
@@themattbat999 There is a difference, he says about rendering gun in hand separately from the entire world, and plastering it on your face as a rendered image you can say (it's not really converted to an image, but you get what I mean). Some games however still leave gun in the world, in front of your avatar, but use in engine layering tools, so that even if the gun would be obscured by any other object, it will still be visible on top of that object. Like it's X-raying through that obstacle.
@@WwZa7 yoh smart. The video is about a common method to avoid gun clipping. It didn’t say its used by all.
Now everyone knows why they keep getting shot from nowhere: YOUR GUN BETRAYED YOU.
[EDIT] Holy sht. In three days, already got 3.8k Likes! I guess everyone's gun DID betray them to their enemies!...
Phew thought you had a boku no pico pfp 👀💦
The ice cream in the car- 🤢
Thats why i hid my gun inside the wall when camping corners 😂
@@ssga7081 Yeah, make sure not on "thin" walls! And by "thin", I mean "Someone behind this wall, guys!"
@@fatallykinky8886 Boku no pico? You mean that gay anime? To be honest, I'm not. So, get your mind out of the gutter. 😜
It’s very easy to notice if you go up to another players gun. Big size difference between your gun and theirs.
Tarkov be like:
Imma shove that shit up in the air cause REALISM
it's still rendered separately, it just has some extra anims for being close to walls
@@jco_sfm still some good REALISM
I was looking for this comment
@@jco_sfm Nope, tarkov's third person and first person animations are the same. It's like star citizen. They render the guns realistically...
@@jonnyj. thats cause the arms of the third person models are using animations made for the first person models, still rendered separately though
Soldier when he found out his shotgun was fake: MAGGOTS WHERE IS MY SHOTGUN
@@Robert_SK10R so I'm just gonna guess you dont play tf2
We do a little trolldiering
@@highlandstorm0137 haha yes
its soldier not solider
@@dom_fan6481 ye
Escape from Tarkov: let me introduce myself
i don't exactly play tarkov, what actually happen when you put the gun against the wall
@@ame_goblin it explodes
*ground branch*
let me introduce myself
@@ame_goblin Your gun makes contact and your person moves it to the side or vertically in front of your face. It’s also relative to your barrel length so if you have a very long gun you can make contact from a few feet away.
Arma did it first
It’s crazy how something can be interesting and not interesting at the same time
“ Dirty deeds done dirt cheap “
Edit : Oh my god I didn’t expect to have this many likes ( yes I likes my own comment )
go beyond!
Filthy Acts At A Reasonable Price
@@FartMart... dimes 4 crimes
@@Flesh_Wizard I ain’t gay but 20 dollars is 20 dollars
Bad Things for almost Free
in the PlayStation 2 game Black, the character pulls the gun back when he gets close to the wall
And with rainbow six siege
Also doom eternal and doom 2016
and insurgency
it's a pretty common thing
and crysis
Makes it even more impressive that it can still have it’s own light system based off what’s happening around it even though in a way it’s disconnected from the rest
That's because light is an external later in most games that affects all the layers regardless Layer 1 (Scene), Layer 2 (Gun Model), Layer 3 (Lights) atleast that's how I think it works... I only need around in Blender a bit so I'm not totally sure
Modern titles usually don't use this method for that reason. You would end up needing to recreate the environment in the seperate "universe".
Instead, just set the gun to render/draw last so even if the geometry is clipping, it is still drawn on top of the level.
Just plugging a full layer that can interact In different ways! “Universal” in a way
That makes sense when you guys put it that way - cool thanks
I think they do render the gun in the scene only when the image gets drawn to the screen that layer is just always on top. So it can be affected by the lighting in the game normally.
A lot of games actually have it render ingame but has it tell everything to render under it
ua-cam.com/video/-RAglyw6ySk/v-deo.html
what
it's called camera stacking I think that's what he was trying to say
Loved the CC
In the words of Dani, “B E A N.”
BEAN
BEAN
Lol, was looking for something like this.
BEAN
B E A N
🅱️ E A N
“Commander! Little blue beans are attacking by a 2nd dimension!”
“You’re new here, aren’t you?”
Special mention to Farcry and COD In these games when you hit a wall the character lifts his gun
Insurgency: sandstorm to
Wait cod does it too?
Which cod?
@@CoreRealm the fish
Tarkov
This made me look at those games differently
Me: puts tip of rifle close to the wall
The rifle: tilts down
Me: oh ok
What game?
@@taytheprodigy4388 PUBG and the Crysis games have it so that you tilt your gun away when you get too close to a solid object.
In Far Cry games the character points the gun up
What I learned in the video
Anything about gun clipping: ❌
Your character being a walking bean: ✅
Battlefield and insurgency: “well hello there”
Insurgency 2 got removed from steam? I can't access it anymore...
ua-cam.com/video/yz95mLpz5Bs/v-deo.html
Or basically any game with good physics and good devs
Yup. And Escape from Tarkov
It works the same in most battlefields. Like, if you come close to someone, their head is the size of your gun.
I like the effect where it just moves your gun when you get close to the wall. Feels more grounded in the world.
"FIRE!"
"I can't sir obito just used his sharingan to teleport my gun to another universe"
ua-cam.com/video/-RAglyw6ySk/v-deo.html
Well yeah this “picture on top of the game” stuff is pretty clear in other ways too. When you’re next playing COD or whatever, and kill an enemy, go prone and move as close to the body as possible without going inside it. You’ll see how fucking bizarre the size of the corpse is in comparison to your drawn weapon. It’s quite funny.
I'm at work and don't have access to a game right now. Can you just send a photograph