Is "Realistic" Video Game Gravity Accurate? (Testing 15 Different Games)
Вставка
- Опубліковано 31 січ 2020
- Gravity in "realistic" games feels about right, but is it really? The answer surprised me, so it should surprise you too unless you know more about this stuff than I do.
Part 2: • The Strangeness of Vid...
Here is all the data I collected + a bit more: docs.google.com/spreadsheets/...
(I cannot 100% guarantee this data is perfectly accurate to the data I copied over from Excel)
Stick around till the end for a special announcement and an explanation for this being part 1 of 2 and not just a single video.
*Note*: I recorded the voice-over for this before considering margin of error, which means sometimes I say a number to a higher precision than is allowed by the error. This is a bit annoying but isn't too big of a deal. When in doubt, the number on screen is always the correct value. There were also a few times I later corrected a value, so I had to update the voice-over (using Google translate because I'm lazy).
The way I handled margin of error in post was to take a ± (plus/minus) for the time (which was two frames at 60 FPS usually) and a ± for the height of each fall. These values are combined into a single ± for the gravitational acceleration. For more info and the exact values for ± time and ± height, see the spreadsheet linked above.
Music used (in order of appearance):
Song - Artist/band/game
9-Bit Expedition - Dustforce OST
Graze The Roof - Plants vs. Zombies OST
The Prettiest Weed - Sword & Sworcery OST
Piccadilly Circus - Call of Duty: Moden Warfare OST
The Only Easy Day Was Yesterday Part 1 - CoD: Modern Warfare 2 OST
Intermission - 3Force
Venice Rooftops - Assassin's Creed 2 OST
Dust to Dust - Cod: Modern Warfare 3 OST
Solomon's Theme - Battlefield 3 OST
Wandering the Wastes - Fallout 3 OST
Power Core - Far Cry 3: Blood Dragon OST
Main Theme - Goat Simulator OST
Flying Music - Grand Theft Auto V OST
Snowy Mountains - Battlefield: Bad Company 2 OST
One Final Effort - Halo 3 OST
Menu Theme - Insurgency: Sandstorm
Of The Leper Butterflies - Ne Obliviscaris
Piano Sonata No. 11 III. Alla Turca - Mozart
Wake - Unfound
Bermuda Riviera - Atoma
Sources for videos/gameplay used (in order of appearance):
Channel - Video description - link
CuteStockFootage - Dust particles overlay - • Overlay With A Dust Pa...
The Interesting World - New York City time lapse - • Busy streets of New Yo...
schnooleheletteletto - Lemon muffin tower falling over - • Lemon muffin tower fal...
dProgrammer lopez - 2D Spacetime Curviture - • Curvature of Spacetime...
Best0fScience - Graviton visualization - • Photons, Gravitons & W...
ZackScottGames - New Super Mario Bros U Deluxe gameplay - • New Super Mario Bros U...
Paraline Games - Unreal Engine 4 Physics Simulation - • Unreal Engine Physics ...
MKIceAndFire - Breath of the Wild gameplay - • Video
AbdallahSmash026 - Mega Man 11 gameplay - • Mega Man 11 - FULL GAM...
Gaming Dog - Celeste gameplay - • Celeste - Chapter 3 B-...
temujin9000 - Metroid (NES) gameplay - • Metroid (NES) - Full Game
Zebra Gamer - Super Smash Bros. Ultimate gameplay - • Super Smash Bros. Ulti...
WillyB - Far Cry 5 plane gameplay - • DESTROYING THE YES SIG...
Father - Hollow Knight gameplay - • Hollow Knight Part 1 -...
Gamer3471 - Blood splatter - • Blood Splatter on the ...
4K Relaxation Channel - Death Valley footage - • Death Valley National ...
BBC Earth - Ocean and fish footage - • Open Ocean: 10 Hours o...
Teton Gravity Research - Himalayas footage - • The Himalayas from 20,...
TelescopeFeed - Geoid of Earth - • Geoid Animation/Map of...
Wanderbots - SteamWorld Dig gameplay - • Let's Play SteamWorld ...
GEM ‘N’ I - Wind Tunnel - • iFLY Melbourne, Austra...
PBS Nova - Jupiter - www.pbs.org/video/the-planets...
Falkenauge - Fire from the left overlay - • Ghosts Intro Fire - Fr...
ENOCK MANDELA - Fire from below overlay - • Fire overlay
Zyrex90 - Far Cry 3 healing - • Far Cry 3 Healing Anim...
Its Gman - Partal 2 moon - • Portal 2 FINAL BOSS + ... - Ігри
HE USED THE PYTHAGOREAN THEOREM OUTSIDE OF SCHOOL, THE MAD MAN
Burrito Bowl01 he didn’t even mention the mitochondria is the powerhouse of the cell. Fucking idiot.
@@elijahgavin6706 LMAO
It’s about time
lmao, I have used it before when modeling lol
yes I hate when people think these kinds of information are not useful and they just ignore it
Student: “We will never use this knowledge in life.”
Teacher:
over00lord Unknown and it was used in a videogame... who would have thought
That was the worst thing I have ever thought in my entire life. I wish schools in my region used a better way of teaching why the stuff taught to you is important than just saying "oh it's just important for some reason.".
Max gamer 20 it's important to pass the test, then u can forget it.
@@papabear6431 Why would I want to forget it? The science and math taught in school is very important for me.
He got us good with this one daaaamn
I never thought I’d hear the words “hipster” and “pythagorean theorem” in the same sentence about a video game.
the subtle humour in this is amazing “if the floor is not keeping you from falling rn, stop watching this video and get some help”
Plasmuhh at 1:33 too
Should have done Minecraft the distance calculations would be easy
he probably did on part 2
yea considering a block is 1m squared
Uh why does this comment get more likes than my videos!
George Bland because no one watches your videos lol
@A &Ω oof yea that one
Funny how incredibly unrealistic game has the most realistic gravity out of all listed here.
Reality can be quite unrealistic. Like how in the real world, there are supernatural elements
@@linkskywalker5417 hmmm, care to expand?
@@cypher_2259 Well, there is proof of paranormal spirits in some people's houses, as well as certain hotels. There's also proof that the great plague in Egypt did in fact, happen.
@@linkskywalker5417 there has never been any proof of paranormal activity ever recorded.
@@linkskywalker5417 no, that defies physics as we know it. Perhaps the movie Interstellar has it the closest, but we can't know for sure yet. What you see on TV is just made up. Stay off the History Channel, and the drugs
Game Physics to Note. First, a characters "collider" is usually a capsule, which usually wont start falling until it has completely left the building's collider. Some games reset gravitational draw to 0 when this happens so the fall itself matches real world physics, since you sometimes require 2G for the collider to "stick" to the terrain, which messes with falls when walking off ledges. This can result in you looking like you're walking down a stair before hovering, and then falling. Done poorly, this could look like walking on air, immediately accelerating a few frames, pausing, and then falling again. Jumps are usually much safer in this aspect. Second, almost every game has a "terminal velocity" when falling to avoid falling through terrain at high speeds low framerates, which would account for varying differences when calculating gravity from higher and higher distances. Some games also have a "death velocity" in which, upon reaching it, your character is marked for death no matter what happens, and gravity accelerates normally after that (Dark Souls has colliders that decide this instead of speed or fall distance).
That terminal velocity explanation is bonkers, modern games know how to do continuous physics and certainly DO NOT tie physics to framerate
Henrix98 older games did though
Henrix98 I’m pretty sure that fallout 4’s engine was tied to the frame rate, which is why many people were having some weird glitches like items suddenly launching off when they went over 60 FPS
Henrix98 Modern games such as *looks at notes* Skyrim, Fallout 4, Dark Souls...
jesus fucking christ m8
Therapist: "6m Ezio isn't real, he can't hurt you."
6m Ezio:
Oh god, he's coming. He's coming for me
That's one massive Ezio. Not very stealth for an assassin tho
283
The reason why gravity is larger than ours on earth is for a few reasons. 1. Jump heights are much higher in games. A normal human can't jump very high and would get stuck on terrain if justing using jumping. In games we increase that height but to mask it, we increase the fall speed so it feels like a similar jump to one we can make in the real world. 2. Since we have been making games for years and early games set jump heights to 1-2m, the gravity used to mask the jump heights has become expected. This is similar to movies and how we expect certain phenomena to behave like films we have seen rather than reality. this is why games with a more realistic jump height still have the higher gravity, you are expecting it. There are probably other reasons, like making falls more dramatic, or making the hangtime of a jumping arc appear much slower relative to the free fall.
Yes. Also i think most games reach the internal "terminal velocity" really quickly since a constant velocity makes calculations much easier, and players won't notice anyway sine most living people have any experience wit falling large heights except maybe for parachutes or bungee jumping. I'd expect a lot of games doesn't even calculate gravity acceleration and air resistance, it's probably just a predefined acceleration curve from stationary to terminal velocity.
Humans can't jump high enough IRL?
Yeah...
ua-cam.com/video/EG2kJWKFyGE/v-deo.html
@@gketchup777 Alright, now have them do that with the around 100 pounds of gear a soldier has to carry and well see how high they'll jump
@@gketchup777 except your legs remain rigid in a video game. A jump like that would be equivalent to jumping and then crouching, which is a more complex way of jumping than the average player is used to.
Man in grade 3 our starting high jump was 65 cm. Most people can jump 1m.
Where are this man's subs?
@Christian Cooke he needs more
weirdChamp indeed
@Christian Cooke grew 2k in a day
In the bathroom taking a real quick dump
Too far.
1:36
King Crimson just activated his ability
Eduardo Baumgratz who’s that
@@oskamah1935 jojo reference
@@oskamah1935 jojo
golden wind
KING CRIMSON
One thing I'd like to add is that from my experience, most video games seem to hit terminal velocity rather quickly. When you start to fall, you'd accelerate but only briefly, and you'll be falling at a constant speed. These varying results might be a result of the high acceleration low terminal velocity physics in place.
Fun fact with portal: if you open the dev console you can just type "cl_showpos 1" and it will give you the velocity of your player, then just convert the hammer units meters :P
Kazoo This also works with EVERY OTHER SOURCE GAME, such as Half-Life 2, Team Fortress 2 and many others. You could even make your own map on Hammer to test the falling heights
As well as id Tech and maybe IW as well
Good old source engine
It even applies to goldsrc games, as they use the same units
And sv_gravity tells the acceleration. 800 hu/s^2 which translates to 15.2m/s^2. That's roughly in the same ballpark as the games tested here
11:15 I have a feeling that drawing isn't quite to scale.
YellowBunny what makes you think that
@@jimbo4333 hehehe, if youre blind then please dont mind
Tristan Popken wooooosh
Angryshadow Gaming retract your shit
No wooosh yet, except you
Angryshadow Gaming
Bruhhh
The most realistic thing is when you're fus-roh-daing a bear in ice off the cliff and he starts spinning randomly and eventually ends up on Mars
All jokes aside, this guy is a PHYSICS legend measuring all this
Legend for using kinematics lmao
This is exactly the type of geeky analysis I love, and on a subject that to be honest, I haven't really thought about. Looking forward to Part 2!
And yes, I can very much relate to being a slow editor; just take your time.
Holy crap, thanks so much for saying something! You were one of a handful of gaming UA-camrs who inspired me to start a channel. Means a lot that you saw something of mine, and keep making great content!
@@SovernGaming If this is what I'm inspiring, then I'm only more pleased. You too, keep up the great work!
Fancy seeing you here stranger, can i get a hello ray?
This chain makes me happy
I don't know how accurate it really is, but most Source Engine games use a standard scale of 16 units = 1 imperial foot.
The player's vertical coordinate can be displayed with cl_viewpos. (Or is it cl_drawpos? I don't remember.)
This makes me interested to learn if Elite: Dangerous is realistic in its depiction of gravity. Air resistance isn't a problem, since currently only planets with no atmosphere can be landed on. The game also helpfully displays the current gravity in the HUD.
I've felt for a while that the super-low gravity environments are too high. (You feel heavier in 0.03G than you realistically should. This was likely done for gameplay reasons.)
You are correct. cl_viewpos 1 shows the unit measurement in source games. I know this due to bhopping in counter strike as well as funnel flying in Portal 2
omg yes! Elite: Dangerous would be the perfect game to test this
BeamNG drive is the best game to investigate gravity
Technically while using Source engine you can easily recreate any form of gravity. sv_gravity “” is a fun command to use.
i thought it was cl_showpos 1 . at least in csgo
awesome vid my guy. im taking calc 2 and calc based physics right now and it's interesting to see some of the course material relating to video games physics. subbed for part 2!
Awesome video! Glad this popped up in my feed.
FYI, I read every comment, and I just want everyone to know that your support (and even criticism) means a lot to me. I’d heart every comment I get, but that would kind of lessen the value of it, if you know what I mean.
Have you considered putting tags on the video. It helps with the algorithm
I put tags on all my videos. You have to have a browser plug-in to see them
@@SovernGaming I thought you didn't since sometimes I can see them without using a plug-in
Bro if you need any help with the math or physics of this stuff hit me up and we'll see if my astrophysics degree will finally be relevant for something lol. Great work man keep it up (thumbs up emoji).
You didnt seem to cover racing games like Hrand turismo of Project cars which because they're simulations, should be fairly accurate.
This vid got randomly reccomend to me and the quality was so good that I just assumed that this channel was like others with hundreds of thousands of subs - dunno how he doesn't have more
I love all this analysis, along with all the uncertainties in your results! Awesome!
and nice Ulcerate shirt!
The effort that went into this one. Great video!
Imaging this is our homework, we would jump from the building to find out the answer.
this reminds me of a college test that asked to measure gravity with a stop watch and a thermometer. Do not search to far - you can simple drop the thermometer and measure its time to fall. (I mean: the test is kind of unfair as neither the thermometer nor the stop watch give a reference for height and if you would get a ruler, the thermometer would be redundant... and if I assume to know my own height, I can also assume that I can "drop" my self, again making the thermometer redundant...)
Thanks for speaking for everyone in the world
Thought I'd take a break from studying for my physics exam.
You literally have 3x the subscribers than you did two weeks ago announcing 10k. That’s amazing, nice work!
I just found your channel n definitely will wait here for your part 2
Maybe I want to keep watching this video whilst falling
Bad door kun
Nice Minato picture
Weebs
@@LuciferMorningstar-ju3bw shut the fuck up Lucifer headass
@@LuciferMorningstar-ju3bw It's literally from a game in a series you might know called Persona.
I saw someone else point this out, but the gravity in Portal can actually be determined from the engine itself. Same with Fallout.
In Portal, gravity is 600 HU/s^2, the difficulty then becomes in finding out how big a HU is. While the *maps* use 16 HU/foot, player models use a 12 HU/foot scale (fun fact, in TF2 alone it's 14 HU/foot for the players). This would make gravity somewhere between 11.43-15.24 m/s^2, depending on whether or not you consider the environmental or player scale to be more important.
In Fallout's engine (which is the same engine used for all of Bethesda's games, meaning there's likely equal gravity among them) it's 64 units/yard. I cannot find any resources online for what the specific value in game is, but I know that you can get the exact value through a console command added by a plug-in (last source below). Then you'd just divide that by 64 and convert yards/second^2 to meters/second^2.
Sources:
developer.valvesoftware.com/wiki/Dimensions
developer.valvesoftware.com/wiki/Gravity
geckwiki.com/index.php?title=Units
geckwiki.com/index.php?title=GetLocalGravity
Need to see part 2. Subbed
Well, get ready to grow! Your content is great and I can’t wait to see more
I've got some information about Portal (which runs in the Source engine) that some of you might be interested in.
There are technically two measurements of size; world dimensions and player dimensions in Portal. World geometry is upscaled. So a block that is 15cm on world scale is 20cm on player scale. Wanted to get this out of the way first so there is no confusion. I used player scale for my measurements. I will be talking about player scale from now on.
Half life 2, Portal, GMod, these games all use a measurement system called Hammer Units (HU). According to the developer wiki, 1 Hammer Unit is 2.54cm, or 1 inch exactly. In order to see your position and velocity in HU and HU/second, you must go to settings, keyboard, advanced, and enable developer console. Press the key assigned to console ` by default, and type "cl_showpos 1".
If you type in "sv_cheats 1", and then "host_timescale (number)" you can speed up and slow down time, which is handy. Host_timescale is set to 1 by default.
I did some testing in Garry's Mod, and I admit the small possibility of some differences with Portal. Here are my results.
The game has a parameter called sv_gravity. By default this is set to 600. I took some measurements and found that the default has an acceleration of 14.42 m/s^2, plus or minus 0.5. This is in line with the high gravities in other games.
To set gravity to be realistic, you have to change sv_gravity to 408 (rounded). You can try this in game too, it feels really floaty. No wonder they made it artificially high.
Anyways, thanks for reading my comment. I might have the measurements wrong but I wanted to share some of my knowledge of the Source engine because it might be helpful for others who want to do their own measurements.
Edit: developer.valvesoftware.com/wiki/Dimensions
edit 2: CORRECTION: I've realised that sv_gravity is measured in inches/second squared. Standard gravity on Earth would be sv_gravity 386
Since portal deals a lot more with falling physics for gameplay, I wouldn't really say that it's just a small possibility of differences between portal and gmod, especially since the source engine wasn't designed with specifically portals physics in mind. Either way good job
Really informative! Thanks
The amount of work that goes into these videos is crazy, you deserve way more subs. Hype for part 2!
Wow just found your Chanel randomly, but i must say i look forward to seeing more from you ;))
What a great video! I highly appreciate a scientific approach to questions like these concerning video games. You did a wonderful job explaining and investigating.
My only minor quarrel is that at the end you spend a considerable time explaining why it is in two parts... as opposed to just having part two occupy those minutes, which when combining the two parts makes them overall shorter. Also 26 minutes is not that long (just ask Joseph Anderson).
Keep up the good work!
This is insanely fascinating and there's an overwhelming amount of research done. This video oughtta blow up.
This is my favorite blossoming channel keep it up my guy
This was a damn smart way to make me subscribe. This video showed up in recommend and I want to see part 2 now :[
Nice work. Way to interesting the gravity in videogames. I had no idea of this lol
1:36 lol
If you don't understand/OOTL please proceed to doing to your brain the number one technological advice given by tech support.
It might function properly again.
...
Alright if you didn't understand.
Turned off.
Yeah it was funny lol.
HunterTheAndrew took me a long while to get it 😂
@@Arovna Eh - That was actually a lot more dumb than clever, and not really funny. Anyone could do that 'joke' at any point in any video when they say 'off' and it would still be just as dumb...
@@POOKISTAN killjoy
Just saying that Spartans (and mister master chief) are 7 feet tall in their armor.
And you have Master Chief in your pfp, so credibility is doubled.
@@CaveyMoth lel yeaup
He's right. The Chief is 7 feet tall. It's kinda common knowledge 😂
This was really interesting and your narration was engaging. Subbed.
Get it going bro, can’t wait for the part 2💜
You are a gem m8. Need more subscribers
The one time the Pythagorean theorem was actually used out of school
You've been blessed by the UA-cam recommendations. Good video dude! 👍
Saw this in my UA-cam recommended and you now have a new sub :) Its so nice and refreshing when I find a "smallish" channel to watch.
And I provide you with the honor of me liking the video (I havent liked a video in about 6 years i think)
After he kills the street preacher, you can see he's still giving his sermon at 8:31 even in death
1:27
Imagine the sigh of relief not having Jugg taken by the Cosmonaut
I’m glad to hear you got 10k subs... but it looks like you’re doing much better since then. But strange to hear someone who is content with where ever they are... really nice to hear. And honestly I loved the video so I’d sub, but that’s just another reason to sub to you
Hey man, nice video! Very entertaining!
I believe the reason why your Portal measurements were so off is because the game limits your velocity when going through a portal. Your velocity drops to 1000 hammer units whenever you go through one. The game is effectively slamming on the brakes every second.
There's also a hard speed limit in the game, ~3500 h/u or so, that could probably be considered the "real" terminal velocity.
Good stuff! Looking forward for part 2!
holy shoot
i just realized why using “9.8” as the force for gravity in my game is so big... it’s meters per SECOND, not per FRAME...
i feel so dumb rn
Subscribers will come. Keep going
Damn dude now you got me wanting to see part 2 now. I never realized that gravity would be different in different game's. I can't hardly wait to see the conclusion.
Its like a way more chill version of game theory, keep making em
For the portal one, the achievement notification is delayed, that's the error.
you wont get that much of a difference from even a few seconds of delay+
uhhh no. The delay isn't nearly so big to allow that small a number. It's just that Source engine games like Portal and Counter Strike specifically have very high default air resistance values, so falling objects reach terminal velocity very very quickly. It's part of the reason why you can throw your guns off of Vertigo and Agency (CSGO maps on skyscrapers) before jumping off and still fall past your guns before you reach the death zone. Ciel hits terminal velocity well within at most 20 passes through close portals.
@@foxxinrox Chell. Ciel is the cute robot girl from Mega Man Zero. 👀
@@foxxinrox not quite, the g in source games isnt insanely higher or lower than any other game but since the testing took so long and was averaged out over such a long time, the percentage of that time spent actually accelerating was a miniscule fraction. whilst the achievement test is a good test of overall terminal velocity, its a terrible test of acceleration due to gravity, since after only a few seconds you are at full speed and stop accelerating, dont forget "g" is only a measure of acceleration and has nothing to do with fall speed.
In VR, gravity may be closer to Earth's. But otherwise, the "dollhouse effect" means players dilate time, so physics have to compensate.
Let's test the gravity in games like Windlands and To The Top!
The effort you put into this is really amazing, I subbed instantly.
And also, now I'm curious to see how would a game with realistic G feel like. I'm considering to try to develop one myself even lol
Subscribed cause I can't wait for part two. No idea what's going on with the gravity here.
Him: The binoculars measured with an increased margin of error at lowers values
His teammates: *all getting f**king RAILED but the other team* what the sh*t are you doing!?!?
Not sure why you had such a problem with portal, that should’ve been the easiest to measure. All source games map’s are made with “hammer editor” which uses “hammer units” these units can be roughly translated to metres. You could also probably find the gravity values online somewhere
He didn't know.
Get over it
Bazz 56 was trying to be helpful
Yes bazz shhh hes helping
😂😂
Good for you for doing all this work and math. Good job honestly
hell yeah man been subscribed for a while, glad you're blowin up
I feel like that "Free Fallin" joke is going to be missed by most people. But I appreciated it.
1:37
I thought I had a stroke..
Congrats man, another 14 thousand subscribers in just a week!
Goddamn, you've worked hard for this, good job.
"60 FPS is twice as accurate for measuring as 30 FPS"
Clearly, the solution is to play these games on pc, and use 120+ FPS!
Sure. But only if your framerate is consistent.
If it isn't, then you have to keep an exact log of frame times and work out what the rate was at any given moment during your fall...
“After all the earth is perfectly spherical”
Flat earthers: My Time Has Come..
He said it's not perfectly spherical lol
@@agentp7295 right, it's an oblate disc
Amazing work! Thank you.
Strange that this is the first video I’ve been recommended from this channel, despite never watching one. Interesting video.
I love how everyone is nerding out about measurements and distance in videogames. I feel at home.
He said part two was going to come out on February 31st. I cant be the only person he realized that there is no February 31st
Wow, nice video. I have these gravitation and pressure things in physics class atm.
This is great. I was totally captivated when you cut it off.
I'm also surprised that, despite some janky methodology, gravity is so consistently high across all games.
My guess is that this is to compensate for being given extra high jumping abilities and speed? Or something like that.
I'm very curious to see the next part.
14:30 Battlefield 4 is one of those games that will feel modern for another whole decade. I still play it religiously.
BF4 is my favorite multiplayer game this generation. Totally agree
I still play and enjoy Battlefield 4's MP from time to time.
I wish servers were still active. I can’t seem to find a game anymore sadly.
1:36 weird cut of about 2 seconds here, what happened?
hang da clown r/woosh
@@mr_hamburgalur1833 what happened there was a bunch of comments on this
He's to lazy to explain the rest of the 3 force thing
@JGD who? what? I'm so confused
hang da clown it’s a subtle joke
great vid, insane editing from a small channel
Can we appreciate the quality in this video, though? The editing, the research, the in depth analysis really shows quality.
The one time some one was happy they where taught the Pathagorium theorem
Mario: *sweats intensely*
10k in 10 days?! Congratulations!!!
The quality of this is awesome
9:20 I mean none of this is really *necessary* but, it's interesting!
2:42 5Head ahhh yes I see
WTF how do you not have like a million subs? Such a high quality video.
Thanks i was loking for the formula you used for a project in school
12:07 Listen for the hidden secret
What does it say I can't make it out
DrummerGamer “My leg!” - Spongebob reference.
I havent heard of Medal of Honor: Airborne in years... jeez.
i know this is a really old video, but i just needed to sincerely say thank you. i was drowning with an essay i need to write on this topic and this saved me thank you so much.
Well crafted video. Deserves a million views at least. It was entertaining!
When your science teacher plays games
i honestly have always thought pretty much all games have lower gravity than irl i’m confused now
In Halo 3 (and most Halo games) The sniper rifle is equipped with a range finder than you can use to measure distances and elevation when aiming at a target.
and this video just increased your subs by 50% in 10 days, congrats bro
"I recently reached 10,000" subscribers. Yeah don't think that will stop.
11:15 Math looks a bit sketchy
Just like in a math book
This was really interesting I never thought about this stuff
Amazing Work