This video almost made me give up my passion project because of the cascading existential crisis I had when I thought I actually knew NOTHING because I had no idea about what was being said. The game dev interviews killed me the most. Most of them are huge inspirations for me..... I really hate April fool's day.
I tried following it for a good way through until I realized not a word of jargon was actually making any sense and made me do a double take around the end of the factorio section.
it was so distressing I was having so much trouble following the jargon and I am fairly technical! First time view hits different after April Fools is over
I love rhythm games, and I struggled a ton with the symmetrical parallelism of waveforms when helping on a co-op rhythm simulator. It's great seeing it explained so clearly in here!
I think he should go into a little bit more depth when it comes to the sinusoidal distribution. I found it very easy to make a mistake and end up with an euclidean distribution, instead, which just sounds off and is prone to numerical instability.
Omfg you actually got me with this one I was so damn confused I was like is this guy for real? This language is completely incomprehensible. 10/10 video I love it
5 months after, it got me. And I am usually able to keep up with gibberish statements. Had a fantastic laugh at this video, the words that they use were amazing. Oh man.
This video feels way more aimed at game-devs than the previous ones, I had no idea what most of the words meant 😅. EDIT: Oh wait... It's an april fools video...
What I hate is how most if not all of these concepts might actually be real and important, just explained with the most confusing words possible. Either that or I'm also falling for it
I have the very slight suspicion that this may be an april fools video. Primarily because I cannot find the game "Encabulator" anywhere (and the name is also a reference to the nonexistent "turbo encabulator" which is a famous in-joke among engineers), and secondly because I didn't understand a single word in this video, despite thinking of myself as slightly above average in that regard.
I like to imagine there's some ultra-genius jack-of-all-trades game dev somewhere who watches this and completely misses the joke until the end with the Encabulator.
Definitely solid advice, but a lot of this is a no-brainer. When I was working on my first few games, I made the amateur mistake of not diagonalizing my subpixel transform matrices when calibrating the depth buffer, which ruined the retro feel I was going for. I see a lot of people making that same mistake today, so I wanted to point out that the diagonalization works best using a PDP-inverse transformation on the transverse of the matrices, so it only takes a few clicks. Good luck out there!
I've been seeing this advice pop up a lot more in recent years, which is absolutely an encouraging sign. I want to point out an extra detail: In order to find your transverse matrices, remember to first conjugate the determinands of your original, then multiply by the binomial inversion matrix. Hope that helps anyone trying to code this. Of course, everyone knows that computers struggle with large scale multiplication, so be sure to only utilize addition operators when handling matrices.
@@kirbs0001 I completely agree, also the denial/ignorance of infinity constant in modern inversion impacts heavily on performance though it solves all the problem related to kinematics in immersion
you might have to refactor your buffer scanner manually if you do that in some occasions. Unless you're doing that to save processing power on the off-grid scheduling, it's a bit of an overkill. Did that with my last procedurally generated dungeon game test and it was making a ton of unnecessary link access requests. Had to switch to a sub buffer.
one thing you forgot to mention is to make your gaming pipeline addapt accordingly based on the way your subatomic interpolation based non euclidean vertex matrix is built, which optimally will be built to be in full support of your game's level depth branching control node tree
Had this slowly growing feeling that something was off. The amount of jargon alone was just through the roof. Then at 2:48: *sudden realization* Also 1:40 "Looping the recursion twice, before repeating the cycle" Holy superfluous redundancy batman...
I don't know how important it is but implementing custom multi spacial voxel hash grids helped us do real time matrix transfusion effects per fragment, players love what we can pull off with the effects, yall should try implementing.
Damn... I've been got. I didn't realize it was an april fools until I saw this comment, when I started to scroll down in the comments I got a huge wave of imposter syndrome thinking somehow everyone understood the crazy terminology except me.
@@Luna5829 I know that's the joke buddy. The irony of having a video not feel good to watch when you're talking about how to make your game feel good to play was very obvious.
In the future, all educational videos will be like this. You watch the video, feel like it is telling you very important things, yet you somehow tune out the whole thing as you're watching it go by. Then, by the end, you feel like you have learned nothing, despite all of the information that was just presented to you. "It's so good that these videos are here to explain all these important topics to me," you say to yourself. "But I don't really understand it yet, perhaps I should watch another similar video, surely I will understand it then!" And then the cycle repeats itself, all the while you are glued to the screen, absorbing words, phrases, ideas that seem as if they are very meaningful, but ultimately just beyond your grasp. You spend hours, days, weeks trying to take it all in. And by the end... Hm, I don't think we're there quite yet. There's still so much I don't understand. Time to watch some more educational content!
You just described perfectly how looping recursion works in the context of the subframe/subconscious dichotomy, don't let impostor syndrome consume you, you're clearly an expert.
Glad this came out on April Fools, because I'm fooling myself if I think I understand half of this 😂😂 But my linguistic-shortcomings aside,, what an informative and incredibly well put together video! Thank you for all of the hard work that went into creating and sharing this with us!!
Loved the vid! Coming from a puzzle-platformer background, what's really remarkable about these types of parallelised approaches is the avoidance of 'lateral-creep'. Working with a recursive workflow model for the game-feel and medium-cycle reward structure lets you focus on the player-action latent space *throughout* the dev cycle rather than towards the end of it. The tidbits on diagonalisation were a nice touch too. Can't remember exactly who said it, but I recall hearing some pretty ignorant takes from a former industry leader on the topic of 2D singleplayer development cycles that made pitch/yaw inheritance sound like a crutch or an afterthought. Glad you could shed some light on this. This is a pretty great introduction to criminally under-discussed approach.
until the very very end when I watched the comments, I barely realized what happened. I just thought that despite the years I spent studying game design, I somehow was just not focusing enough. I knew "this guy made some very high quality things in the past, I'm sure this one is great as well, I just need to wait for the summary or smth". my biggest reason for doubting the fact that it was made for 1st of april was because I watched it on 4th of april and it's 9 mins, the video quality is high and there's some guys who claim they worked on certain games and so I took it legit for granted
Oh hey you're still alive, and right on time too, I've been tasked with improving my company's flagship game's game feel (Mainly because I suggested it and even made a presentation on it) so this is prefect timing, there's probably some stuff I missed in my document anyway. EDIT: I only realized this was an April-fools video when I read the comments, I just thought: "Clearly I have a lot more to learn about game feel, I should do more research to learn what all of this means."
Thank you so much, this is really helpful. I keep hearing how important game feel is, but no one actually cared to explain what it was. These videos are so unique, and I love each one, thank you for helping the future of game dev!
3 minutes in I feel like the auxilary liminarities disenfranchised the flow of participatory development structure. Or in other words: I notice the date. What a mean way to come back after months. xD
As a long time backseat game dev, I really appreciate seeing that the parallelization of z buffer subframe-timing is getting recognized! All too often games forego this simple technique and subconsciously it makes a GREAT difference in how responsive the inputs feel.
Goddammit Nick. I went into this video expecting the usual digestible material, then struggled my way through 6 or so minutes of jargon until realisation hit. You absolute bandit. 😂
By the "z-buffer pixel deviation" point I actually shouted out of frustration, feeling helpless at not understanding half of the words in the video. Then I looked at the date. It's been a long time since I got bamboozled so hard. Well done
Lmfaooo I was listening to this in the background while I worked and thought I was having a stroke for a second Edit: I WAS mishearing things, I hadn’t chamfered the lower end frequencies of the audio in this video over my Bluetooth headset!!
Any tips for the music side of things? I think I may be missing something: I tried a variable sample rate synced with the player's transform matrix to minimize ghosting during the audio rendering pipeline, but players didn't seem to notice.
A real common mistake in that context is linearly interpolating between wav samples, instead of applying fourier series every nth future sample. Also, you can reduce the audio delay by converting your audio files to temporary hash fields at the start of your scene. But you probably already know that one...
this is the first tutorial video that only made my job look harder. appreciate the incredible animations and level of polish on this video. that's top tier. I've never seen anything like it. But i haven't learned anything other than to... use audio? I'm bombarded with terms that are never explained and I'm not sure they are there to make you sound intelligent or if you're working on a video for so long that you can't really judge how "consumable" it is for viewers with all this lingo? ...OH. It was an april fools joke. I don't wanna backspace this because you can see me figuring that out in real time. I've never seen your videos before and couldn't be fooled harder lmao good job real clever
This video presents many good examples of shader buffer deviations and intermediary frame foundations, but I think you should cover more secondary immersion pipeline techniques, even simple ones such as meta-enforced non-x clipping, gantry level sub-progression, or even tactile subdivision of out of view matrices (for the few who don't know)
English is my second language and I would rate how well i can understand it like an 8/10 compared to a native speaker but this video had me lost so many times with using words I’ve never heard of before, looks stunning though ❤
As a native English speaker, I was thinking I was having a stroke while listening to it. It was like an AI was writing words that sounded like English words but had no meaning. Happy April foods :P
Ok! You got Me! I almost started to write a lengthy comment that I'm in product / game design for a couple of years, learning the craft, also practicing it almost all the time, and how frustrated I am not undertanding s*it from this video... Really started to feel fell behind, stupid and incompetent. GG!
I like to make the player collapse the quantum superposition of the audio waveform. It really makes the gamefeel more longitudinally distinct form other mainstream titles. Sometimes it also helps to vertically quantify the gamefeel's presence in the game engine so you can choose the best option.
See, this is why AAA can't compete with indie. High-end engines have problems dealing with sub-frame aggregation (due to Heimlich's principle) so ghosting is rampant. Wish I had thought of the parallel input managers finetuning and noise-canceled rumble. Thanks for bringing wider attention to these issues!
Oh my ducking god. You had me so insanely confused that I subscribed to figure out why I did not understand anything. I just rewatched and it clicked… 🙃
It's April 9th and I'm still getting these damn April fools videos in my recommended. I've been binging game dev videos for a few days, I was halfway through this one when my ears started to bleed and I had to check the date it was uploaded.
Can I use this in my resume? Really glad I know the Bluetooth resonance step algorithm, so I can create my first order neural feedback loop more efficiently
You had me for a second there. At first I thought I was learning so much before realizing it was technobabble designed to almost sound like real jargon.
I sent this to my not gamedev friend and was able to convince him it was all real. I told him that overwatch needed more sun aggregated animations and he was like “yeah of course that would make it feel smoother”
I have to say it, your videos are a master class in game design, I found your channel and probably binged all your videos in 2 days. I love the way you express and you explain everything and having a point of view from someone who has actually been able to make games and learn and even publish games is inspiring. Thank you for sharing all this with us, you're an incomparable help for everyone dreaming with making games!
This video made go through some sort of stages of grief. Excitement of a new upload, Interest in the topic, Confusion as it went on, Re-evaluating my life, and Relief when i checked the date of release.
Thanks for this! Using asynchronous analogue dead spaces significantly ameliorated the spirit of the essence of my game's dynamic, anthropomorphic, four-dimensional, non-Euclidean liminal spaces. And I've realised my design philosophy was far too horizontal, which effectuated a barren, tedious game feel. I will attempt to incorporate a more diagonal approach in the future. Something else I'd like to point out is ensuring a cohesive synergy between the controls, the on-screen graphics, and the audio. Using the frame-by-frame technique, you can create a miniscule piece of audio to match with a frame of the visuals, so the audio and video synergise perfectly. And to avoid latency between the controller and the gameplay, simply use quantum entanglement to instantaneously transfer the graphics from the controller to the console. This depends on the hardware, but you can simulate this using Digital Recognitive Unified Intelligible Design Systems (DRUIDS). These combine AI with the cloud to deliver a harmonious and congruent user experience (UX).
This video is super helpful, I personally aren’t working on a game at this time, but the advice will surely be helpful later! Also, like at 9:14 I know outer wilds when I see it, I couldn’t miss a little clip. Anyway, have a good day.
Imagine watching this video 7 months after it came out, wondering why the fuck is this dude vomiting eldritch arcane explanations, and telling yourself do I suck ? Than before telling yourself fuck this video you check the coment section.
I'm a fullstack Web dev, I got recommended this video so I was like what the hell, I should understand the general concepts. Boy was I wrong, you got me so good!
I have spent years playing around with auto-encoding, but I never once thought of using it to get a high rate of harmonic vertices! Truly, this is some game-changing knowledge you're sharing. Also as a sound engineer, I cannot stress the point made about Liminal omnidirectional re-emitters. When the tech came out in UE5 it turned my world upside down! Im sharing this with the whole team, It's a great refresher even for experienced developers!
this is like my biggest challenge as a game dev even if i can code anything and have pretty art, nothing matters if the world doesn't feel real and entertaining
I always wondered why dead cells was so satisfying It was the harmonic vertices (specifically when killing things)! I don't know why I wouldn't think of that.
Man, having an internet blackout during March 31st and April 1st backfired on me because I only saw this 5 days later with no context. Halfway through the video, I only realized what this video is about, but the damage has been done. My browser history is now full of gibberish and you successfully made me google every 10 seconds
If you ask me one should always take into consideration preformulated amulite when dealing with encabulation of player movement. Ignoring such things as decomutation and nangling would lead to severe frenetic mastication. So yeah, game feel can be easily transmogrified into the far better transubstantiae of encabulation.
I swear, this entire video sounds like a scientist in science-fiction movies explaining how the technology works to the main character and I love it lmao
Have you tried pre-multiplying your shader emissives? It makes a massive difference in standard Euclidian Ray-Traced™ environments without having to worry about overflowing your render polygon geometry.
I like the sine wave audio technique. As my programming teacher would say "this is very verbose". Also, congratulations, the title change got me to check this out. I saw the title and being busy, I figured it was too vague to be something I wanted to check out at the time.
This video almost made me give up my passion project because of the cascading existential crisis I had when I thought I actually knew NOTHING because I had no idea about what was being said. The game dev interviews killed me the most. Most of them are huge inspirations for me.....
I really hate April fool's day.
You're not alone... Obviously not the intended effect of the video, but it was incredibly demoralizing.
Holy shit same hahahah it bummed me out so much at first
I was questioning my life choices for a minute there 😅
it got me too!! I was so stressed!
cascading existential crises are awful I would recommend volumetric inverse pigeonholing
Actually my favourite April Fools video, it teeters so closely to the edge of totally believable and complete bullcrap, it's honestly impressive.
I tried following it for a good way through until I realized not a word of jargon was actually making any sense and made me do a double take around the end of the factorio section.
it was so distressing I was having so much trouble following the jargon and I am fairly technical! First time view hits different after April Fools is over
okay this is what I needed to hear. I was googling words I already knew
Oh thank goodness. I thought I was just waaaay out of my depth. I was getting so frustrated... hahaha
I was thinking it was annoying how he kept going to implementation immediately instead of at least talking about the feature itself first
I love rhythm games, and I struggled a ton with the symmetrical parallelism of waveforms when helping on a co-op rhythm simulator. It's great seeing it explained so clearly in here!
I think he should go into a little bit more depth when it comes to the sinusoidal distribution. I found it very easy to make a mistake and end up with an euclidean distribution, instead, which just sounds off and is prone to numerical instability.
@@ThePC007 I'm super glad that he also aæ○}|[□~◇○》》》¤~◇●○□, right?
What's scary is that I felt like I understood what was going on for a while. I feel like I've gone into the Z-axis of the Dunning Kruger graph.
LOL
Thats the trick, it kind of made sense at the start until it didn't
Omfg you actually got me with this one I was so damn confused I was like is this guy for real? This language is completely incomprehensible. 10/10 video I love it
totally fell for it until reading the comments
@@Bruno-cb5gk Same lol
5 months after, it got me. And I am usually able to keep up with gibberish statements. Had a fantastic laugh at this video, the words that they use were amazing. Oh man.
Looping the recursion twice before repeating the cycle is real secret ingredient.
This video feels way more aimed at game-devs than the previous ones, I had no idea what most of the words meant 😅.
EDIT: Oh wait... It's an april fools video...
What I hate is how most if not all of these concepts might actually be real and important, just explained with the most confusing words possible.
Either that or I'm also falling for it
I have the very slight suspicion that this may be an april fools video. Primarily because I cannot find the game "Encabulator" anywhere (and the name is also a reference to the nonexistent "turbo encabulator" which is a famous in-joke among engineers), and secondly because I didn't understand a single word in this video, despite thinking of myself as slightly above average in that regard.
it felt like i was having a damn stroke watching this video lmao
@@mifiwi3438 the dev listed is rockwell retro, it definetely is an april fools joke
I like to imagine there's some ultra-genius jack-of-all-trades game dev somewhere who watches this and completely misses the joke until the end with the Encabulator.
Definitely solid advice, but a lot of this is a no-brainer. When I was working on my first few games, I made the amateur mistake of not diagonalizing my subpixel transform matrices when calibrating the depth buffer, which ruined the retro feel I was going for. I see a lot of people making that same mistake today, so I wanted to point out that the diagonalization works best using a PDP-inverse transformation on the transverse of the matrices, so it only takes a few clicks. Good luck out there!
I've been seeing this advice pop up a lot more in recent years, which is absolutely an encouraging sign.
I want to point out an extra detail: In order to find your transverse matrices, remember to first conjugate the determinands of your original, then multiply by the binomial inversion matrix.
Hope that helps anyone trying to code this. Of course, everyone knows that computers struggle with large scale multiplication, so be sure to only utilize addition operators when handling matrices.
@@kirbs0001 I completely agree, also the denial/ignorance of infinity constant in modern inversion impacts heavily on performance though it solves all the problem related to kinematics in immersion
you might have to refactor your buffer scanner manually if you do that in some occasions. Unless you're doing that to save processing power on the off-grid scheduling, it's a bit of an overkill.
Did that with my last procedurally generated dungeon game test and it was making a ton of unnecessary link access requests. Had to switch to a sub buffer.
@@coins_png you saved my life, had the issue and changing to sub buffer solved it!!
one thing you forgot to mention is to make your gaming pipeline addapt accordingly based on the way your subatomic interpolation based non euclidean vertex matrix is built, which optimally will be built to be in full support of your game's level depth branching control node tree
Had this slowly growing feeling that something was off. The amount of jargon alone was just through the roof.
Then at 2:48: *sudden realization*
Also 1:40 "Looping the recursion twice, before repeating the cycle"
Holy superfluous redundancy batman...
I don't know how important it is but implementing custom multi spacial voxel hash grids helped us do real time matrix transfusion effects per fragment, players love what we can pull off with the effects, yall should try implementing.
Man, I'm so glad you shouted out Encabulator. Such an under-rated interactive cinematic experience.
i cant find the game anywhere i look, wtf!? is it possible so many people praise it and it doesn't even come up when you search it?
@@ognjenstojakovic7931 really? i can see it. it might not be available in your region
@@ognjenstojakovic7931 Check out Turbo Encabulator, it's the definitive version.
@@ognjenstojakovic7931 This video is an april fools joke.
@@ognjenstojakovic7931 The game literally doesn't exist. (yet?)
Best thing about this video is that people will come to it for years to come and not realise the date.
The "Encabulator" game was really the cherry on the april fools cake - I swear if you didn't include that I would have 100% believed this video.
Not gonna lie, it got me.
Damn... I've been got. I didn't realize it was an april fools until I saw this comment, when I started to scroll down in the comments I got a huge wave of imposter syndrome thinking somehow everyone understood the crazy terminology except me.
I feel so betrayed. I'm researching Game Feel for my master's thesis and was so excited when I read the title. I cri
Thank you for making these videos! You always impress me with how you can simplify these complex topic and cut through the jargon!
I couldn't have put it any simpler myself. Nice video
We really do miss you! It’s been a year come back!
He's back with PowerPoint as a game engine, amazing!
For people that don't understand 99% of the words he just said, it just felt having a stroke for nine minutes.
Yeah because that's the joke
@@Luna5829 I know that's the joke buddy. The irony of having a video not feel good to watch when you're talking about how to make your game feel good to play was very obvious.
@@kadonkaflonk9498 that was not in the slightest obvious, maybe put a tone indicator or smthn
@@Luna5829 nah
@@Luna5829The video came out on April 1st
In the future, all educational videos will be like this. You watch the video, feel like it is telling you very important things, yet you somehow tune out the whole thing as you're watching it go by. Then, by the end, you feel like you have learned nothing, despite all of the information that was just presented to you. "It's so good that these videos are here to explain all these important topics to me," you say to yourself. "But I don't really understand it yet, perhaps I should watch another similar video, surely I will understand it then!" And then the cycle repeats itself, all the while you are glued to the screen, absorbing words, phrases, ideas that seem as if they are very meaningful, but ultimately just beyond your grasp. You spend hours, days, weeks trying to take it all in. And by the end... Hm, I don't think we're there quite yet. There's still so much I don't understand. Time to watch some more educational content!
You just described perfectly how looping recursion works in the context of the subframe/subconscious dichotomy, don't let impostor syndrome consume you, you're clearly an expert.
Glad this came out on April Fools, because I'm fooling myself if I think I understand half of this 😂😂
But my linguistic-shortcomings aside,, what an informative and incredibly well put together video!
Thank you for all of the hard work that went into creating and sharing this with us!!
Loved the vid! Coming from a puzzle-platformer background, what's really remarkable about these types of parallelised approaches is the avoidance of 'lateral-creep'. Working with a recursive workflow model for the game-feel and medium-cycle reward structure lets you focus on the player-action latent space *throughout* the dev cycle rather than towards the end of it. The tidbits on diagonalisation were a nice touch too. Can't remember exactly who said it, but I recall hearing some pretty ignorant takes from a former industry leader on the topic of 2D singleplayer development cycles that made pitch/yaw inheritance sound like a crutch or an afterthought.
Glad you could shed some light on this. This is a pretty great introduction to criminally under-discussed approach.
The Factorio guy is having a hard time keeping a straight face. Also, noise cancelled rumble
until the very very end when I watched the comments, I barely realized what happened. I just thought that despite the years I spent studying game design, I somehow was just not focusing enough. I knew "this guy made some very high quality things in the past, I'm sure this one is great as well, I just need to wait for the summary or smth". my biggest reason for doubting the fact that it was made for 1st of april was because I watched it on 4th of april and it's 9 mins, the video quality is high and there's some guys who claim they worked on certain games and so I took it legit for granted
Oh hey you're still alive, and right on time too, I've been tasked with improving my company's flagship game's game feel (Mainly because I suggested it and even made a presentation on it) so this is prefect timing, there's probably some stuff I missed in my document anyway.
EDIT: I only realized this was an April-fools video when I read the comments, I just thought: "Clearly I have a lot more to learn about game feel, I should do more research to learn what all of this means."
Thank you so much, this is really helpful. I keep hearing how important game feel is, but no one actually cared to explain what it was. These videos are so unique, and I love each one, thank you for helping the future of game dev!
3 minutes in I feel like the auxilary liminarities disenfranchised the flow of participatory development structure. Or in other words: I notice the date. What a mean way to come back after months. xD
Please come back! I miss your voice and your closer looks on game development 😢
It took me a year to realize this was an April fool's joke. Rewatching it, I spent far too long thinking about how noise cancelling rumble would work
I just had this recommended to me in August... I thought this was just a gamedev video until I looked at the comments lol
As a long time backseat game dev, I really appreciate seeing that the parallelization of z buffer subframe-timing is getting recognized! All too often games forego this simple technique and subconsciously it makes a GREAT difference in how responsive the inputs feel.
Goddammit Nick. I went into this video expecting the usual digestible material, then struggled my way through 6 or so minutes of jargon until realisation hit. You absolute bandit. 😂
I suppose that's how his videos sound like to non game-dev folks.
Nah, they're usually really understandable, as someone who's not a game dev :p
Man I was getting so angry, until I looked at the date
omg, I fell hard for this and was questioning my existence, well done!
By the "z-buffer pixel deviation" point I actually shouted out of frustration, feeling helpless at not understanding half of the words in the video. Then I looked at the date. It's been a long time since I got bamboozled so hard. Well done
You're back, and it's on April Fools. 😆
Edit:
After watching it, have a feeling you'll make a follow up video without the jargons, can't wait.
Lmfaooo I was listening to this in the background while I worked and thought I was having a stroke for a second
Edit: I WAS mishearing things, I hadn’t chamfered the lower end frequencies of the audio in this video over my Bluetooth headset!!
Any tips for the music side of things? I think I may be missing something: I tried a variable sample rate synced with the player's transform matrix to minimize ghosting during the audio rendering pipeline, but players didn't seem to notice.
A real common mistake in that context is linearly interpolating between wav samples, instead of applying fourier series every nth future sample. Also, you can reduce the audio delay by converting your audio files to temporary hash fields at the start of your scene. But you probably already know that one...
this is the first tutorial video that only made my job look harder. appreciate the incredible animations and level of polish on this video. that's top tier. I've never seen anything like it. But i haven't learned anything other than to... use audio? I'm bombarded with terms that are never explained and I'm not sure they are there to make you sound intelligent or if you're working on a video for so long that you can't really judge how "consumable" it is for viewers with all this lingo? ...OH. It was an april fools joke. I don't wanna backspace this because you can see me figuring that out in real time. I've never seen your videos before and couldn't be fooled harder lmao good job real clever
This video presents many good examples of shader buffer deviations and intermediary frame foundations, but I think you should cover more secondary immersion pipeline techniques, even simple ones such as meta-enforced non-x clipping, gantry level sub-progression, or even tactile subdivision of out of view matrices (for the few who don't know)
you know, looking at the real time wave diagram when analyzing the pitch really is a game changer
The April fools joke is, that we thought they quit making videos
English is my second language and I would rate how well i can understand it like an 8/10 compared to a native speaker but this video had me lost so many times with using words I’ve never heard of before, looks stunning though ❤
As a native English speaker, I was thinking I was having a stroke while listening to it. It was like an AI was writing words that sounded like English words but had no meaning. Happy April foods :P
same
@@RobinClower Happy April Foods!
I love the PowerPoint Icon at 4:15. I just skiped over it and when i realised it was there, is was so good ^.^
Encabulator! It's a cutting-edge game that utilizes the latest in reverse osmosis technology to provide an unparalleled gaming experience
Ok! You got Me! I almost started to write a lengthy comment that I'm in product / game design for a couple of years, learning the craft, also practicing it almost all the time, and how frustrated I am not undertanding s*it from this video... Really started to feel fell behind, stupid and incompetent. GG!
I like to make the player collapse the quantum superposition of the audio waveform. It really makes the gamefeel more longitudinally distinct form other mainstream titles. Sometimes it also helps to vertically quantify the gamefeel's presence in the game engine so you can choose the best option.
This is how I feel the typical video essay sounds like lmao
See, this is why AAA can't compete with indie. High-end engines have problems dealing with sub-frame aggregation (due to Heimlich's principle) so ghosting is rampant. Wish I had thought of the parallel input managers finetuning and noise-canceled rumble. Thanks for bringing wider attention to these issues!
Oh my ducking god. You had me so insanely confused that I subscribed to figure out why I did not understand anything. I just rewatched and it clicked… 🙃
This is the best April fools joke this year for me. It genuinely took me off guard, thank you XD
But wouldn't that cause a parabolic destabilization of the fission singularity?
Very interesting.
Now can we get a version of the video that isn't geared towards 5th dimension stochastic meta-fractal intelligences?
It's April 9th and I'm still getting these damn April fools videos in my recommended. I've been binging game dev videos for a few days, I was halfway through this one when my ears started to bleed and I had to check the date it was uploaded.
Can I use this in my resume? Really glad I know the Bluetooth resonance step algorithm, so I can create my first order neural feedback loop more efficiently
You had me for a second there. At first I thought I was learning so much before realizing it was technobabble designed to almost sound like real jargon.
I'm personally a fan of non-euclidian analog inputs.
An unpopular opinion, I'm sure.
Can’t believe he forgot about the reverse quadratically interpolated position extraction technique when implementing forward based input dynamics!
It took me too long to realize its an april fools video lol.
Most elaborate prank I've seen in yt, well done! Had me fooled trough the most part, to the point where it started to make sense somehow...
We genuinely need a follow up video pointing out every single part that was completely made up
This modern take on the Rockwell Retro Encabulator is just brilliant!!
3:40 I find it weird that most games don't noise-cancel rumble.
new video when? :(
I sent this to my not gamedev friend and was able to convince him it was all real. I told him that overwatch needed more sun aggregated animations and he was like “yeah of course that would make it feel smoother”
this video feels like i'm having a stroke - that's due to so many important steps i had been missing in my game design!
I have to say it, your videos are a master class in game design, I found your channel and probably binged all your videos in 2 days. I love the way you express and you explain everything and having a point of view from someone who has actually been able to make games and learn and even publish games is inspiring. Thank you for sharing all this with us, you're an incomparable help for everyone dreaming with making games!
This video made go through some sort of stages of grief. Excitement of a new upload, Interest in the topic, Confusion as it went on, Re-evaluating my life, and Relief when i checked the date of release.
how did you get the devs in on this?
Thanks for this! Using asynchronous analogue dead spaces significantly ameliorated the spirit of the essence of my game's dynamic, anthropomorphic, four-dimensional, non-Euclidean liminal spaces. And I've realised my design philosophy was far too horizontal, which effectuated a barren, tedious game feel. I will attempt to incorporate a more diagonal approach in the future.
Something else I'd like to point out is ensuring a cohesive synergy between the controls, the on-screen graphics, and the audio. Using the frame-by-frame technique, you can create a miniscule piece of audio to match with a frame of the visuals, so the audio and video synergise perfectly. And to avoid latency between the controller and the gameplay, simply use quantum entanglement to instantaneously transfer the graphics from the controller to the console. This depends on the hardware, but you can simulate this using Digital Recognitive Unified Intelligible Design Systems (DRUIDS). These combine AI with the cloud to deliver a harmonious and congruent user experience (UX).
As a really new game dev, and after glancing through the comments, some more in depth videos on each of the topics covered here would be the radness
Right
This video is super helpful, I personally aren’t working on a game at this time, but the advice will surely be helpful later! Also, like at 9:14 I know outer wilds when I see it, I couldn’t miss a little clip. Anyway, have a good day.
It's been 8000 years. We've missed you.
Edit: it took me way too long to see what's going on. Factorio should've clued me in.
This is the best april fools joke this year
Back when?
Took me 3 minutes and a confused scroll through the comments to realize what I'm actually watching lol
Entity Tracing is definitely the future!
i hope more GPUs support it soon...
yeah printing custom gpus is such a pain.
you got me with "encabulator" I was super interested damn it
You've summed up all of my qualms about using specific dev channels as actual game dev guides.
at long last, he’s back!
Imagine watching this video 7 months after it came out, wondering why the fuck is this dude vomiting eldritch arcane explanations, and telling yourself do I suck ? Than before telling yourself fuck this video you check the coment section.
Damn, I spent like half an hour googling every single made-up word you said just to scroll to the comment box and notice it. Great one!
next time someone asks me what I'm doing in my game I'm gonna pull a this when explaining what I'm doing and how it works
I took way too long to realize it was a joke…
I'm a corporate consultant professionally and this is the first game design video that has ever really "clicked" with me. thank you
underrated comment
well i understood nothing but it's good to have you back
I'm a fullstack Web dev, I got recommended this video so I was like what the hell, I should understand the general concepts.
Boy was I wrong, you got me so good!
Omg half a year without a video and then it gets released on April fools day...
I have spent years playing around with auto-encoding, but I never once thought of using it to get a high rate of harmonic vertices! Truly, this is some game-changing knowledge you're sharing.
Also as a sound engineer, I cannot stress the point made about Liminal omnidirectional re-emitters. When the tech came out in UE5 it turned my world upside down!
Im sharing this with the whole team, It's a great refresher even for experienced developers!
this is like my biggest challenge as a game dev
even if i can code anything and have pretty art, nothing matters if the world doesn't feel real and entertaining
What I learned today after closely watching the video for 5+ minutes is that I'm not the fastest car on the motorway
I always wondered why dead cells was so satisfying
It was the harmonic vertices (specifically when killing things)! I don't know why I wouldn't think of that.
I was thinking how dumb I am for not understanding a single sentence in this video. Then I noticed this video came out on April 1st...
8:25 I couldn't stop laughing after I heard this xD
Man, having an internet blackout during March 31st and April 1st backfired on me because I only saw this 5 days later with no context. Halfway through the video, I only realized what this video is about, but the damage has been done. My browser history is now full of gibberish and you successfully made me google every 10 seconds
If you ask me one should always take into consideration preformulated amulite when dealing with encabulation of player movement. Ignoring such things as decomutation and nangling would lead to severe frenetic mastication. So yeah, game feel can be easily transmogrified into the far better transubstantiae of encabulation.
I swear, this entire video sounds like a scientist in science-fiction movies explaining how the technology works to the main character and I love it lmao
Have you tried pre-multiplying your shader emissives? It makes a massive difference in standard Euclidian Ray-Traced™ environments without having to worry about overflowing your render polygon geometry.
7:13 Where's my Interpolated Vorbis Batch? I can't see it in the audio settings.
I like the sine wave audio technique. As my programming teacher would say "this is very verbose". Also, congratulations, the title change got me to check this out. I saw the title and being busy, I figured it was too vague to be something I wanted to check out at the time.