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DigiDigger
Netherlands
Registrace 2. 02. 2015
Hi! Welcome to DigiDigger, I am Digit and I am passionate to share with you the mechanics and inner workings of games as well as the analysis and discussion of game design! My goal is to bring people closer to the wonderful world of game development.
How do games like Prince of Persia manipulate time? | Bitwise
Manipulating time at will is in my opinion one of the most interesting and powerful feeling game mechanics.
Games like Prince of Persia, Braid, Qauntum League and even Overwatch employ time manipulation mechanics. But how does it work? How do games manipulate time? How can you rewind the entire world, speed it up and slow it down?
In this video I will go in-depth into the inner workings of Time Manipulation in games.
Timestamps
0:00 Intro
1:05 Update loops and time steps
4:30 Global time rewinding
8:24 Local time rewinding
13:12 Optimizations
15:15 Conclusion
My patreon: www.patreon.com/digidigger
You can listen to our podcast at:
czcams.com/channels/rJJ1mZ9wPk6EfJKg_Id6fg.html
open.spotify.com/show/7ak1IV8hLWx4w2RKtveQuk
podcasts.google.com/feed/aHR0cHM6Ly93aWtrbC5tZS9wdWJsaWMtdm9pZC11cGRhdGUvcnNzLnhtbA
or wherever you listen to podcasts
Music in in outro:
Besus y Abrazor - Rolemusic: freemusicarchive.org/music/Rolemusic available under a Creative Commons Attribution license creativecommons.org/licenses/by/4.0/
Games like Prince of Persia, Braid, Qauntum League and even Overwatch employ time manipulation mechanics. But how does it work? How do games manipulate time? How can you rewind the entire world, speed it up and slow it down?
In this video I will go in-depth into the inner workings of Time Manipulation in games.
Timestamps
0:00 Intro
1:05 Update loops and time steps
4:30 Global time rewinding
8:24 Local time rewinding
13:12 Optimizations
15:15 Conclusion
My patreon: www.patreon.com/digidigger
You can listen to our podcast at:
czcams.com/channels/rJJ1mZ9wPk6EfJKg_Id6fg.html
open.spotify.com/show/7ak1IV8hLWx4w2RKtveQuk
podcasts.google.com/feed/aHR0cHM6Ly93aWtrbC5tZS9wdWJsaWMtdm9pZC11cGRhdGUvcnNzLnhtbA
or wherever you listen to podcasts
Music in in outro:
Besus y Abrazor - Rolemusic: freemusicarchive.org/music/Rolemusic available under a Creative Commons Attribution license creativecommons.org/licenses/by/4.0/
zhlédnutí: 16 282
Video
How does videogame AI make its decisions? (FSM, Behaviour Trees, BDI, GOAP) | Bitwise
zhlédnutí 11KPřed rokem
Keep exploring at brilliant.org/DigiDigger/. Get started for free, and hurry-the first 200 people get 20% off an annual premium subscription. This video was sponsored by Brilliant. You can watch part 1 here: czcams.com/video/TwblsSL3-js/video.html How does the Artificial Intelligence (AI) work in video games? In part 2 of this video we will show how we combine basic building blocks into more co...
How does videogame AI find its path and beat you at chess? (MiniMax, Dijkstra, A*) | Bitwise
zhlédnutí 9KPřed rokem
This video was sponsored by Brilliant. Keep exploring at brilliant.org/DigiDigger. Get started for free, and hurry-the first 200 people get 20% off an annual premium subscription. How does the Artificial Intelligence (AI) work in video games? In part 1 of this video we will show how you can make an AI that can beat you at tic-tac-toe or chess and how NPCs can find their way to their destination...
How the walls in The Sims are lying to you | Bitwise
zhlédnutí 13KPřed rokem
I'm a professional programmer who works on games, web and VR/AR applications. With my videos I like to share the wonderful world of programming with everyone! Have you ever thought about how the walls actually work in The Sims? No? Well, there's a lot more to it than you can imagine! I explain what challenges there are to building a wall system like The Sims and reveal some secret cheats they u...
How does ray tracing produce hyper realistic graphics? | Bitwise
zhlédnutí 26KPřed 2 lety
I'm a professional programmer who works on games, web and VR/AR applications. With my videos I like to share the wonderful world of programming with everyone! What's the next step beyond rasterization? How does ray- and pathtracing create these hyper realistic graphics? We'll look into the inner workings of ray tracing as well as some of the challenges associated with it. Timestamps 0:00 Intro ...
How do games render their scenes? | Bitwise
zhlédnutí 562KPřed 3 lety
I'm a professional programmer who works on games, web and VR/AR applications. With my videos I like to share the wonderful world of programming with everyone! How do games render their scenes? We'll discuss how oldschool 8-bit games rendered their scenes and gradually move our way towards modern 3D rasterized games. You'll learn about rasterization, anti-aliasing, shadow mapping and more! A lot...
How do non-euclidean games work? | Bitwise
zhlédnutí 2,4MPřed 3 lety
I'm a professional programmer who works on games, web and VR/AR applications. With my videos I like to share the wonderful world of programming with everyone! What are "non-euclidean" games and how do they work? We'll discuss the inner workings of games like Antichamber and Superliminal as well as discussing the theory behind non-euclidean geometry. References HyperRogue trailer czcams.com/vide...
How does procedural generation work? | Bitwise
zhlédnutí 377KPřed 4 lety
I'm a professional programmer who works on games, web and VR/AR applications. With my videos I like to share the wonderful world of programming with everyone! How do games such as the Binding of Isaac generate its dungeons? How do games like Terraria, Minecraft and No Man's Sky generate their enormous worlds? In this video we'll discuss how random generation and procedural generation works. Mus...
[REDACTED: Mostly inaccurate] How does Terraria handle thousands of tiles? | Bitwise
zhlédnutí 585KPřed 7 lety
I'm a professional programmer who works on games, web and VR/AR applications. With my videos I like to share the wonderful world of programming with everyone! DISCLAIMER: This video is not actually representative of how Terraria works. The research I did for this video turned out to be inaccurate and inadequate for the purpose of this video. I apologise for the misinformation. Most of the eleme...
How were the portals in Portal created? | Bitwise
zhlédnutí 1MPřed 7 lety
I'm a professional programmer who works on games, web and VR/AR applications. With my videos I like to share the wonderful world of programming with everyone! How did valve create their iconic portals? In this video I demonstrate my process of recreating the portals in Portal. Music in in outro: Besus y Abrazor - Rolemusic: freemusicarchive.org/music/Rolemusic available under a Creative Commons...
Hotline Miami 1 vs Hotline Miami 2 | Game Plunge
zhlédnutí 11KPřed 7 lety
A brand new episode of game plunge! This time we take a look at Hotline Miami and Hotline Miami 2. What differences can we detect between the two games?
Mark of the Ninja, a stealth game or a puzzle game? | Game Plunge
zhlédnutí 11KPřed 8 lety
Steam page: store.steampowered.com/app/214560/ In this episode we take a look at Mark of the Ninja. How does the game tech new mechanics? And how are stealth games like puzzle games? We use the MDA framework as discussed before in the analysis. We use the MDA framework as discussed before in the analysis. If you do not know what that is yet, watch the first episode in the Game Plunge series as ...
Hug Me, Please! | Creating One Game a "Week"
zhlédnutí 6KPřed 8 lety
Ludum dare submission: ludumdare.com/compo/ludum-dare-33/?action=preview&uid=45678 download link: gamejolt.com/games/hug-me-please/88420 This game was made in a single weekend for the gamejam Ludum Dare 33. The theme was "You are the monster". I tell you about the techniques I used to add more feel to the game. Music in in outro: Besus y Abrazor - Rolemusic: freemusicarchive.org/music/Rolemusic...
Drought | Creating One Game a Week
zhlédnutí 9KPřed 8 lety
Drought download link: gamejolt.com/games/drought/82526 TIMEframe download link: x70x.itch.io/timeframe-original-prototype This game is part of my project to make games in a single week. I tell you a bit about the design decisions I made and troubles I encountered during the development. Music in in outro: Besus y Abrazor - Rolemusic: freemusicarchive.org/music/Rolemusic/~/Besos_y_Abrazos - ava...
Joel's Journey | Creating One Game a Week
zhlédnutí 4,8KPřed 8 lety
Game download link: gamejolt.com/games/joel-s-journey/81121 Thomas was alone: store.steampowered.com/app/220780/ This is the first game of my project to make games in a single week. I tell you a bit about the design decisions I made and troubles I encountered during the development. Music in in outro: Besus y Abrazor - Rolemusic: freemusicarchive.org/music/Rolemusic/~/Besos_y_Abrazos - availabl...
How do we analyze games? | Game Plunge
zhlédnutí 11KPřed 9 lety
How do we analyze games? | Game Plunge
Superliminal is basically "Father Ted's 'Small vs Far Away' Discourse: The Game"
Well, finally I've watched it. Great video.
It is a cool video. But two points on a sphere and the shortest path between them...I don't understand how that can be a curve. That surely is a straight line.
Probably the best non-Euclidean game I have played is "Tea For God", for the Oculus Quest. It uses non-Euclidean geometry to make a small space seem very large, so you can go on a walk covering a great distance, even if you don't have a large room in real life to play in.
The teleportation trick is also throughout the “myhouse.wad” for doom. It bends your perception of not only reality, but also what you is known about the doom engine. I wonder which came first.
Omg Ace of Clubs is EXACTLY like the gameboy game “Monster House” Or at least the room format, so crazy lmao
THIS WIL MAKE MANY UNCOMFORTABLE HERE IT IS. No Straight Lines Exist in Nature Straight Lines Are The Problem GOD CREATED A WOMAN WITH CURVES NOT STRAIGHT LINES Most Men Would Not Prefer A woman With No Curves So GOD or The Creator Used Curves Not Straight Lines MASTER GEOMETRY Actual Geometry No euclidean FAKE GARBAGE COLLAGE EMPTY BRAIN BOTTLE FILLING TO TEACH NON-SENSE AND CALL IT A DEGREE MOSTLY EVEN WORST IT COST WHAT IT SOULD NOT . Certain Groups Do Not Want Us or You To Know Pure Truth.
Very informative and well explained. Thank you!
area 1: 420 area 2: 69 noice
Formula at 11:25 should have a 2 in front of arctan.
There's my patent application for games on a torus and a Klein bottle. Somehow USPTO refised to accept it.
Shouldn't the formula for the angular diameter be arcsin instead of arctan?
The curve shown at @2:59 is NOT a geodesic.
Just watched non-euclidean DOOM, and this was the next suggested video.
Marathon 2 had a level titled 5D space in 1995. You can still see a clip of it at 9WxeeiqWrn4
Non what?
The shortest distance on a sphere is literally a straight line though
I'm a newbie game dev and just teleporting the player to an identical hallway is such a stupidly simple solution that I never would have thought to do. Honestly respect to the anti chamber dev
You, indeed, didn't draw the shortest path between those two points in that sphere...
Been thinking about this, recently, and I'd THOUGHT I'd figured it out... except I had never even thought about the issue 2:58. Oh well, I was ALMOST there... great video!
Actually no matter how you bend a paper, it's surface will always be Euclidean.
Thank you for this! first 3 minutes and I've already learnt something new
Most procedural world generation has no concept of erosion or impacts. Let alone ecological or social activity.
Non Euclidean geometry killed my eyes from stimulation
Wtf is non-Euclidian about a teleport-trick? Lame; I'm out...bye
What is truly baffling is that there are people who expect video games to follow the laws of nature. 🤦It's a VIDEO GAME. They are just PICTURES ON A SCREEN.
Best explaination video
Was the anti chamber part a JoJo reference?
9:44 "Argumented reality sandbox" - This looks nice. Aside from that: Nice video, thank you for producing and sharing. : )
Amazing video, I'm going to have to try these games out.
kind of misleading - half of this is about geometry but the real trick is teleportation and stencil buffers (filtering which objects get rendered). If the words "non-euclidean" could count as clickbait, this is it.
12:33 watch the video next time
@@ActiveSufi I watched the whole thing, regrettably
12:21 Could you make some kind of if statement and "isGoingInReverse" bool that you would negate when locally going backwards on each individual object, so that you'd only GLOBALLY record object movement if objects isGoingInReverse=false? Aka, to only record local movement in global movement if the local movement ISNT going in rerverse somehow? Great videos btw, I'm learning a lot here! Thank you ;D
i want c# script for fourced prespective
Neat
SuperLiminal really made me doubt if I was awake when I got to that ‘final boss’ puzzle area where there’s 2 roads, one’s blocked off with stop signs, and the other is a door that lead to a identical room. I kept on turning into the blocked off path, I didn’t pay attention to that green exit sign at all (weirdly), and if I chose a path, like right right left right, the blocked off paths would be in that same order. It’s ridiculous I have to fool myself to try to get into the path with the door
In the vertex shader, prior to sending data to the gpu, nonEuclidean geometries can be hardcoded instead - it’s math that’s beyond my understanding, but it would be more accurate that just replacing walls of surfaces: Curvilinear space is still Affine space, so there is still a coordinate system to perform jacobian transformations. I guess that would suggest Non-Euclidean space could refer to spaces that don’t need a coordinate system (scratching my head: I’ve never studied that before)- but that would still typically result in a manifold, for which, you would have to rely heavily on neighborhoods and differentiability to render them.
Throughout the 90's it was common for many RPGs to have an overworld, a sort of miniature map your character walked around that had towns and mountains and such at a size relative to the character that of a small building or shed, when entering them it teleported you to a larger cityscape map, and likewise when you entered a building it was often much bigger on the inside. Many overworlds would also have random encounters that would have you transition into a battle screen or battle map in some games. Overworlds like this became less and less common as more seamless open worlds became more common. but this came at the cost of travel times being longer and the worlds seemingly more empty, as you could travel faster with an overworld mechanic. Fast Travel mechanics were added to mitigate this, but most of them don't have random encounters and you will miss out on exploration in the process. Using forced perspective mechanics to literally make cities shrink as you leave them and mountains grow as you approach them, a battlefield stretch out as you encounter enemy armies or other random encounters and the like. It may be possible to merge the concept of an overworld with an open world for the best of both worlds. Make the distance between cities less than the distance from one end of a city to the other without making it look like that's the case. This could also be used for planets, space stations, and ships, either at sea or in space. If you are playing a game with fighters you don't want them to move too fast or dogfighting becomes more difficult than fun, but you also don't want to make the big ships too slow if you want them to be playable as well or else playing on them will become boring for travel. Travel Speeds that are super fast but prevent you from engaging in combat is the traditional solution to this. Whereas I like the idea of making the planets, space stations and big ships bigger or smaller as you approach them as, ironically, a more free form and sandbox solution. That way you can more easily intercept enemy fleets and the disconnect between combat and travel is mitigated. You might even allow fighters to "orbit" around capital ships so that they can treat the ship as being stationary once they get close enough. Allowing ships to still be pretty fast but fighters still have a massive maneuverability and speed advantage against capital ships.
The first time start to understand what leetcode questions are doing, though has been doing those questions for more than 1 year
What up bro
Weak video.
The problem with these games is that they are euclidean with noneuclidean illusions, give me a game thats engine is non euclidean pls
Hyperbolica for example
Well, not “for example”, it’s the only truly non-euclidian game with hyperbolic and spheric world I know
minecraft immersive portals mod
Dreams and Nightmares are in non-euclidian worlds
1:20 idk why but with how slow the lines moved it makes me want to rip my monitor in half out of anger
Please do more videos
7:51 did you have links to this program or web site ?
Euglied nur lobyhoes werdens verstehen
Take DMT or LSD and you can experience crazy shit 😂
13:17 is this Elite?
but where can i see code for both of systems
What the hell is that game with the dinosaur in the car?!