I was just rewatching your Uncharted 2 video about the train, and when he was talking about it in 10, it was all I could think of! Glad they brought your name up later on in the list!
You know what's worse? A developer that conceals the fact that there are microtransactions in their newest game, and game reviewers with early access not telling anyone.
Updating a years old game by removing content unrelated to commercial deals. A big example is one of the fighting games, I think was Guilty Gear, where they removed an artbook and changed some assets.
I'm a dev and that's all pretty much accurate, yeah. Also, multiplayer games are a NIGHTMARE. There's so much you need to do for it to actually feel like you are playing with people in real time. Like, most of what you see isn't what the other player is doing right now. The game is just predicting the path the other player will follow until it receives the information that the other player is changing direction. That's why when there is some significant lag, other players keep teleporting - it's just the game falling hard to predict where the other player is going to go due to network delays, and then readjusting their trajectory. Same thing for shooting and hitting other players. The shots don't hit in real time actually, they hit the prediction of where the game thinks the other player will be. If the other player actually moves and the prediction fails, again due to lag, it seems for you that you hit, but the opponent leaves unscathed because you didn't actually hit them. There some actually pretty complicated engineering into making online games, especially shooters, feel good and fair.
I can offer some insight into number 6. In most game engines (all?), the physics, lighting, etc can get pretty wonky the further you stray from the center world point of (0,0,0) for your xyz position. This is due to something called floating point precision. The cause of this is say that your x position is saved as an 8 digit number and it currently is 10.856911. All the physics, lighting/shadows, and position of objects around you are calculated with 6 decimal points of precision. Now lets say you fly your space shipment ten kilometers to the right. Your new x position 10,010.856. Because you moved and your position is now into the ten of thousands, the decimal point precision has lost 3 points. Here increases the chance of seeing issues like shadows flickering, z fighting etc. Now to RESOLVE, many developers will move the whole world around you (aren't you special ;) ) at the inverse of your movement so that the player is always at (0,0,0). It's a common trick. No Mans Sky does this, Outer Wilds does this, I've done this. It's possible that Bethesda only calls this function when you're in your ship and doesn't really worry about it when you walk around (or it does it after the player has walked a certain amount.) EDIT: well DAMN... I paused and now see you already touched on this for number 5 lmao. Anyways number 5 and 6 are basically the same problem and same solution.
@@raziel710 Minecraft has several world generation bugs when really far from 0,0. Some of them, like the "stripe lands" are a result of floating point errors. Others, like the "far lands" and a result of integer overflow and is a different thing entirely.
One of the crazy ones I learned recently was that ins Dragon Age Inquisition the "sprint" button when riding a horse doesn't actually make it go faster. It's goes the exact same speed when sprinting or not, all they did was add animations to make it look like it was going faster.
in skyrim there's a mod that adds horse move speed enchants or another a perk for it, they both work making you move faster but they both have a delay before it activates so there's some kind of trickery going on behind the scenes
That's why i hate most gameplay reveals, oh look its an awesome rendered no hud seemless gameplay with super intriquite movements and actions, looks totally real yup...
How space in video games works: take ship. Add box of "stars" around ship. Make planets that move in and out of the box as you move your ship towards them. Everything is about your ship. Your ship makes the universe exist. How multiplayer works: you aren't actually seeing the other player. You're seeing a bot that is getting the inputs from another player's controller. You're alone. You're just controlling bots in each other's games that are labelled "players" and running the controls you input in real time.
@@basuparmar2720 Nah. However everything you see in real life, is actually the past. You never see the actual present and are always reacting to things that have already happened.
@@vannustube the human eye works spmewhere between 30 and 60 frames per second. The common pigeon is about 3 times faster, so they basically see the world in slow motion compared to us. The best description i have heard of this is that if you took a pigeon to the cinema it would effectively be watching a slideshow.
That was dumb and wrong as while chatting and playing with friends in online games, it all goes as we perform in the games rather than puppets matching the other players' actions!!
@@Sarthak-ij8tv Yeah that's the point, your local game is puppet players, but the actual data info being sent is just minute bits of data to tie the player to that puppet, and if you shoot the puppet, it sends data that you shot the puppet and where and from which direction. How they exactly died on their screen may not be exactly the same animation as it looked on your screen. That's why when games lag, you still see their character even tho it's a puppet and it acts weird because it isn't receiving the tiny bits of info being sent fast enough to accurately predict what is happening on their end so you can't interact properly. Like Minecraft, when you lag, you can't interact with objects on other people's servers and blocks don't break at first because the information isn't reaching their instance of the game, but then a moment later the data pushes through and the block breaks seemingly randomly. If you are hosting the server, interaction doesn't fail because of lagging, but other player puppets start acting weird.
Unreal engine is also still a thing, this is a nonsensical statement. If you think their engine is the same as it was in Morrowind/Oblivion days, you have no idea how games are developed.
@@SpottopsNL Creation Engine wasn't used to make Morrowind and Oblivion, that was Gamebryo. Creation Engine is still using some modules that were created for Oblivion though. Creation Engine 2 (released in 2021) finally has global illumination, a feature that the public engines have had for more than a decade.
Space is like a paint drawing of a landscape. You have your levels of perspective. For instance, on the scene you're showing on starfield you have three levels of depth. Near objects like the asteroid field is drawn in 3D, since you can reach them with your ship, then you have the closer planets, those normally are part of the skybox, since you're not supposed to come near them without a cutscene, and finally you have your far away stars, those are basically 2D dots on the screen that you rotate with your character, because they are representing a unreasonable distance, which no matter how much you fly to that distance in "normal" means the size of the object is pretty much the same. Thats why the term is called "skybox" actually, on the older days it was literally a box around the level with a texture that rotates appropriate and show objects that should not be reachable by the player using perspective tricks.
Location based dolls has been multiplayer for ages. Same thing with old reflections that duplicated assets in a different parallel space. These logic and logistics based deep dives are great.
The many games playing at the same time, one for each separate player, explains something that I have always wondered about. In City of Heroes there is a power that makes a random object appear out of nowhere and be thrown at an enemy. Sometimes it is a safe or a piano or a filing cabinet or whatever. Anyways if you are on a team and someone used that power, to each different player the object would be a different object, now I know why.
If that is the case, we are all Chuck Norris. According to relativity, there is no difference between you jumping up and the universe dipping beneath you. Velocity is a meaningless measurement as far as physical forces are concerned.
I always loved Diablo 3 level design. On most of the rifts you naturally flow to the exit, compared to something like Diablo 4 where you need to constantly backtrack everywhere.
A good example for the online multiplayer part is how different ragdolls are. Ever had one of those moments when you see a funny ragdoll and you wanna show it to your friend but its different on his screen?
Man videos like these make me wish I had pursued a career in game development at an earlier point in my life. I bet it’s super interesting to work on all these types of things.
Bro it's never too late you should have a play around in Unreal or Godot right now, you'll be surprised how quick you pick things up. Let us know how you get on :)
You can see it particularly in racing games, where a slight delay will mean a crash in one person's game and a miss in another. Different realities for a split second, that converge once the game caught up.
@@Darkprospermakes it also that you can shoot of into the distance from the slightest touch or hitting when on your screen there is a small gap but the netcode predicts the gap wrong
Racing games like Mario Kart have what's called a "rubber banding" effect, where if one player falls too far behind, they get a hidden boost of speed, while the lead player gets slowed down a little, in order to keep the race tight and exciting.
3:40 In most FPS games, a weapon on the ground and a weapon you are holding are technically 2 different things. A ground weapon is an entity in the game world with its own coordinates, models and some times physics. It can interact with other objects in the game world. By contrast, a weapon you are welding is off in its own world, sometimes called a viewmodel. You import the lighting from the game world onto the weapon to give the illusion that it is inside the game. When you pick up a weapon, the object on the ground is destroyed and a first person swap to weapon animation is triggered. Likewise, when you drop a weapon, your viewmodel is destroyed and an entity is spawned in front of you.
The Mario trick with the shrunken head/arms works because it requires 0 lines of code and no changes to the mario model. The animation just scales a couple of bones in the Mario rig and the parts of the body attached will scale down and fit inside the box without clipping.
The time I actually looked into how online multiplayer works was how I discovered what rubber-banding is. Basically, if your internet is slow, there's a lot more guesswork going on, and at some point, the game goes off-script. When your game can connect to the main server, it gets new information, which can result in you (or other players) getting tossed around. It's like playing a board game and discovering you forgot to trigger an effect three turns ago, then quickly trying to patch up what should have happened before you continue playing.
With the recent controversy with games “journalism” attacking gamers yet again, we really need to elevate channels that not only cover the basics, avoid politics, and most importantly don’t attack us. There are certainly issues from individuals acting in horrible ways, holding anyone who’s male and picks up a controller isn’t the way to hold individuals responsible though. I’m sure the team sometimes wants to weigh in on things, but you’re taking the right approach by just delivering great content that people want to watch with consistency. Don’t let the “silence is violence” minority apply pressure to your formula. You’re going to hit 10 million easy just doing what you’re passionate about.
Just a wee note, the Creation Engine isn't from 1999, it was first used on Skyrim, before that they used the Gamebryo Engine. A lot of the code from Gamebryo survived the transfer, but it was a enough of a change to rename it as a brand new engine.
The hammers and axes in AC Valhalla grow significantly when you swing them vs them resting, once I noticed I couldn't unsee it, and it just bugged the crap out of me
7:18 When I was young, when driving a car with my parents I always imagined that the whole planet is rotating in opposite direction than we go and we are actually stationary :D
I love the little tricks that devs use to make games come to life. Valve including developer commentary in their games, provides you a lot of interesting information. Like in Portal, how they realized that people seem to refuse to look up unless prompted to, but instead of using big bright arrows or objective markers, they use the environment to guide players' eyes upwards.
All art, digital or physical are an illusion to the eye. Shaders do amazing trickeries to the eye, it can make an object on a paper look like it’s popping out.
A trick I'm quite fond of is your health bar. When it appears your almost out of health, you actually still have a decent amount. Making you able to "barely make it", not realizing the game is straighup lying to you.
I noticed this a lot too! Sometimes I would keep track of my health bar when it's in critical and notice how little it goes down when hit. Horizon definitely did this.
The netcode point becomes a huge deal in combat flight sims like DCS where you're dealing with incredibly fast moving objects trying to intercept other incredibly fast objects from tens of miles away. Even relatively small differences in apparent position can result in a missile missing by hundreds of feet from the server's perspective but look like an incredibly near miss, close enough for the proximity fuse to have gone off, from a player's perspective.
The initial scene of Bioshock, just after you get the first plasmid, was a master-class in this. Everything is falling apart, but not until you move past the place it's about to block. Play it again up to there, and just take a very leisurely stroll thru the area from where you get the plasmid to where you get the pistol and you'll see what I mean.
I love gameranx. Been watching them since middle school and I’m 20 years old now. I’ll never stop watching their content no matter what they’re making but this video confused the hell out of me I support them no matter what but I just really wish they would come up with some more fresh topics that really seems like they’re running out of ideas again I love all the hard work they put into their videos, but it’s looking like the rivers running dry EDIT: Jake falcon if y’all read this again, I’m not trying to knock y’all’s craft. I just wanna see y’all thrive still a very loyal supporter💚💚
Re #2, those also make for some of the funniest bugs when it isn't pulled off correctly. Like, in Marvel's Avengers Academy mobile game (now shuttered), Dracula could turn into a swarm of bats. On-brand so far. But in a mistake both creepy and hilarious, the devs messed up the camera follow. If you were tracking Dracula when he transformed, instead of switching to follow the bats, the camera would dip below the ground surface and continue tracking the sprites for Dracula's body parts. THOSE sprites had been disassembled (head, torso, legs) and piled up "underground" directly below the bats, where they'd slide around until they were needed again.
7:18 so THATS why alot of Japanese games the character is sliding when moving and not making contact with the ground and using inertia to move, this always bugged me in games
They do this with Earth Defense Force and I can't unsee it. They are levitating the whole time and when a scripted event happens, they bounce off the floor with different models.
Not necessarily. It's pretty tricky to match up the feet to the model to the world. There's a technique for it these days called "inverse kinematics" but some developers don't mind the slippery feel. Americans are far more into realism in games, so you see IK done by western developers more.
Your last point is very useful in 2D game dev! being able to separate things on that 3rd dimention allows for a lot of computation to be saved. For example you have a "layer" for the player and a "layer" for the world like the ground and walls. Then for collisions with these you only have to chack these two layers and not the whole gamespace! It was quite cool to see something like this, which a novice like me uses daily, show up in your video.
Little did we know... #1 was actually #2! Small error but one I noticed, great video and thanks for the consistent content! But yeah, Falcon mistakenly said #2 for #1. Much love...
Honestly the gameranx boys have the best video game content that aren't hour long retrospective's hell i wouldnt mind if they made a few of thoughs too or a couple anime videos if they were fans
Shovel Knight absolutely did use its 3D aspect... it was a 3DS game. Although since most people played their 3DS in 2D mode all the time, they wouldn't have noticed, but if you cranked up the 3D slider it actually used that to great effect.
The 3D construction of the Shovel Knight is heavily utilized in the 3DS version with the stereoscopic 3D. I know it can be done using only a sprite based engine, like Wario Land on the Virtual Boy, but I'm pretty sure this way made the Yacht Club job's way easier to adjust it for the 3DS
One of my favourites is faking high speeds. I think it's mostly used on open world games in which the map itself isn't that big, like GTA San Andreas. The cars are actually moving quite slow, but they added fog, motion blur and "speed lines" (like if it's wind) to fake it all.
One other cool thing to do is look at character animations in slow motion , especially league of legends characters(Darius Ult) to see how they warp, deform and exaggerate character models to make the animation look cool when played out at regular speed.
The 2D games using 3D to layer elements like foreground, player, level, background is also very helpful in debugging and layering your play world, this way you can more easily track which part is messing up or how you want things to be arranged.
As a (indie, and not that great) game developer, here's a (maybe) better explanation of multiplayer/net-code stuff. So, every client's (individual player) game is actually a seperate instance of the game. For example, every player is actually in a completely empty Rust map when playing call of duty on rust. The game will load in other client's player models to each individual client's game world. Without proper coding (relaying client input to the server so it can get redistributed to the other clients in the same game world) every player model on a client's screen would be frozen in place. So, that's the basic idea. The next issue is ping. How do you make a game fair when every player has a different connection? Well, the server intakes every client's input and then guesses where the player will be next. It sends this data to the other clients. Whenever rubber-banding or player's glitching around happens, that's because the game is having to predict where the player is by a larger amount (this is why weird glitches/lag happens when a player's ping is really high. There is a larger gap between the client inputting an action and those inputs being read by the server). Plenty of lag/hit detection issues aren't net-code problems but instead server problems. But, bad predictive net-code can have terrible effects on hit detection and lag.
3D Vision would show all sorts of strange things by displaying everything in stereoscopic 3D. Sometimes the skybox would only be 20ft off the ground, or a fireball would really be a fire circle. Oh, and when you bring up your gun to look down the gun sight, you're putting the gun on your nose.
11:31 Dude a big thank you for the shout out here ❤
Oh shit, I love your vids! Been watching since around 2020
Oh wow, just found out about your channel now. Cool content!
I was just rewatching your Uncharted 2 video about the train, and when he was talking about it in 10, it was all I could think of! Glad they brought your name up later on in the list!
DUDE I WAS JUST GOING TO GO COMMENT EVERYWHERE ON YOUR CHANNEL ABOUT IT!!!
just followed you because of this shoutout.
The worst trick is launching a game with No Micro Transactions at launch but then adds them weeks to months later with a vengeance.
You know what's worse? A developer that conceals the fact that there are microtransactions in their newest game, and game reviewers with early access not telling anyone.
But you guys still buy and played the games thats the funny parts lmfao. Just followering the trend huh
true. @@3rdpig
I thought you were referring to Dragon's Dogma 2 but it had them at launch... Though they weren't in for the early reviewers
Updating a years old game by removing content unrelated to commercial deals. A big example is one of the fighting games, I think was Guilty Gear, where they removed an artbook and changed some assets.
I'm a dev and that's all pretty much accurate, yeah.
Also, multiplayer games are a NIGHTMARE. There's so much you need to do for it to actually feel like you are playing with people in real time. Like, most of what you see isn't what the other player is doing right now. The game is just predicting the path the other player will follow until it receives the information that the other player is changing direction. That's why when there is some significant lag, other players keep teleporting - it's just the game falling hard to predict where the other player is going to go due to network delays, and then readjusting their trajectory.
Same thing for shooting and hitting other players. The shots don't hit in real time actually, they hit the prediction of where the game thinks the other player will be. If the other player actually moves and the prediction fails, again due to lag, it seems for you that you hit, but the opponent leaves unscathed because you didn't actually hit them. There some actually pretty complicated engineering into making online games, especially shooters, feel good and fair.
and thats why i don't enjoy mulitplayer games anymore
They always worked liked this
@@Matt-bp5vy uuuuh... Did I ever say they haven't?
@@SirZeleanhe was replying to Des_lus
@@alanbugler4404 Ah, I see. Thanks!
I can offer some insight into number 6. In most game engines (all?), the physics, lighting, etc can get pretty wonky the further you stray from the center world point of (0,0,0) for your xyz position. This is due to something called floating point precision.
The cause of this is say that your x position is saved as an 8 digit number and it currently is 10.856911. All the physics, lighting/shadows, and position of objects around you are calculated with 6 decimal points of precision. Now lets say you fly your space shipment ten kilometers to the right. Your new x position 10,010.856. Because you moved and your position is now into the ten of thousands, the decimal point precision has lost 3 points. Here increases the chance of seeing issues like shadows flickering, z fighting etc.
Now to RESOLVE, many developers will move the whole world around you (aren't you special ;) ) at the inverse of your movement so that the player is always at (0,0,0). It's a common trick. No Mans Sky does this, Outer Wilds does this, I've done this. It's possible that Bethesda only calls this function when you're in your ship and doesn't really worry about it when you walk around (or it does it after the player has walked a certain amount.)
EDIT: well DAMN... I paused and now see you already touched on this for number 5 lmao. Anyways number 5 and 6 are basically the same problem and same solution.
Is that related to how Minecraft's world generation goes insane when you get extremely far from 0,0,0?
@@raziel710 Minecraft has several world generation bugs when really far from 0,0. Some of them, like the "stripe lands" are a result of floating point errors. Others, like the "far lands" and a result of integer overflow and is a different thing entirely.
One of the crazy ones I learned recently was that ins Dragon Age Inquisition the "sprint" button when riding a horse doesn't actually make it go faster. It's goes the exact same speed when sprinting or not, all they did was add animations to make it look like it was going faster.
Mass Effect did the same, using sprint button just shook the screen and nothing else, the speed was the same
Lol really? So the sprint button is effectively useless?
@@juan2049should dry cooo
In Burnout, boosts only made you 15% faster. They just change the camera FOV to make it seem much faster.
in skyrim there's a mod that adds horse move speed enchants or another a perk for it, they both work making you move faster but they both have a delay before it activates so there's some kind of trickery going on behind the scenes
Most famous one is when they fool you by saying "in game footage"😅
That's why i hate most gameplay reveals, oh look its an awesome rendered no hud seemless gameplay with super intriquite movements and actions, looks totally real yup...
"straight from the engine faucet"
11:57 You mean "number 1",Falcon my friend.😁
I was gonna comment about that lol
This is how Falcon tricked us.
@@doyowanbet it was on purpose
10:45 too lol
falcon is a mush mouth who can't say the work iteration.
My favorite illusion is Falcon sayong "Number 2" for the #1 spot.
I just noticed, he repeats number 2 twice that's funny.
Came to the comments for this!!
He fooled me
How space in video games works: take ship. Add box of "stars" around ship. Make planets that move in and out of the box as you move your ship towards them. Everything is about your ship. Your ship makes the universe exist.
How multiplayer works: you aren't actually seeing the other player. You're seeing a bot that is getting the inputs from another player's controller. You're alone. You're just controlling bots in each other's games that are labelled "players" and running the controls you input in real time.
Maybe that's real life. You aren't seeing the other person, you are seeing bots (perceptions) created by your brain, which as we know aren't perfect
Mind blown 😮@@basuparmar2720
@@basuparmar2720 Nah. However everything you see in real life, is actually the past. You never see the actual present and are always reacting to things that have already happened.
@@xtlm speed of light = IRL's lag 🙂
@@vannustube the human eye works spmewhere between 30 and 60 frames per second. The common pigeon is about 3 times faster, so they basically see the world in slow motion compared to us.
The best description i have heard of this is that if you took a pigeon to the cinema it would effectively be watching a slideshow.
This was the best Gameranx list video in a long time, give us more technical stuff like this, it was great
I agree my favourite video in a while
Most of these are not really that surprising, but what did catch me off guard was that bit about online multiplayer.
That one makes the most sense though. Imagine how slow it would be if it was calculating everything per person lol
That was dumb and wrong as while chatting and playing with friends in online games, it all goes as we perform in the games rather than puppets matching the other players' actions!!
@@Sarthak-ij8tv Yeah that's the point, your local game is puppet players, but the actual data info being sent is just minute bits of data to tie the player to that puppet, and if you shoot the puppet, it sends data that you shot the puppet and where and from which direction. How they exactly died on their screen may not be exactly the same animation as it looked on your screen. That's why when games lag, you still see their character even tho it's a puppet and it acts weird because it isn't receiving the tiny bits of info being sent fast enough to accurately predict what is happening on their end so you can't interact properly. Like Minecraft, when you lag, you can't interact with objects on other people's servers and blocks don't break at first because the information isn't reaching their instance of the game, but then a moment later the data pushes through and the block breaks seemingly randomly. If you are hosting the server, interaction doesn't fail because of lagging, but other player puppets start acting weird.
Its actually similar to real life when our brains creates their own versions of realities in our heads.
@@Sarthak-ij8tvhave you ever shot a characters body after you killed them and it’s not getting shot on your friends screen?
The fact that the creation engine is still a thing is enough for a whole video in itself
Let's not make a video, let's put it out of its misery
Honestly thought they'd updated the Creation Engine for StarField. Would swear I saw an interview about it a year or two ago.
@@JoreelTodd loves his sweet lies
Unreal engine is also still a thing, this is a nonsensical statement. If you think their engine is the same as it was in Morrowind/Oblivion days, you have no idea how games are developed.
@@SpottopsNL Creation Engine wasn't used to make Morrowind and Oblivion, that was Gamebryo. Creation Engine is still using some modules that were created for Oblivion though. Creation Engine 2 (released in 2021) finally has global illumination, a feature that the public engines have had for more than a decade.
The first one with the timing changing depending on your pace is actually really cool and clever.
Space is like a paint drawing of a landscape. You have your levels of perspective.
For instance, on the scene you're showing on starfield you have three levels of depth. Near objects like the asteroid field is drawn in 3D, since you can reach them with your ship, then you have the closer planets, those normally are part of the skybox, since you're not supposed to come near them without a cutscene, and finally you have your far away stars, those are basically 2D dots on the screen that you rotate with your character, because they are representing a unreasonable distance, which no matter how much you fly to that distance in "normal" means the size of the object is pretty much the same.
Thats why the term is called "skybox" actually, on the older days it was literally a box around the level with a texture that rotates appropriate and show objects that should not be reachable by the player using perspective tricks.
Location based dolls has been multiplayer for ages. Same thing with old reflections that duplicated assets in a different parallel space.
These logic and logistics based deep dives are great.
I loved the duplicated assets for fake reflections because of hardware limitations.
Saying "two" instead of "one" when describing 2-D games that are actually 3-D... genius.
The many games playing at the same time, one for each separate player, explains something that I have always wondered about. In City of Heroes there is a power that makes a random object appear out of nowhere and be thrown at an enemy. Sometimes it is a safe or a piano or a filing cabinet or whatever. Anyways if you are on a team and someone used that power, to each different player the object would be a different object, now I know why.
8:22 "When you jump in Outer Wilds you're not actually moving, the planet goes down under you"
so Outer Wilds is basically a Chuck Norris simulator?
The original prey playing with portals, scale, and gravity.
I came here to say this, Chuck Norris simulator would be the best game ever made
God damn it!! I was just about to say the exact same thing!!
If that is the case, we are all Chuck Norris. According to relativity, there is no difference between you jumping up and the universe dipping beneath you. Velocity is a meaningless measurement as far as physical forces are concerned.
Great minds think alike.
The lack of Goomba's and ? Boxes, is truly the only thing missing from Elden Ring
I always tell people the same thing when they are confused about where to go in a level: "Go to the light Carol Anne. Go to the light."
I always loved Diablo 3 level design. On most of the rifts you naturally flow to the exit, compared to something like Diablo 4 where you need to constantly backtrack everywhere.
A good example for the online multiplayer part is how different ragdolls are.
Ever had one of those moments when you see a funny ragdoll and you wanna show it to your friend but its different on his screen?
Man videos like these make me wish I had pursued a career in game development at an earlier point in my life. I bet it’s super interesting to work on all these types of things.
Bro it's never too late you should have a play around in Unreal or Godot right now, you'll be surprised how quick you pick things up. Let us know how you get on :)
That multiplayer bit was very fascinating 🤔 I never even considered something like that but that’s really cool
lowkey scary...individual realities.
You can see it particularly in racing games, where a slight delay will mean a crash in one person's game and a miss in another. Different realities for a split second, that converge once the game caught up.
what is the Reddit posts about Multiplayer? I can’t find it.
@@Darkprospermakes it also that you can shoot of into the distance from the slightest touch or hitting when on your screen there is a small gap but the netcode predicts the gap wrong
it was alright u are kind of slow so i forgive you
So what you're saying gameranx is that we ARE the center of the universe!!
Thank you for confirming my confirmation bias!!!
Racing games like Mario Kart have what's called a "rubber banding" effect, where if one player falls too far behind, they get a hidden boost of speed, while the lead player gets slowed down a little, in order to keep the race tight and exciting.
As a Dev, I'm surprised at how accurate all of this is. This is great research!
Thank you for being AWESOME GameRanx
This is a good video. You should do more of these sort of behind the scenes type videos.
The Tim Curry C&C space easter egg is glorious
Best cutscene fail in any game they kept in.
I could hear him as soon as I saw it. Lol.
shpaice
3:40 In most FPS games, a weapon on the ground and a weapon you are holding are technically 2 different things. A ground weapon is an entity in the game world with its own coordinates, models and some times physics. It can interact with other objects in the game world. By contrast, a weapon you are welding is off in its own world, sometimes called a viewmodel. You import the lighting from the game world onto the weapon to give the illusion that it is inside the game.
When you pick up a weapon, the object on the ground is destroyed and a first person swap to weapon animation is triggered. Likewise, when you drop a weapon, your viewmodel is destroyed and an entity is spawned in front of you.
The Mario trick with the shrunken head/arms works because it requires 0 lines of code and no changes to the mario model. The animation just scales a couple of bones in the Mario rig and the parts of the body attached will scale down and fit inside the box without clipping.
this is, by far, my favorite channel on UA-cam. And it's honestly not close.
The time I actually looked into how online multiplayer works was how I discovered what rubber-banding is. Basically, if your internet is slow, there's a lot more guesswork going on, and at some point, the game goes off-script. When your game can connect to the main server, it gets new information, which can result in you (or other players) getting tossed around. It's like playing a board game and discovering you forgot to trigger an effect three turns ago, then quickly trying to patch up what should have happened before you continue playing.
8 million subs = Falcon face reveal!
No
With the recent controversy with games “journalism” attacking gamers yet again, we really need to elevate channels that not only cover the basics, avoid politics, and most importantly don’t attack us. There are certainly issues from individuals acting in horrible ways, holding anyone who’s male and picks up a controller isn’t the way to hold individuals responsible though.
I’m sure the team sometimes wants to weigh in on things, but you’re taking the right approach by just delivering great content that people want to watch with consistency. Don’t let the “silence is violence” minority apply pressure to your formula. You’re going to hit 10 million easy just doing what you’re passionate about.
Just a wee note, the Creation Engine isn't from 1999, it was first used on Skyrim, before that they used the Gamebryo Engine. A lot of the code from Gamebryo survived the transfer, but it was a enough of a change to rename it as a brand new engine.
That Space one, isn't that how it works in Futurama where thr Ship doesn't move but everything else moves around it? Or was thst Rick and Morty? 😂
It was Futurama. Nothing is impossible if you can imagine it, that's what being a scientist is all about!
@@richardvenables619 No, that's what being a magical elf is all about!
I really appreciate Falcon, Jake and the Gameranx team. This is the next best thing to relaxing in a den or room with a new gaming magazine!
Chuck Norris doesn't jump, he pushes the planet away.
Introducing new enemies is really common in games. They sometimes introduce them as bosses and then they become common enemies later on
I love this kind of stuff, part 2 please!!!
My favorite scaling trick has been the docks and Normandy in Mass Effect for way too long now.
Love the Tim Curry face when mentioning space
That fact that falcon said no.2 instead of no.1 is just pure sophistry😂😂
Falcon either flying high or has been sipping too much. Slurring his words and not knowing how to count. Holy moly! 😂
Really awesome video dude! Easy to understand and interesting! Big upvote!
The hammers and axes in AC Valhalla grow significantly when you swing them vs them resting, once I noticed I couldn't unsee it, and it just bugged the crap out of me
7:18 When I was young, when driving a car with my parents I always imagined that the whole planet is rotating in opposite direction than we go and we are actually stationary :D
That multiplayer tidbit just completely blew my mind
I love the little tricks that devs use to make games come to life. Valve including developer commentary in their games, provides you a lot of interesting information. Like in Portal, how they realized that people seem to refuse to look up unless prompted to, but instead of using big bright arrows or objective markers, they use the environment to guide players' eyes upwards.
All art, digital or physical are an illusion to the eye. Shaders do amazing trickeries to the eye, it can make an object on a paper look like it’s popping out.
Very interesting video, thank you.
What is Falcon's favorite beverage? . . . Falcon Punch.
Lol
@@evelynstenbergSorry to hear that.
Show me yo moves!
Thanks Gameranx!
If only life worked like the movement technique in The Outer Wilds. I wish the universe revolved around me. LOL.
1 trick: MICROTRANSACTIONS ☠️
10:00 so that's why I get shot during "lag" when I already left the enemy line of sight? Because the puppet wasn't fast as me LMFAO
Falcon his name is AFTERMATH like the record label 😂 then the letters (XCVII) are the numbers (97) hence the A97 😂
This engine moves space around you - professor Farnsworth
Fiction has used that trope before. Kind of a novel way of dealing with FTL issues.
Considering how you move in The Outer Wilds, space moving around you is pretty crazy.
A trick I'm quite fond of is your health bar. When it appears your almost out of health, you actually still have a decent amount. Making you able to "barely make it", not realizing the game is straighup lying to you.
I noticed this a lot too! Sometimes I would keep track of my health bar when it's in critical and notice how little it goes down when hit. Horizon definitely did this.
One of the greatest scale changing weapons I think is when you pick up the reikling shield in Morrowind and drop them, the shield grows like 3x as big
The netcode point becomes a huge deal in combat flight sims like DCS where you're dealing with incredibly fast moving objects trying to intercept other incredibly fast objects from tens of miles away. Even relatively small differences in apparent position can result in a missile missing by hundreds of feet from the server's perspective but look like an incredibly near miss, close enough for the proximity fuse to have gone off, from a player's perspective.
The initial scene of Bioshock, just after you get the first plasmid, was a master-class in this. Everything is falling apart, but not until you move past the place it's about to block. Play it again up to there, and just take a very leisurely stroll thru the area from where you get the plasmid to where you get the pistol and you'll see what I mean.
I love gameranx. Been watching them since middle school and I’m 20 years old now. I’ll never stop watching their content no matter what they’re making but this video confused the hell out of me I support them no matter what but I just really wish they would come up with some more fresh topics that really seems like they’re running out of ideas again I love all the hard work they put into their videos, but it’s looking like the rivers running dry
EDIT: Jake falcon if y’all read this again, I’m not trying to knock y’all’s craft. I just wanna see y’all thrive still a very loyal supporter💚💚
Another day another gameranx video, thanks guys 😊
Always a good day when you start with a falcon top 10 😌
Thanks for the video, Falcon! These are definitely really interesting! ...and super weird. :P
Appreciate the smal Tim Curry cameos :) Spaace
Re #2, those also make for some of the funniest bugs when it isn't pulled off correctly. Like, in Marvel's Avengers Academy mobile game (now shuttered), Dracula could turn into a swarm of bats. On-brand so far. But in a mistake both creepy and hilarious, the devs messed up the camera follow.
If you were tracking Dracula when he transformed, instead of switching to follow the bats, the camera would dip below the ground surface and continue tracking the sprites for Dracula's body parts. THOSE sprites had been disassembled (head, torso, legs) and piled up "underground" directly below the bats, where they'd slide around until they were needed again.
Yay! The outro is back!
Did you ever think your channel would be one of the largest gaming channels?
7:18 so THATS why alot of Japanese games the character is sliding when moving and not making contact with the ground and using inertia to move, this always bugged me in games
Or it can be the animation simply isn't playing for whatever reason.
They do this with Earth Defense Force and I can't unsee it. They are levitating the whole time and when a scripted event happens, they bounce off the floor with different models.
Not necessarily. It's pretty tricky to match up the feet to the model to the world. There's a technique for it these days called "inverse kinematics" but some developers don't mind the slippery feel. Americans are far more into realism in games, so you see IK done by western developers more.
Your last point is very useful in 2D game dev! being able to separate things on that 3rd dimention allows for a lot of computation to be saved. For example you have a "layer" for the player and a "layer" for the world like the ground and walls. Then for collisions with these you only have to chack these two layers and not the whole gamespace! It was quite cool to see something like this, which a novice like me uses daily, show up in your video.
you guys deserve so much more subs fr ...the most awesome gaming related channel
This was a great video to think about when making a game. Notes taken.
So, in Outer Wilds the solar system works like the ship in Futurama - the ship stays in place and the universe moves around it!?
A very positive spin on this. Very glad to see you've stepped back from describing the illusions as "lies". Very fun and informative!
Little did we know... #1 was actually #2! Small error but one I noticed, great video and thanks for the consistent content! But yeah, Falcon mistakenly said #2 for #1. Much love...
Honestly the gameranx boys have the best video game content that aren't hour long retrospective's hell i wouldnt mind if they made a few of thoughs too or a couple anime videos if they were fans
Falcon always with great vids
Shovel Knight absolutely did use its 3D aspect... it was a 3DS game. Although since most people played their 3DS in 2D mode all the time, they wouldn't have noticed, but if you cranked up the 3D slider it actually used that to great effect.
The 3D construction of the Shovel Knight is heavily utilized in the 3DS version with the stereoscopic 3D. I know it can be done using only a sprite based engine, like Wario Land on the Virtual Boy, but I'm pretty sure this way made the Yacht Club job's way easier to adjust it for the 3DS
almost to 8 million subs gameranx ill be proud that u guys will reach that goal and good morning👍👍
Super interesting list!! Thanks Falcon for an awesome video as always :)
Shoutout to boundary break!
can we PLEASE get my man FALCON some new GRAPHICS!?!? Love you guys btw.
Unity isn't primarily a 3d engine. Actually, it's considered one of the best 2D engines out there.
One of my favourites is faking high speeds. I think it's mostly used on open world games in which the map itself isn't that big, like GTA San Andreas. The cars are actually moving quite slow, but they added fog, motion blur and "speed lines" (like if it's wind) to fake it all.
One other cool thing to do is look at character animations in slow motion , especially league of legends characters(Darius Ult) to see how they warp, deform and exaggerate character models to make the animation look cool when played out at regular speed.
5:52 Star Citizen begins smashing down your doors "WHAT DID YOU SAY!!"
Howdy Falcon! Good video for my little break from work. :P
The 2D games using 3D to layer elements like foreground, player, level, background is also very helpful in debugging and layering your play world, this way you can more easily track which part is messing up or how you want things to be arranged.
This was mind blowing
“HI FOLKS ITS FALCON”🗣️💯🔥‼️
Hey
This video has massively fed into my simulation theory psychosis, cheers for that
As a (indie, and not that great) game developer, here's a (maybe) better explanation of multiplayer/net-code stuff.
So, every client's (individual player) game is actually a seperate instance of the game. For example, every player is actually in a completely empty Rust map when playing call of duty on rust. The game will load in other client's player models to each individual client's game world. Without proper coding (relaying client input to the server so it can get redistributed to the other clients in the same game world) every player model on a client's screen would be frozen in place.
So, that's the basic idea. The next issue is ping. How do you make a game fair when every player has a different connection? Well, the server intakes every client's input and then guesses where the player will be next. It sends this data to the other clients. Whenever rubber-banding or player's glitching around happens, that's because the game is having to predict where the player is by a larger amount (this is why weird glitches/lag happens when a player's ping is really high. There is a larger gap between the client inputting an action and those inputs being read by the server).
Plenty of lag/hit detection issues aren't net-code problems but instead server problems. But, bad predictive net-code can have terrible effects on hit detection and lag.
Nice meta-trick at the end there, dude.
3D Vision would show all sorts of strange things by displaying everything in stereoscopic 3D. Sometimes the skybox would only be 20ft off the ground, or a fireball would really be a fire circle. Oh, and when you bring up your gun to look down the gun sight, you're putting the gun on your nose.
3:42 think Falcon got too focused on the name. Pretty sure it's simply Aftermath XCVII (97)
That shadow banning cheaters thing is brilliant.