Codecks actually seems like a fun tool! Props on the ad placement, that was smooth. I hate JIRA. I don't want to use anything even remotely like that for my personal projects!
What... 5 Euro? 9 Euro? Free plan that is actually usable? I genuinely thought that it will be like x10-x20 times that price! Even someone like me could try it for a single person project!!
Video games are filled with tricks to make things easier to render. Even though they are technically lies, I personally wouldn't call them lies since they are just ways of displaying something without having to do expensive computations.
Ray tracing is probably the most grand example of a technology that's great and has some great use cases but is ultimately not worth the performance impact to use it in most games. Sure the water puddles look marginally more realistic, but that's not worth the 50% performance cut for most people. Ones that can afford it.
@@Laezar1 Not even abstractions in this case. More like dramatic over simplifications where only the surface is actually sorta physics simulated and the rest is literally just the game mechanics coded to make you and the other models inside it move as if you are in low gravity environment with some turbulence. Simulating only the surface makes computation drastically easier - and most of the time it's just a precoded animation rather than actual simulation anyway, with normal map animation for ripples when you disturb the surface.
@@Verchiel_ Most in game water puddles these days are just a normal mapped texture on a flat surface that gives the illusion of depth. That being said, most modern water rendering in even raster graphics uses depth simulation to progressively cloud it the further away from the 'surface' it gets - which is similar to depth fog but limited to a specific volume in the game map.
literally *NOTHING* in a game is real, not just water, water is usually over-analyzed like this because it looks cool and for a long time it was always a "novelty" to have it done correctly. But the tricks that we do in waters are no difference than fog, smoke, grass and even collision detection. almost nothing in a game is "real" if we follow your fluid simulation logic.
Also, it doesn't make any sense to make the game more real (i.e use physics simulations) if you can make it appear realistic without it. When memory and clock cycles are at a premium, you don't want to waste it on essentially useless 'real' physics simulations.
@@priyadarsihalder9242 Fans don't cool you in real world when they work in the game but lightbulbs will illuminate you in real life while using real electricity ;)
Fishing on brooms... my guy, you have to create a situation where something so big bites that it drags your little witch friend along. I need to see high speed fishing boss battles. Make this the dark souls of witchy fishing games.
7:03 "under water areas also create the expectation that there's something to do" So Fallout 4 with it's cut content of an underwater vault where you fight a kraken at the end. There was at least one person who spent several hours swimming through every inch of Fallout 4's waters to see if there were any secrets and found nothing. It's a travesty we didn't even get under water content in a DLC
@@FlamingElmo haha don't feel bad, I first played fallout 4 RIGHT after it had come out and got to meeting the institute and going down most of that questline. Then I got distracted by my fiance's oblivion game on xbox and never finished fallout 4. I've come back to it here and there but with mods. I feel kinda confused on when to start FH or NW, am I supposed to beat the whole main questline then play FH and NW? It feel like they notify you of them at kinda weird spots, where automatron you can accidentally just come upon it while wandering around the map.. haha
I'm a game dev and I thought it was common knowledge that water isn't real. It's often shaders, if it was real then no one not even on a Nasa computer could play games.
I had to uninstall this game that employs ads that has too small hitbox for their X button. My finger moved 0.01cm off the centre of the X and the popup brings me directly out of the game every single time.
Something I would like to see in a game is the wavelength of light being scattered as you get deeper Meaning colors fades away slowly starting from red up to blue
Yeah… Looks like right now the water in their game is absorbing some red light, but it’s absorbing absolutely zero green or blue light, which makes the water an unnatural cyan that never gets darker. I think all it would take is making a tiny bit of the green and blue channels get absorbed over distance.
You ever see some of the behind-the-scenes with Finding Nemo? That's actually the sort of thing they did -- farther-away objects/creatures were more blue, and the fading order was red, then green, then blue. Fascinating stuff.
A reminder once again. The final bit that makes something GOOD versus ok...is always sound. Sound carries SO much more than people realize. It makes or breaks many many many things.
@@dbptwgEspecially acoustic and analog sounds that are completely natural beyond our control. You can't just go up to a thunderstorm or hurricane and find a volume switch and turn down the noise, that doesn't work like that lol.
@@innerarts4091 Interstellar without the iconic soundtrack would be equivalent of watching a silent film, which can be annoying after awhile because the soundtrack is what helps define a movie besides the actors, scripts, etc
"Video games lie to you. This is not water" The ground is also often just a mesh with no volume, and some behavior that prevents you from falling through. The water is just as real as that. If Minecraft tells me that block is water, it's water. As long as it's implemented in a way that looks consistent with the rest of the world, there's no reason to label it a lie. Every game has the freedom to choose how realistic it's going to be. Expectations like "Water is only water if it looks and behaves identical to real-life" are really not fair. It's nice to see an effort of explaining certain mechanics under the hood of game engines, but labeling them "lies" really does not sit well with me.
Then again video games are never going to be 100% realistic in any regard whatsoever. That's not what they're designed and built for. I mean sure there are people who play devil's advocate for opting for more realism in games, but I personally don't see the point in that when we're talking about an entertainment sector that has worldwide influence.
yes. i havent done much developing myself but i used normal maps and animations to make waves (2d game) so its nice to explain how water can be made in games but saying its lie implies everything else is also a lie
agreed. saying this is a lie makes OP sound like a baby who thinks video games are supposed to be showing you a video feed of something that is physically happening somewhere...it's all 1's and 0's in a graphics buffer
@@Quantris That summarizes every video game in a nutshell right there. Video games are a highly complex algorithm of 1s and 0s but such that you can interact with them as the player. I can think of it like this: amongst the gaming community there are users who merely play games for the sheer fun of it whether it be from modding, testing new features, etc. Then on the other side of the spectrum you have the toxic try hards who no life the hell out of a game and do anything in their power to gain the upper hand on everyone.
Everything in videogame graphics is "lies" by this standard. Those people? They're hollow inside. They're balloons. Buildings? Also frequently hollow and empty inside. Air resistance? Wind? That definitely isn't being simulated. A human using a hand to pick up a coffee mug, and take a sip? Chances are all of that is pre-animated and none of it is left to physics, and if you want them to do something different with that mug, like pick it up with three fingers instead of two, shake it, dump it out, juggle with it, hang it from one finger, probably all animated. None of it is physics between the fingers and the mug. If I take my hand and grab my arm, you can visibly see my skin stretch, freckles moving towards where my arm is grabbed. My flesh also bulges a bit as it's pushed away from the grab spot. Unlike water I can't think of any games that even TRY to do any of that graphically. Maybe, maybe, if you're playing a very polished game the hand will exactly touch the arm without passing through. Honestly, game water seems pretty good by comparison. There's games where they let you interact with water in lots of ways and it all looks pretty reasonable. But can you name a game where they let you do anything you want with human hands and it looks good? Nearly every game is like "oh god, oh fuck, oh no, we're not doing that! Here's a list of animations you can have the hands play. NOTHING else!"
I think what sounded off about the splash wasn't the timing of the player vs the camera hitting the water. It was that the camera ends up in the water where sound is different, but there is no transition in the sound of the player's splash.
What game is that at 0:54? The one with the submarine looking thing. I’ve never seen it before despite knowing what all the other games he showed before where
The plural of vertex is not vertexes, its vertices. The craziest water lie I can think of is in the Build engine that games like Duke Nukem 3D, Shadow Warrior, and Blood used. That engine still wasn't fully 3D, but actually 2D info projected into a 3D simulation using digital witchcraft. So the way water worked was, unsurprisingly, super weird. One of the limitations of those old pseudo 3D engines was that you couldn't have a room above another room. Each sector could only have a single floor and ceiling height value. But these games had areas with what seemed like rooms over rooms. The way the did that was by placing the rooms next to each other in separate sectors, instead of above one another, and sneakily teleporting you between them. usually, climbing a staircase or riding an elevator would actually teleport the player, instead of simply connecting the areas like they seemed to. This allowed for more complicated level design than previous games like Doom were capable of, and even some real physics defying stuff too. And the way water worked was similar. When you were on the surface of a pool of water, you were actually simply standing on the floor of the sector. But it had special properties that made your character sit lower on it and bob up and down slightly to make it feel like you were chest deep in water. And to let you go underwater, when you hit crouch, you would actually teleport to the ceiling of a different sector that was the underwater area. This sector had more special properties like adding a blue filter to the screen, muffled the sound effects, and putting the player in a special flying mode that simulated swimming. And if you touched the ceiling again, it would teleport you back to the surface sector again. It sounds crazy, but especially in 1996, it was totally convincing.
Was about to mention the same thing. Also, iirc the ceiling of the underwater room would be given a water-like ripple effect and colour, to enhance the illusion. As an aside, you could make some really neat alien skies by using the water surface tiles (or lava, or slime) as sky textures.
another thing about sound is making it sound muffled when you’re underwater, like how you don’t completely hear the splash you make when you jump into water
Put a transparent soft blue layer effect in your game while underwater or just reduce the red color chanel by deep. In real life, the red color cannot get deep in the water. That is why blue is the main color underwater.
5:40 - instead of taking damage from the water, you could have an enemy spawn after the player has been in the water for a few seconds. That's what Ratchet and Clank 1 and Jak and Daxter did when water was supposed to be a boundary. 👀
Suggestion: Make a bubble spell so that players can fly the broom under the water, so if you need to make more areas to explore, make them underwater and I know it would make the breathing potion useless but make the spell temporary so when it runs out the person can't re-apply the spell until on land?
One game I remember that tried to heavily feature realistic water physics was Hydrophobia. They had a game engine specifically for simulating the fluid dynamics.
I literally only clicked on this video because I knew you couldn’t talk about video game water without mentioning wave runner! Such good childhood memories on that game. Not a dev, just a simpleton game enjoyer
The codecks sponsor is actually perfect timing for me bc I just finished my last project and I was getting ready to start up a new task tracker for my next one
No hate to the creator, but this is one of those videos where I just feel like its so... pointless. Idk how to else to describe it, and some people may be interested in the topic, but i was just left thinking... "So?"
As someone new to the channel: Was I just tricked in to watching an (informative) 15 minute ad for "My Game"? I feels like it, (not a band thing), except without a name it's kinda wasted marketing potential.
@@AIAdev I DONT HATE YOU AND YOU SHOULDNT EITHER!!! :( But the way you pronounce water different every time was just too much . . . it's me not you! My brain is already broken so hearing you do that just makes my brain spinny in a bad way.
I wish you talked more about the waterline effect, its something I've been trying to add to my games for forever now. If anyone has any resources on how to make it, please share them.
I love how you did work on water, the result is really good. My question is why spend that time on underwater but not on post process and rendering on the surface? I mean the colors are flat, it's maybe cause you didn't work on it yet because you want to build more the world before rendering it? I don't know, don't want to be rude. But the world is really more beautiful down there then upthere :s sorry if it's hard to hear, it's only my opinion, it is your game, just giving my opinion. (Bad english sorry i'm french)
Yeah, I have no idea what he's trying to get across. Of course the water isn't real, it's water in a game? How could it be real? The premise of the video doesn't make any sense. Everything in video games is an abstraction to varying degrees of accuracy, that's how it works...
Early versions of Skyrim didn't have the water splitview effect, so you could actually see what was under the water surface and all it's emptiness if you simply remained right at the surface layer where the camera splits... They eventually patched it, and I remember being impressed at how convincing the new effect looked. Because I got to see how it was BEFORE the effect, it made me appreciate how it looked AFTER.
0:08 A Butter and cheese sandwich? Really? Why not just make it a grilled cheese at that point? Very Interesting video btw, I have always been a bit curious about how water graphics were computed and rendered.
Underwater-broom-torpedo-fishing... Okay hear me out. What if you allow the player to "fly" their brooms underwater, maybe at lesser speed and mobility but it will give you a fairly unique underwater traversal mechanic. And if you have that... the next step is putting a harpoon on the end of the broom and chasing down those fish with it yourself. Pretty unique way to maybe spear some bigger/legendary fishies. Feel free to ignore my rambling.
Well, at least fire is real in video games, and and those people we kill are real, right, and and that supernova that collapsed into a wormhole ejaculating cyclops unicorn in Final Fantasy 8.5*10³ is real, right?... So why is it the biggest lie in Video Games? Star citizen is the biggest lie. Or maybe the cake ... oh, no wait, there was a cake. Ok, maybe calling the npc's AI, which they never were. But water? Pffff. It's as much a lie as brickwall textured Polygons with single sided rendering...
This video was excellent. I was glued the whole time. Thank you for making it. FWIW, i put this in my "watch later" a while back and then I was playing cities skylines 2 and went into camera mode. When I went beneath the water surface, it was like I clipped through the ground or a building. Instantly, I'm all "the cake is a lie!" and then I remembered this vid. But that thing really nailed your point home. Well, that and the thing about water particles. Nope!
Sign up for Codecks here:
www.codecks.io/aia
If you decide to get a paid plan, you'll get 30% off your first 3 months.
Codecks actually seems like a fun tool! Props on the ad placement, that was smooth.
I hate JIRA. I don't want to use anything even remotely like that for my personal projects!
is the game coming to vr
If "It's free to sign up and use, no cc required" then why is there 30% off? Sounds pretty sketchy
@@JolanXBL its for what ever the subscription thing is, made a account for completely free & will never be going back to Trello.
What... 5 Euro? 9 Euro? Free plan that is actually usable?
I genuinely thought that it will be like x10-x20 times that price!
Even someone like me could try it for a single person project!!
Of course there's no water in videogames. Water harms electronics, no way they would put it in your computer
😅
😅
😅
😅
Or dirt, i think i dont have entire minecraft world in this way
The biggest lie in video games are those mobile game ads where the game is not like the ad at all 😭
Nice video bro
Oh. Kinda true.
Well, there is a game called: Yeah! You Want "Those Games", Right? So Here You Go! Now, Let's See You Clear Them!
I’ve seen an ad which tells you to stop believing fake ads and it’s literally a fake ad.
@@The_Command_Centre One of many, and people have made fake ads telling you to stop believing THOSE fake ads about the fake ads
@@AIAdev the biggest lie was actually the cross button on those ads. they take you to the play store no matter where you click them lol
Video games are filled with tricks to make things easier to render. Even though they are technically lies, I personally wouldn't call them lies since they are just ways of displaying something without having to do expensive computations.
Abstractions more than lies
Ray tracing is probably the most grand example of a technology that's great and has some great use cases
but is ultimately not worth the performance impact to use it in most games.
Sure the water puddles look marginally more realistic, but that's not worth the 50% performance cut for most people. Ones that can afford it.
Yeh. I find the video too click-baity
@@Laezar1
Not even abstractions in this case.
More like dramatic over simplifications where only the surface is actually sorta physics simulated and the rest is literally just the game mechanics coded to make you and the other models inside it move as if you are in low gravity environment with some turbulence.
Simulating only the surface makes computation drastically easier - and most of the time it's just a precoded animation rather than actual simulation anyway, with normal map animation for ripples when you disturb the surface.
@@Verchiel_
Most in game water puddles these days are just a normal mapped texture on a flat surface that gives the illusion of depth.
That being said, most modern water rendering in even raster graphics uses depth simulation to progressively cloud it the further away from the 'surface' it gets - which is similar to depth fog but limited to a specific volume in the game map.
1:16 bro that’s like saying Games lie about air because they don’t simulate the gas 💀
Fr
Stationeers hold my beer
Yea this is a pointless video
Dont give him any ideas
@@SHVRWKThat's the point I think
literally *NOTHING* in a game is real, not just water, water is usually over-analyzed like this because it looks cool and for a long time it was always a "novelty" to have it done correctly.
But the tricks that we do in waters are no difference than fog, smoke, grass and even collision detection. almost nothing in a game is "real" if we follow your fluid simulation logic.
yeah
Yeah its a silly statement to call it real
The money I spent on all those skins was real though...
Also, it doesn't make any sense to make the game more real (i.e use physics simulations) if you can make it appear realistic without it. When memory and clock cycles are at a premium, you don't want to waste it on essentially useless 'real' physics simulations.
@@AliangerFiat is faith mannconomics so neither
In 1987 I told myself I'd stop playing video games until I could fish on a flying broomstick above fake water
I remember you saying that
@@HedgeByte me too
@@HedgeByte i don't so you're obviously lying
@@creepser1140Nah, I seem to remember it perfectly fine
this reply section is the incarnation of the mandela effect
Coming up: "How games lie to you about air", followed by "Games lie to you about rocks" and "Games lie to you about humans". Can't wait.
Lol😂
"Why half life 2 is so scary," "why older games gives you that feeling..", "why american subburbs are so scary.."
now you gotta add a huge horrifying fish creature that eats you if you wander too far out and traumatizes the player for life
i love this idea
@@AiNotions1 it was in spore too
Or add a Kelpie that eats you as a nod to the developer @AIA
Wasn't this is Elder Scrolls Legends Redgaurd?
in.
The only truth in video games is that lightbulbs in games use real electricity
omg fr
U mean the fans don't?
@@priyadarsihalder9242 Fans don't cool you in real world when they work in the game but lightbulbs will illuminate you in real life while using real electricity ;)
@@kocbilo Damn true.
they dont use any more electricity than anything else in game
The entire art of video game development is pretty much making things look convincingly not what they actually are
Just like any type of fictious material, books, movies etc etc, even basic make-belief games of children is built around the suspension of disbelief.
To be fair, games are also lying to you about air.
And land, and tanks, and goats, and trees, and ....
minecraft is the only game I can think of that actually has air
@@RafaelMunizYTIT DOES?!
@@pandahz79 basically anywhere that doesn't have a block is filled with an air block
@@RafaelMunizYTevery other game just takes place in the vacuum of space... With gravity
Fishing on brooms... my guy, you have to create a situation where something so big bites that it drags your little witch friend along. I need to see high speed fishing boss battles. Make this the dark souls of witchy fishing games.
Terraria hardmode fishing boss(i forgot its name, it is similar to duke nukem). Maybe even its analog from calamity mod
That would be awesome
Little Witch Fishbetta
@@HerzaPop Duke Fishron
7:03 "under water areas also create the expectation that there's something to do" So Fallout 4 with it's cut content of an underwater vault where you fight a kraken at the end. There was at least one person who spent several hours swimming through every inch of Fallout 4's waters to see if there were any secrets and found nothing. It's a travesty we didn't even get under water content in a DLC
I thought that was Far Harbor (I haven't played it yet; I still haven't even gotten to finish the base game).
Was that person Oxhorn by chance? I remember him doing that in one of his secrets of Fallout 4 videos
I found a sunken ship with a single lootable container in the deepest part of the ocean. It was surprising because I had expected nothing.
@@FlamingElmo haha don't feel bad, I first played fallout 4 RIGHT after it had come out and got to meeting the institute and going down most of that questline. Then I got distracted by my fiance's oblivion game on xbox and never finished fallout 4. I've come back to it here and there but with mods. I feel kinda confused on when to start FH or NW, am I supposed to beat the whole main questline then play FH and NW? It feel like they notify you of them at kinda weird spots, where automatron you can accidentally just come upon it while wandering around the map.. haha
@@PanicLedisko Yeah
I'm a game dev and I thought it was common knowledge that water isn't real. It's often shaders, if it was real then no one not even on a Nasa computer could play games.
How dare they not put real water in games??? They need to start putting lakes and oceans in computers fr
The biggest lie in video games when you get a mobile ad with a fake X that opens the app store 💀
That should be a capital offence.
@@weregoat529 For real 😂
I had to uninstall this game that employs ads that has too small hitbox for their X button. My finger moved 0.01cm off the centre of the X and the popup brings me directly out of the game every single time.
@@MollyHJohns Yep, mobile games are so annoying; they definitely did that intentionally to get more views on their store page 🙄
lol I hate those monsters
Something I would like to see in a game is the wavelength of light being scattered as you get deeper
Meaning colors fades away slowly starting from red up to blue
That would actually be neat to see, I don't think it'd be too hard to implement
Yeah… Looks like right now the water in their game is absorbing some red light, but it’s absorbing absolutely zero green or blue light, which makes the water an unnatural cyan that never gets darker. I think all it would take is making a tiny bit of the green and blue channels get absorbed over distance.
I think you can make a gradient zone where the lower you are the more the ambiant light is blue
You ever see some of the behind-the-scenes with Finding Nemo? That's actually the sort of thing they did -- farther-away objects/creatures were more blue, and the fading order was red, then green, then blue. Fascinating stuff.
Gta 5 has this..
Imagine not having water caustics
Thanks for supporting the channel on his behalf
Minecraft moment
6:17 The main character, Arthur, actually can swim in RDR2. You don’t play as John, who can’t swim, until the epilogue.
In the clip he shows it’s John in the water
Came for the water, stayed for the funny witch game development logs.
A reminder once again. The final bit that makes something GOOD versus ok...is always sound.
Sound carries SO much more than people realize. It makes or breaks many many many things.
@@dbptwgEspecially acoustic and analog sounds that are completely natural beyond our control. You can't just go up to a thunderstorm or hurricane and find a volume switch and turn down the noise, that doesn't work like that lol.
My enjoyment of a game or video primarily depends on the music and sound. That's what creates the atmosphere for me and the atmosphere gets me hooked.
This absolutely true, like imagine interstellar without it's iconic soundtrack.... I can see the movie in my mind just listening to the score...
@@innerarts4091 Interstellar without the iconic soundtrack would be equivalent of watching a silent film, which can be annoying after awhile because the soundtrack is what helps define a movie besides the actors, scripts, etc
"The biggest lie." You realize many parts of a video games are cheats and lies? It's all shortcuts and magic tricks.
From persistence of vision all the way to numbers in a certain way creating structures. Really video games and movies are all about "let's pretend".
Given that he is making a game ofcourse he realises it
You realize it's just a catchy title, right? You don't need to get offended by that
I'm sure there's catchy titles that are more honest to the craft
@j.b.5422 that’s still a lie. You present one thing and the truth is that it’s not real
"Video games lie to you. This is not water"
The ground is also often just a mesh with no volume, and some behavior that prevents you from falling through. The water is just as real as that.
If Minecraft tells me that block is water, it's water. As long as it's implemented in a way that looks consistent with the rest of the world, there's no reason to label it a lie.
Every game has the freedom to choose how realistic it's going to be. Expectations like "Water is only water if it looks and behaves identical to real-life" are really not fair.
It's nice to see an effort of explaining certain mechanics under the hood of game engines, but labeling them "lies" really does not sit well with me.
Then again video games are never going to be 100% realistic in any regard whatsoever. That's not what they're designed and built for. I mean sure there are people who play devil's advocate for opting for more realism in games, but I personally don't see the point in that when we're talking about an entertainment sector that has worldwide influence.
yes. i havent done much developing myself but i used normal maps and animations to make waves (2d game) so its nice to explain how water can be made in games but saying its lie implies everything else is also a lie
agreed. saying this is a lie makes OP sound like a baby who thinks video games are supposed to be showing you a video feed of something that is physically happening somewhere...it's all 1's and 0's in a graphics buffer
@@Quantris That summarizes every video game in a nutshell right there. Video games are a highly complex algorithm of 1s and 0s but such that you can interact with them as the player. I can think of it like this: amongst the gaming community there are users who merely play games for the sheer fun of it whether it be from modding, testing new features, etc. Then on the other side of the spectrum you have the toxic try hards who no life the hell out of a game and do anything in their power to gain the upper hand on everyone.
@@Anvilshock Bro repeated the same comment multiple times. Don't be spamming here.
5:16 trello is free and easier to use/understand.
7:22 there are briefcases with cash and weapons in the water if you know where and when to look for them
Everything in videogame graphics is "lies" by this standard. Those people? They're hollow inside. They're balloons. Buildings? Also frequently hollow and empty inside. Air resistance? Wind? That definitely isn't being simulated.
A human using a hand to pick up a coffee mug, and take a sip? Chances are all of that is pre-animated and none of it is left to physics, and if you want them to do something different with that mug, like pick it up with three fingers instead of two, shake it, dump it out, juggle with it, hang it from one finger, probably all animated. None of it is physics between the fingers and the mug.
If I take my hand and grab my arm, you can visibly see my skin stretch, freckles moving towards where my arm is grabbed. My flesh also bulges a bit as it's pushed away from the grab spot. Unlike water I can't think of any games that even TRY to do any of that graphically. Maybe, maybe, if you're playing a very polished game the hand will exactly touch the arm without passing through.
Honestly, game water seems pretty good by comparison. There's games where they let you interact with water in lots of ways and it all looks pretty reasonable. But can you name a game where they let you do anything you want with human hands and it looks good? Nearly every game is like "oh god, oh fuck, oh no, we're not doing that! Here's a list of animations you can have the hands play. NOTHING else!"
Jesus you guys are so insufferable. It's a clickable title and idea. It's not that serious
@@Ihelpertricks *manipulative and dishonest title
It’s not water it’s pixels silly
Exactly
🅰️ chain
@@Dirt975ex🅰️ctly
🅱️ chain
@@suspicioussand mane shut up
I think what sounded off about the splash wasn't the timing of the player vs the camera hitting the water. It was that the camera ends up in the water where sound is different, but there is no transition in the sound of the player's splash.
Spla-gurgle, gurgle, gurgle vs SPLAAASH
This guy's such a good editor. I'm hooked from just the first 20 seconds!
What game is that at 0:54? The one with the submarine looking thing. I’ve never seen it before despite knowing what all the other games he showed before where
No clue 😭
Under the Waves
@@mattb.7713thank you!!!
Subnautica
5:02 „it‘s completely free and you even get 30% off with my link in the description“ 😂
*Goofy:* "Hmmm... summin' wrong here."
"if you decide to sign up for a paid tier"
*if*
The plural of vertex is not vertexes, its vertices.
The craziest water lie I can think of is in the Build engine that games like Duke Nukem 3D, Shadow Warrior, and Blood used. That engine still wasn't fully 3D, but actually 2D info projected into a 3D simulation using digital witchcraft. So the way water worked was, unsurprisingly, super weird.
One of the limitations of those old pseudo 3D engines was that you couldn't have a room above another room. Each sector could only have a single floor and ceiling height value. But these games had areas with what seemed like rooms over rooms. The way the did that was by placing the rooms next to each other in separate sectors, instead of above one another, and sneakily teleporting you between them. usually, climbing a staircase or riding an elevator would actually teleport the player, instead of simply connecting the areas like they seemed to. This allowed for more complicated level design than previous games like Doom were capable of, and even some real physics defying stuff too.
And the way water worked was similar. When you were on the surface of a pool of water, you were actually simply standing on the floor of the sector. But it had special properties that made your character sit lower on it and bob up and down slightly to make it feel like you were chest deep in water. And to let you go underwater, when you hit crouch, you would actually teleport to the ceiling of a different sector that was the underwater area. This sector had more special properties like adding a blue filter to the screen, muffled the sound effects, and putting the player in a special flying mode that simulated swimming. And if you touched the ceiling again, it would teleport you back to the surface sector again.
It sounds crazy, but especially in 1996, it was totally convincing.
Build engine 💕
Wow. That's cool.
Vertexes is _widely_ considered a valid plural form of vertex and appears in many dictionaries. I bet it was in your spell checker, too.
Was about to mention the same thing. Also, iirc the ceiling of the underwater room would be given a water-like ripple effect and colour, to enhance the illusion.
As an aside, you could make some really neat alien skies by using the water surface tiles (or lava, or slime) as sky textures.
This guy: underwater levels are stressful.
OG Sonic: I'm here to give you PTSD.
Why there's water on the nether 0:36
I know it from a Minecraft video they use a old version of Minecraft that has a bug let u place water on nether
@@crisjosephdionisio2932I js thought it was the nether in the overworld 😂
looked a bit like the immersive portals mod
@@Solace_In_Sorrow I think it is
Its blue glass. Yall are onto nothing. 😭😭😭
another thing about sound is making it sound muffled when you’re underwater, like how you don’t completely hear the splash you make when you jump into water
Put a transparent soft blue layer effect in your game while underwater or just reduce the red color chanel by deep. In real life, the red color cannot get deep in the water. That is why blue is the main color underwater.
Ah is that why red fish don't usually look red in deep water? Learn something new all the time
that might mess with the weird underwater and abovewater split effect
BREAKING NEWS: Ground in games is also a lie!
Groundbreaking.
1:49 “You can be fully immersed in an experience” That sounds like water to me. 🤔
Do you know from which game it comes from?
Next video: *Do you know that the character in Video games are not real person?*
5:40 - instead of taking damage from the water, you could have an enemy spawn after the player has been in the water for a few seconds. That's what Ratchet and Clank 1 and Jak and Daxter did when water was supposed to be a boundary. 👀
Good, my computer isn't waterproof
Suggestion: Make a bubble spell so that players can fly the broom under the water, so if you need to make more areas to explore, make them underwater and I know it would make the breathing potion useless but make the spell temporary so when it runs out the person can't re-apply the spell until on land?
One game I remember that tried to heavily feature realistic water physics was Hydrophobia. They had a game engine specifically for simulating the fluid dynamics.
Oh yeah, I remember that Oboeshoesgames video on it. It was basically Uncharted and Gears Of Water, but with water.
I literally only clicked on this video because I knew you couldn’t talk about video game water without mentioning wave runner! Such good childhood memories on that game.
Not a dev, just a simpleton game enjoyer
5:31 *PINEABBLE ON PIZZA SPOTTED*
I'm honestly very impressed to see it show up on this video lmao
10:25. I wish the comparison without caustics would not also remove the turbid/fog effect.
I love the game dev community on UA-cam. By far some of the most underrated channels
7:17 there ARE underwater money cases though
This is how some games like Subnautica can sometimes glitch and let you walk on the ocean's floor as if it was land
Song that plays at 0:30?
Late, but its soul wars by Magdyy Haddad
@@Cye_Pie thanks bbg
Durade Sandstorm
Abond the ship
Water you talking about?
Good comment. This passes all my criterias for a good comment. Thank you.
"wadur"
boo
@13:00 , so are you making the camera a in game drone ? that someone else in controlling / supervising you with or something ?
The codecks sponsor is actually perfect timing for me bc I just finished my last project and I was getting ready to start up a new task tracker for my next one
No hate to the creator, but this is one of those videos where I just feel like its so... pointless.
Idk how to else to describe it, and some people may be interested in the topic, but i was just left thinking... "So?"
Great video despite the clickbait framing device. Your game looks fun!
As someone new to the channel: Was I just tricked in to watching an (informative) 15 minute ad for "My Game"? I feels like it, (not a band thing), except without a name it's kinda wasted marketing potential.
I wanted so badly to watch this but hearing you switch between saying "water" and "wudder / wutter" was breaking my brain.
Don't worry. I hate myself too.
@@AIAdev I DONT HATE YOU AND YOU SHOULDNT EITHER!!! :(
But the way you pronounce water different every time was just too much . . . it's me not you! My brain is already broken so hearing you do that just makes my brain spinny in a bad way.
I wish you talked more about the waterline effect, its something I've been trying to add to my games for forever now. If anyone has any resources on how to make it, please share them.
"Water in video games isn't real"
"Here's a 15 minute video about it"
Bro saying "whut-er" the whole video killed me 💀
I was looking for the comment lmaoo
The emphasis got me focused on that the whole vid
I love how you did work on water, the result is really good. My question is why spend that time on underwater but not on post process and rendering on the surface? I mean the colors are flat, it's maybe cause you didn't work on it yet because you want to build more the world before rendering it? I don't know, don't want to be rude. But the world is really more beautiful down there then upthere :s sorry if it's hard to hear, it's only my opinion, it is your game, just giving my opinion. (Bad english sorry i'm french)
we makin it to atlantis with this one 🔥🔥🔥🔥
No, it is water. Because the game says it's water
Instructions unclear. Water now drips from my computer.
Watching this video just makes me more realise that Crysis 2007 was ahead of its time
What is the point of this video exactly.
Water
@@ItsEvrettwettest point
Yeah, I have no idea what he's trying to get across. Of course the water isn't real, it's water in a game? How could it be real? The premise of the video doesn't make any sense. Everything in video games is an abstraction to varying degrees of accuracy, that's how it works...
views
I think he is trying to make a video about him making his game, or why he was gone so long idk
2:11 heh dive
Hi AiA I started watching you last year and you channel has grown a lot since then. I’m exited to see you grow even more
Facing his greatest fear, he ate his first marshmallow.
Early versions of Skyrim didn't have the water splitview effect, so you could actually see what was under the water surface and all it's emptiness if you simply remained right at the surface layer where the camera splits... They eventually patched it, and I remember being impressed at how convincing the new effect looked. Because I got to see how it was BEFORE the effect, it made me appreciate how it looked AFTER.
0:08
A Butter and cheese sandwich? Really? Why not just make it a grilled cheese at that point? Very Interesting video btw, I have always been a bit curious about how water graphics were computed and rendered.
crazy how the video never mentioned mario sunshine
Wheres the clip at 0:53 from?
I was wondering the same thing. Maybe GTA 5?
@@Thebuirdrust I believe
Under the Waves by Quantic Dream :)
Rust would be i first person but there might be other games named Rust
I feel like this video was just a huge plug for your own game......
Underwater-broom-torpedo-fishing... Okay hear me out. What if you allow the player to "fly" their brooms underwater, maybe at lesser speed and mobility but it will give you a fairly unique underwater traversal mechanic.
And if you have that... the next step is putting a harpoon on the end of the broom and chasing down those fish with it yourself. Pretty unique way to maybe spear some bigger/legendary fishies.
Feel free to ignore my rambling.
The person on 4:44 is very cool
So is the lil fella at 9:20
Hello to the people who see this video in the future
Edit: it's a great Video
Hi I'm from the future I'm a time traveller from 9999
@@SadiqAuwaluSani-ds7lb exist the earth in the year 9999?
@@Littleclone actually yes the end of the world is in 100 yrs
@@SadiqAuwaluSani-ds7lb oh I see, good to know, one question, exist EA in 9999?
Spoilers 👀
The analysis you did is very good, all video games are created on lies xD the more efficient the way of lying is, the better the game will run.
next video, "there is no air in video games" "that cloud is not really there"
"This is my butter and cheese sandwich from lunch" is wild.
I didn’t watch the video because I don’t want to ruin my perspective of water in video games for the rest of my life.
Well, at least fire is real in video games, and and those people we kill are real, right, and and that supernova that collapsed into a wormhole ejaculating cyclops unicorn in Final Fantasy 8.5*10³ is real, right?...
So why is it the biggest lie in Video Games? Star citizen is the biggest lie. Or maybe the cake ... oh, no wait, there was a cake. Ok, maybe calling the npc's AI, which they never were. But water? Pffff. It's as much a lie as brickwall textured Polygons with single sided rendering...
The hell is a wadder
This video was excellent. I was glued the whole time. Thank you for making it.
FWIW, i put this in my "watch later" a while back and then I was playing cities skylines 2 and went into camera mode. When I went beneath the water surface, it was like I clipped through the ground or a building. Instantly, I'm all "the cake is a lie!" and then I remembered this vid. But that thing really nailed your point home.
Well, that and the thing about water particles. Nope!
Oh man, the nostalgia that just hit at 2:27 was so real. My family loved that game.
You're telling me the pixels in a video game isn't real water??? Wooooow! Shocker!
I am also going to learn game dev and animation after my exams and want to make games just like u
So game devs are magicians
You know what bigger lie in video games
They aren't human either
In Red Dead Redemption 2 the main character is Arthur Morgan and he can swim
Step 1: Pour Water onto Motherboard.
i cant wait to see how crazy particle simulations get when we eventually have commercial quantum computers
2:58 vertices, not vertexes
both forms are correct.
So fun that you took wave race as an example. It's been my favourite on N64! It blew me away back then!
Love Codecks! Picked it up when your boi Brandon touted it 👍
im just here bc i like his voice, I learned nothing :)
implying water irl is real
imagine researching a topic for month and not knowing how to pronounce it ...
I've never seen your content before, but so far I love how much you overthink stuff, and your witch game looks cool