What's wrong with doors in games?

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  • Опубліковано 23 жов 2024

КОМЕНТАРІ • 64

  • @howyoudoin8005
    @howyoudoin8005 4 роки тому +17

    At first, I couldn't relate because the door at my house is huge. Then I realized that I'm just short...

  • @vizthex
    @vizthex 11 місяців тому +4

    never noticed it before but now it's gonna haunt me forever.
    i blame Jauwn since he directed me to this video from his one about undead blocks.

  • @MrKurush
    @MrKurush 3 роки тому +10

    I never notice this thing until me and some collegues actually started working on a third person game and we made a lot of research about measurement and size of buildings... we were freaking out when we tried move with the character because all looked so wrong XD

  • @faber7507
    @faber7507 4 роки тому +11

    0:35 centimeter is cm not sm

    • @isaaclowe2500
      @isaaclowe2500 4 роки тому +1

      Well spotted man! hope he sees this as help and not you being rude! (Language can be tricky!)

  • @pranjalbhattacharjee5601
    @pranjalbhattacharjee5601 4 роки тому +10

    Narrow passages are also harder for ai agents to navigate.......I have found that sometimes having narrow passages in the level would create gaps in the navigation mesh making it impossible for ai to move through these areas.......

    • @nikolayshamaev
      @nikolayshamaev  4 роки тому +1

      Great note. I have to consider this in other videos

  • @brownsuede4413
    @brownsuede4413 4 роки тому +7

    This is amazing content, and the editing of the video is professionally done. Great work

  • @batmangovno
    @batmangovno 4 роки тому +8

    A.I. and Games recommended your vid, congrats!

  • @MrMoMo729
    @MrMoMo729 4 роки тому +8

    It would be cool to mention the difference of doorways in VR.

  • @3possumsinatrenchcoat
    @3possumsinatrenchcoat 4 роки тому +6

    I'm gonna be hyper-aware of this whenever I play something from now on, aren't I lol.
    Great content, concise and very well presented on a topic I never even realized was a thing I wanted to know about!

    • @nikolayshamaev
      @nikolayshamaev  4 роки тому +3

      Tnank you! I have more to share in future videos. I hope it will help people to build great games and to know more

    • @3possumsinatrenchcoat
      @3possumsinatrenchcoat 4 роки тому +1

      @@nikolayshamaev That sounds super cool, I can't wait to see what else you decide to work on! (I subscribed right after watching, while I'm not a developer or anything as involved for making games - I don't really feel I have the aptitude for it - I really love learning about the sheer work and ingenuity that goes into taking bits of code and wrangling them into a game people can play for hours on end. Certainly gives a lot more appreciation for games I already admire too!)

  • @ThoughtBundle
    @ThoughtBundle 2 роки тому +1

    Thanks for the great video! But it seems to me that the real issue is with the FOV and how the 3D space is projected. Games should move on from this standard model to something like Panini Projection so that real-world dimensions can be used in games, making things like photogrammerty-authored assets viable out of the box.

  • @ДОБРОПОЖАЛОВАТЬВМОЙМИР-ц4с

    In rpg maker mv, the character sprite size (one frame) is 48x48, but the door sprite size (one frame) is 48x96

  • @mrlabcgsolutions6292
    @mrlabcgsolutions6292 4 роки тому +4

    love this , i thought i was wrong when i made the doors bigger due to collision issues .

  • @English_to_Persian
    @English_to_Persian Рік тому +1

    I've seen many tutorials but I have to admit that yours are on another level 🔥

  • @techlangonline6131
    @techlangonline6131 2 місяці тому

    hi guys, I am making a 3D open world videogame in Unity. I am working on the door opening and closing animations. Would you recommend me to leave the full animations as it is (it takes about 2-4 seconds to open and close doors) (some say it is frustrating to wait) ...second optinon would be short animations, where you click the open button and the camera will change view into inside view and character will be inside or outside the building.....or leave the doors open all the time and not deal with any animations at all???.....what do you recomend???

  • @Rickkysimo
    @Rickkysimo 4 роки тому +6

    They also always open both ways lol

  • @mitchellradspinner4491
    @mitchellradspinner4491 4 роки тому +2

    Fantastic! I’ll never be unable to see this. Great work.

  • @mydogsfacelookslikeastockp8275
    @mydogsfacelookslikeastockp8275 4 роки тому +2

    I think this explains why the player character seems super short in game. The doors are huge.

  • @lukasallenbaugh4728
    @lukasallenbaugh4728 3 роки тому

    Thanks for the professional quality video. It answered a rather confusing question.

  • @baxton1915
    @baxton1915 11 місяців тому

    Thank you so much for that video. Really. Truly interesting.

  • @ramiru3264
    @ramiru3264 4 роки тому +3

    Good content! I need more of this (I'm not demanding anything lol)

  • @szabolcsvranceanu47
    @szabolcsvranceanu47 4 роки тому +9

    Really dude, you write sm for the centimeter?

    • @pakistanigamer6525
      @pakistanigamer6525 4 роки тому +1

      Lol

    • @nikolayshamaev
      @nikolayshamaev  4 роки тому +2

      Yeah, a little trick. Thank you for the note. I should pay more attention to right spelling

    • @szabolcsvranceanu47
      @szabolcsvranceanu47 4 роки тому +1

      Anyway, it's an interesting finding, never realized the real scale of the doors in games.

    • @nikolayshamaev
      @nikolayshamaev  4 роки тому

      Thank you

    • @maxb.h.2849
      @maxb.h.2849 Рік тому

      The author of video is Russian, in Russian language it pronounces as "santimetr" (and spelled as "см.", but c is always pronounced as s in Russian).

  • @andreap8343
    @andreap8343 3 роки тому +1

    Great video! Really well made, thank you!

  • @КириллЧарышников-ч9у

    interesting video

  • @Rob9
    @Rob9 4 роки тому +2

    Do you think this would apply in VR?

    • @nikolayshamaev
      @nikolayshamaev  4 роки тому

      I think VR requires specific approach because the view mode is completely different from the first-person games. It would be great to test in VR

    • @EugeneLychany
      @EugeneLychany 4 роки тому

      @@nikolayshamaev My guess is because we use both eyes for VR, it would be more similar to real dimensions.

  • @TheIceBallsGaming
    @TheIceBallsGaming 3 роки тому +1

    i never noticed this to be honest, still doesn't bother me :D

  • @SuperCinema4d
    @SuperCinema4d 3 роки тому +2

    Класс, а высота потолков?

    • @nikolayshamaev
      @nikolayshamaev  3 роки тому

      Тему высоты потолков тоже рассмотрели в этом видео на канале:ua-cam.com/video/tw6NhwMuwew/v-deo.html

  • @cesaresperelli
    @cesaresperelli 3 роки тому

    underviewed video

    • @nikolayshamaev
      @nikolayshamaev  3 роки тому

      Thank you! It would be great if you can share it. It will definitely help to grow it in UA-cam algorithms. I'm going to make new researches in the recent future.

  • @calebtsarmiento
    @calebtsarmiento 4 роки тому

    How tall did you make the character in your test maps?

    • @nikolayshamaev
      @nikolayshamaev  4 роки тому +3

      The character is 180 cm in height in first person example and in third person as well

  • @danielvutran
    @danielvutran 3 роки тому

    I noticed this too !!! 😂

  • @EugeneLychany
    @EugeneLychany 4 роки тому +1

    Ок, у меня теория. По логике, показанной в видео, оптимальные размеры отличаются от реальных на 40 сантиметров. Что если замерять реальные здания, но к полученным размерам добавлять по 40 см для реализма в движке? Плюс 40 см с каждой стороны к окнам, стенам и так далее.

    • @nikolayshamaev
      @nikolayshamaev  4 роки тому +4

      Здесь следует учитывать баланс размеров всего окружения. Работа разработчиков по построению естественного баланса и пропорций объектов удивляет конечно

  • @rinoz47
    @rinoz47 4 роки тому +1

    Everywhere in hitman looks like they would have those huge luxury doors anyway

  • @MrNoosphere
    @MrNoosphere 4 роки тому +1

    How about doors in VR FPS games?

    • @nikolayshamaev
      @nikolayshamaev  4 роки тому

      Good question to continue research on this topic. Definitely not the same result. I think the approach is different for VR games because in VR we actually have 2 eyes and stereoscopic vision

    • @nikolayshamaev
      @nikolayshamaev  4 роки тому

      It would be great to test the doors with VR

  • @bluestra5030
    @bluestra5030 4 роки тому +1

    AI and Games sent me here

  • @GmanGavin1
    @GmanGavin1 9 місяців тому

    Pfff. Meanwhile I'm blind in my right eye 😅

  • @cyber_robot889
    @cyber_robot889 4 роки тому

    LMAO I'm always playing with fov 120-160

  • @TJ-pg6up
    @TJ-pg6up 4 роки тому +1

    Godammit youve ruined it for me now. I can't stop noticing it!

  • @Thesupperals
    @Thesupperals 2 роки тому

    I feel like I have to argue with you here because not all doors are universally the same height. The height of doors in the USA try to be a minimum of 6 feet and 8 inches for homes. The average height for female is under 6 foot and the average height for a male is over 6 foot. When you look at game characters, they almost always do not meet the prerequisites for size comparison every single time and that is because It has always been about feeling good; Even the Unreal model is unrealistically too wide. To fix it, we measure in heads, not feet or meters. This is also why men and women are almost measured to be exactly the same height in video games.

    • @Drayken
      @Drayken 8 місяців тому

      Average door specifications IRL are 3ft wide & 200cm high for residential, 3ft wide & 210cm high for commercial.

    • @Thesupperals
      @Thesupperals 8 місяців тому

      But by no means is it a minimum ore requirement. They can change size to whatever they want.@@Drayken

    • @Drayken
      @Drayken 8 місяців тому

      @@Thesupperals No shit sherlock, the point is that's what standard IRL unless you want to deal with the headache of sourcing unconventional doors and materials.