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File: 1680244804523.mp4 (29.74 MB, 1920x1080, Smooth movement.mp4)

 No.27061

while modifying skyrims movement behaviour files I discovered something really awful about bethesda titles I thought was only an issue from morrowind to new Vegas. Bethesda doesn’t attach grounded momentum to movement, whenever you walk or sprint in a bethesda made game you will always without a shadow of a doubt always immediately move at full speed on frame one. This is also why the games feel noticeably janky and dated despite having their graphics and animations updated each release and why npc and third person movement tend to feel like you’re controlling a character with absolutely zero weight. Turns out it’s not just Bethesda a lot of game developers for first person titles will pull this same kind of trick aswell here’s some recent examples of this

Dying light 2
Cyberpunk 2077
Modern warfare 2
Ultra kill
Not just that even third person games especially the pvp ones don’t hide this or even try to
Fortnite
The division 2 pvp
Destiny
Literally every 3d MMO
Nearly every assassins creed title has this same issue of weightlessness

This doesn’t sound bad but play any souls game, naughty dog, Bandai rpg, rockstar title or any game with half decent physics and it becomes way more obvious how much better movement in those types of games handle, it’s also why those games feel so much more advanced

 No.27062

>>27061
ANON I HAVE A REQUEST, MAKE A SUPPLY DEMAND MOD FOR FALLOUT 4
NEW VEGAS HAS SUPPLY DEMAND MODS
SKYRIM HAS SUPPLY DEMAND MOD
BUT FALLOUT 4 DOESNT ;-;

 No.27063

Just use a controller lol

 No.27064

File: 1680266784733.png (612.01 KB, 894x894, ClipboardImage.png)

>no inertia to character movement
[laughs in 8 bit 2d game]

 No.27066

>>27062
You mean a mod to add bartering to fallout 4? Aren’t there already mods for that type of roleplaying

 No.27075


 No.27076

>>27075
Skyrim mod being the one that has a supply and demand mechanics changing prices based on how much you buy and sell
Meanwhile the new vegas mods simulates other aspects

 No.27077

>>27076
Oh well that would require scripts and most of the mods I’ve made have been changes to certain parameters and statistics of certain objects in skyrims game world. I have been interested in script editing in Skyrim for a while so I will pursue taking greater interest in programming to make better mods since I don’t have much else to do beyond work

 No.27079

>>27077
Pls do more complex mods are great

 No.27080

>>27077
be warned that the scripting system in skyrim is pretty wack and easily gets bloated

 No.27081

>>27080
I know plenty of mod authors need to clarify that their mods have 0 plugins or scripts since the endlag gets severe enough to start causing crashes past around 40 plug-ins even on high end systems

 No.27083

It’s the engines man. Games aren’t built with detailed physics automatically built into their engines unless your frostbite, naughty dog or rockstar you’re basically screwed. And considering how long and how many games keep getting released in an unfinished state no shit no one on the development team is gonna care about adding detail to anything

 No.27084

>>27061
They do it because that's what FPS gamers want. Same reason they do the fake first person where the camera is in the chest. FPS gamers want that "responsive" kind of control where no kind of acceleration and decceleration is accounted for. There's lots of other tricks that they put in as well. If FPS gamers wanted realism they'd play ARMA or something.

>>27083
It's trivial to program the kind of physics being discussed. I've done it many times from scratch.

 No.27085

>>27084
Meant to include this vid of more tricks they use.

 No.27086

>>27084
That’s horrible. Imagine trying to shoot at someone that can casually break into a full sprint or completely stop with zero acceleration while your hand is subject to the laws of physics, no wonder movement tech in cod is so hated when the physics for the games makes problems like these impossible to get to past

 No.27112

>>27061
>you will always without a shadow of a doubt always immediately move at full speed on frame one
…this is supposed to be bad? why do you want fucking realism at the cost of making the gameplay worse

 No.27114

>>27112
You're posting in a thread filled with people who conflate battle royale with FPS.

 No.27117

>>27112
Making gameplay worse? This shouldn’t be in single player games period regardless of perspective because it makes it harder to control the movements of the avatar when it’s not adhering to the laws of physics but your inputs are. Also within pvp games it makes countering strafing and people that abuse that element of jank physics far harder for new players and turns high level play into a running simulation than anything that looks like grounded, and calculated gunplay.

 No.27118

>>27117
Thanks for the laughs!

 No.28806


 No.34360

>>27061
Inertia sucks though and feels terrible.

 No.34373

>>27086
I tell you acceleration is brain dead simple to program. It really isn't much more complex than programming movement otherwise. You just now to add a function for accel and decel.

Velocity <= max velocity
Input adds accel per second to current velocity

Just a few lines of code, there is no technical difficulty at all. Someone who never programmed in there life could do it. In fact it has nothing to do with a physics engine even. Physics engines are for hard body simulation and etc, where simulating acceleration is not.

It is all a matter of prefernce.

 No.34374

>>34373
You can do it more sophisticated than that with a little more tinkering, but yeah you don't need to bother invoking a physics engine for most games. Some games make physics for player movement a part of the mechanics but 99% do not, in favor of having more direct control.

 No.34375

>>34374
Obviously there is a lot more you could add. I would simulate torque as well where acceleration changes depending on your speed. Also turning rates depending on speed, ground friction, slope, etc.But what I described is all you need to simulate acceleration.

 No.34376

>>34375
I would add the ability to come to a slower stop by releasing the move key or an abrupt stop by pushing the opposite key while you have momentum, for example. It does depend on the game as a whole though. An FPS for example has a better case for instant start and stop movement than most because your movement affects your aim so the more control you have over it the better. And you also usually don't have a physical body you're controlling, which often would get in the way of how FPS mechanics actually work. As pointed out here >>27085 >>27084

 No.34377

>>27061
<Losing my mind over first person physics
>video is third person

 No.34378

>>34376
I said there is no need to use the physics engine for anything other than collision detection, as you would be doing anyways, to model acceleration. The physics engine is mostly so you can have a tray of oranges fall over and etc.

 No.34380

>>34378
You don't even need physics for collisions of the player hitbox tbh. It's literally just some basic geometry if statements capping positions. It can have better features if you do use physics though.
>The physics engine is mostly so you can have a tray of oranges fall over and etc.
Pretty much, although you can use physics for characters. It's just not done because it's not necessary or even helpful for what most games are trying to do. You can do more sophisticated movement if you involve the physics engine, though.

 No.34383

>>27061
It's a gameplay heritage from the "always run" option from Doom and Quake.

 No.34391

>I would add the ability to come to a slower stop by releasing the move key or an abrupt stop by pushing the opposite key while you have momentum, for example.
But wouldn't the player want to do the abrupt stop 99 % of the time? The more common thing should not be the one requiring more inputs. There needs to be a tradeoff here (quick stop eating dash meter or preventing you from aiming for a split second), otherwise it's just annoying and fucks up your fingers like landing in Smash Bros. Melee.

 No.34392

>>34383
Thank god for them.

 No.34393

>>27114
People ITT sound severely autistic.

 No.34394

Realism isn't a good measurement for what makes a game fun, and it's a lot more intuitive to have a frictionless floating camera in 1st person than it is to have something like RDR2, even if it looks janky in 3rd person. If you could clearly convey what the character's momentum and body position are in 1st person it wouldn't feel as clunky but I think most people would still find 3rd person the most comfortable.

 No.34395

This is kinda weird but I actually like the crappy movement (in first person, third person movement is horrible in these games) it feels like you're super light and can do anything

 No.34402

File: 1712421850207.jpg (51.27 KB, 474x697, powerbait.jpg)

No thx, some of us like responsive movement. Not every game has to have realautistic motion. OP is obviously a zoomer for not mentioning Thief and System Shock where you can kill yourself sprinting into a wall with inertia.
>Souls
>naught dog
>rockstar
Nevermind he's just baiting.

 No.34437

>>34394
>If you could clearly convey what the character's momentum and body position are in 1st person it wouldn't feel as clunky
More nuance in arm positioning, put some relevant info into HUD and sound effects.

IRL I can feel when I'm walking backwards into a wall (and distinguish from walking backwards into a person) or when there is air under my feet. Jumping in FPS with lots of deadly gaps (like in Turok on N64) is kinda awkward. Whenever you are about to fall if you don't jump, there should be an arrow under your crosshair pointing at the ground with variations based on the fall damage you can expect.

 No.34442

>Literally every 3d MMO
In this instance its a good thing. Imagine trying to do a modern day mmo raid with animation frames interrupting your movement.

 No.34444

>>34394
The issue is being able to switch at will between 1st and 3rd person and needing to have a consistent control mechanism for both.

 No.34445

>>34444
I agree, and going with what >>34437 said about better visual feedback: Cyberpunk is 1st person only, but if you force it into 3rd person with mods the animations are all fucked up (vid related).


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