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/games/ - Games

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>pop in
<function: allow storage of theoretically infinite sums of assets and load it in small bits so any computer can run the game at a good frame rate
<function: similar to pop in its the usage of rendering low poly low res assets at a far away distance both to improve performance and to make worlds larger than they really are
>invisible walls
<function: because of the way LODs are used game devs will want players to only be within the “game zone” where gameplay actually occurs so they don’t fall off the map or enter regions they shouldn’t be, like regions of a game world that aren’t loaded in to save performance
>loading screens and cutscenes
<function: due to the way pop in and LODs work if you don’t have these to the player things look strange as shit as the player can see assets loading in at poor frame rates, cutscenes also work to prevent player from seeing the games assets loading in
<function: you don’t want physics to work based on frame rate as that leads to bugs meaning you can find timers everywhere especially in things like AI and game code to simulate the idea of physics even if it’s all pre baked because devs can’t expect to apply real world physics to games designed around entertainment, unless you like simulations
>input checkers
<function: most coding languages when checking for user inputs only handle one input at a time(this means that if you had a protagonist in a game you’d only ever be able to move in 4 directions and have to constantly swap keys to change directions then press multiple) input checkers are great as they store multiple inputs into an array and call a function to get an actor to react allowing for complex movement like diagonal,360 motion, turning, moving while preforming other actions like attacking etc
>downscaled models and textures
<function: performance just like partial loading, most assets in games especially organisms that require complex geometry and textures actually have 2+ versions of themselves, the original model and the downscaled model where the artist simply creates a new mesh by overlaying the original model with a simplified texture and geometry to create something that looks similar to the original design and runs well on PCs. Sometimes entire levels will have random assets cut out just to save up on even more frames like smoke, particles and 3d objects lacking a collision box
>simplified collisions
<function: just like with mesh downscaling you don’t want to much happening so most game devs make the collision boxes of their games simple assets attached to complex objects to the computer only has to compute the collisions of a simple object than have to account for things like corners, pores, holes etc and it works great most of the time
>transition animations
<function: does as the name implies it makes in game actors transition between animations so it doesn’t look weird or they have a reset frame to return the actor to a base stance before it does something else

And that’s all the shit I could list bye


Related video about how to do animation in a simpler and more modular way


Another method of animation is locomotion where they factor in the animation itself when moving characters which allows a level of personality to be seen on how actors should move


One of my favourite tricks decals and texture based model deformation to form things like bullet holes and craters


File: 1658079088963.png (52.08 KB, 512x512, 8.png)

>video games bad
Wrong board, motherfucker.


>Game devs are paid hundreds of thousands
el oh el


Are those really tricks? Just basic optimizations.

I guess more in your vein.
Making assets double sided. For example lets say you have a vent model. Only one side is visible at a time because it's placed on a wall. You could delete the unseen side, or you could make the backside be a different asset that goes in the scene, because it is advantageous for the computer to load two assets for the work of loading a single model.




>Are those really tricks?
OP is really stretching the concept of "trick" IMHO. I can't name a single game that has a collision-detection system with the same geometric complexity as what the player sees. I suppose such titles exist, but they can't be more than 0.1 % of what's available. Likewise 2D titles old and new don't use silhouettes, instead it's almost always just a few rectangles that are all in alignment with the X and Y axis (even in a VS fighting game).

Here is what I consider a trick. The N64 racing game Extreme-G doesn't allow the player do to 180° turns. This means none of the buildings and other scenery need to have any geometry on the other side.


lol overboard pseuds are so insufferable

>Game devs are paid hundreds of thousands



File: 1658213898080.jpg (211.2 KB, 621x730, skyrim table.jpg)

Using clipping to make things like tables, drawers etc. Lazy, but efficent on the dev's time.


Rightoid pseudo leftists have been trying to convince the board that programmers are bourgeoisie and that anything above starvation wages is basically petit bourgeoisie.


File: 1658225195345.png (460.09 KB, 734x623, 4channn.png)

People should not waste their youth on imageboards either, by the way.


>Game devs are paid hundreds of thousands
literally one of the most sweat-shoppy industries in the 1st world


Another aspect of LODs is some assets like trees will "billboard" at the lowest level, meaning they will turn into rendered 2d images. Some assets that only appear in the far distance will only have a billboard level.

Check out 24:00 in the video.


Cyberpunk did something similar with cars with using 2d sprites
The problem with why cyberpunks sprites didn’t work is because the game was made for high end systems that are supposed to load in a lot of detail constantly than using small environments dense in detail but numerous in loading screens which can run on consoles hence the poor frame rate and bad LODs


IIRC the first Kingdom Hearts on PS2 had a big battle where this was used. What I find more interesting is the tricky combination of sprites and polygons into what seems like one object. The cars in Diddy Kong Racing are polygons for the most part, but the wheels are made of sprites (likewise the rotor at the back of the hovercrafts is a sprite).

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