The Science of Off-Roading: Uncharted 4's 4x4

Sdílet
Vložit
  • čas přidán 26. 02. 2019
  • In this 2017 GDC talk, Naughty Dog's Edward Pereira breaks down individual physical elements that went into Uncharted 4's 4x4, such as tire collision response and the motor simulation, then explains how Naughty Dog tuned it to handle the rugged terrain of Madagascar.
    Register for GDC: ubm.io/2yWXW38
    Join the GDC mailing list: www.gdconf.com/subscribe
    Follow GDC on Twitter: / official_gdc
    GDC talks cover a range of developmental topics including game design, programming, audio, visual arts, business management, production, online games, and much more. We post a fresh GDC video every day. Subscribe to the channel to stay on top of regular updates, and check out GDC Vault for thousands of more in-depth talks from our archives.

Komentáře • 62

  • @xxxxxxxxxxxxxxxxxxxxxxxxl
    @xxxxxxxxxxxxxxxxxxxxxxxxl Před 5 lety +92

    Finally a technical talk.

    •  Před 4 lety +1

      Yeah! I'm loving this, would like many more talks like this!

  • @TehBurek
    @TehBurek Před 5 lety +81

    "I imagine you're using Unity, right?" - lost my shit at that one.

    • @shivanshsingh8229
      @shivanshsingh8229 Před 3 lety +18

      IKR I am like bruh seriously?

    • @victor.novorski
      @victor.novorski Před rokem +1

      OMG... That's Embarrassing.

    • @erikm9768
      @erikm9768 Před rokem +3

      He heard 'rigidbody' and associated that with having seen a 'rigidbody' in Unity once... XD

    • @YoutubePizzer
      @YoutubePizzer Před měsícem

      lmfaoo bro that’s an insane thing to say

  • @TurboMakesGames
    @TurboMakesGames Před 5 lety +37

    This talk was great. I would really love to see more of these videos where developers take a deep dive into the complex systems and show their actual process of finding solutions to problems and how they deal with problems that emerge along the way. Once again, awesome video!

  • @daxterquiny
    @daxterquiny Před 5 lety +30

    Slightly sad that there weren't four 4's in the title of this talk :P

  • @maymayman0
    @maymayman0 Před 2 lety +2

    Great talk I love the technical details he talked about

  • @Madash023
    @Madash023 Před 5 lety +1

    Super awesome! I'll have to look into making my own wheel collider for Unity using some of these techniques. Only having that single point of contact has been one of my biggest hurtles in creating a vehicle that behaves right.

  • @VariantAEC
    @VariantAEC Před 5 lety +6

    Definitely cool to learn about the tech that goes into the driving mechanics.
    Funnily enough the AI collision ray cast ND made is in principle exactly what real life self driving car's RADAR modules are made to detect in order to avoid direct impacts.

  • @JohnyFirst
    @JohnyFirst Před 5 lety

    Super informative!

  • @ultraenergy313
    @ultraenergy313 Před 5 lety +4

    Would have been fun to see some code samples, but anyway it's great to see something like this on GDC.

  • @DrScientistSounds
    @DrScientistSounds Před 5 lety

    The Super Swampers were an awesome touch!

  • @LeandroMenzen
    @LeandroMenzen Před 5 lety +12

    23:10 😂😂😂😂😂

  • @_denzy_6310
    @_denzy_6310 Před 4 lety

    Im using the forward vector from car to target and getting a signed angle y. Kinda eaiser for pathfinding

  • @ktogdzie5197
    @ktogdzie5197 Před 5 lety +8

    Genuine question: lb-ft what kind of scientific unit is that and why would you use it? I always thought that torque is measured in newton-metres.

    • @elosant2061
      @elosant2061 Před 4 lety +4

      pounds-feet i'm assuming, and because they're american lol

    • @LemonMontage420
      @LemonMontage420 Před 3 lety +4

      Torque can be measured in both lb-ft and nm, you just have to convert from one to the other inside the code, so since physics engines use the metric system (Newton's), they'd need to put a converter at the end of their code (torque in lb-ft = torque in NM * 1.36)

  • @alextownley9388
    @alextownley9388 Před 5 lety +4

    Wow!! I had no clue it was so complicated to make a vehicle and it’s physics work in a game. I’m very impressed.

    • @Freak_Gamer
      @Freak_Gamer Před 5 lety +5

      Its not, they just have really high standards

    • @Ayoul
      @Ayoul Před 5 lety +4

      @@Freak_Gamer Kind of a moot point isn't it? Everything is simple in game dev if you don't put any effort in making it feel right and leave out the bug fixing.

    • @Freak_Gamer
      @Freak_Gamer Před 5 lety

      @@Ayoul I was just saying that theres no need for such high detail; that does not mean it has to give shit results though, look at HL2, its cars are really simple yet nobody has ever complained.

    • @Ayoul
      @Ayoul Před 5 lety +5

      @@Freak_Gamer Completely disagree. I wouldn't generalize that nobody has ever complained. The vehicle controls in HL2 are not the best, but they serve their purpose.
      They are also a product of their time. You're comparing games 12 years apart with very different designs and POV's. Obviously expectations are going to be different.
      I would also argue that they do need such detail. It makes their games consistently high quality throughout, it means they get better reviews (just look at how the batmobile in Arkham Knight was divisive), etc.

    • @LemonMontage420
      @LemonMontage420 Před 3 lety +4

      @@Freak_Gamer have you seen the code used to create vehicles in hl2 to conclude that they're simple?

  • @QuietSnake-xs5vx
    @QuietSnake-xs5vx Před 5 lety +10

    Sounded lil nervous there ....but good talk

  • @lolindirlink
    @lolindirlink Před 5 lety +9

    7:30 byebye GDC @ YT :(

    • @RomixalView
      @RomixalView Před 5 lety +1

      Be damn these penetrations ( ͡° ͜ʖ ͡°)

  • @zydeas
    @zydeas Před 5 lety +40

    "You mentioned using a Rigidbody. You're not using Unity, are you?"
    🤔

    • @VariantAEC
      @VariantAEC Před 5 lety +24

      "Rigid body" is a term used in most physics engines. Even Blender uses this terminology.

    • @beardninja5029
      @beardninja5029 Před 5 lety +20

      I died lol.

    • @CPalanysamy
      @CPalanysamy Před 5 lety +18

      such a dumb question

  • @BrbZrk
    @BrbZrk Před 3 měsíci

    Driving felt too simple for my taste though not bad for an uncharted game

  • @RoguePlanetStudio
    @RoguePlanetStudio Před 3 lety

    Halo warthog

  • @AnkitSinghKushwah
    @AnkitSinghKushwah Před rokem

    Tried implementing this on my custom engine : czcams.com/video/cmze31Vqnag/video.html

  • @strategy
    @strategy Před 5 lety +10

    Who here understood even half of what was spoken about here in this talk? :D

    • @VariantAEC
      @VariantAEC Před 5 lety +2

      I did... Doesn't mean I can implement it in my own stuff...

    • @lolindirlink
      @lolindirlink Před 5 lety +3

      Yeah it was very specific to their problems and workflow.
      Still inspiring! which is, i think what matters most for many here. :)
      (What's better ENTERTAINMENT, than educational entertainment? :D )

    • @VariantAEC
      @VariantAEC Před 5 lety +3

      @@lolindirlink
      I was just saying that I'm not talented enough to rig things up like this.
      Technically everything described in the video can be implemented by anyone. If you want speed and fluidity the setup described will work for you. GDC is all about game developers sharing their knowledge.

    • @CaveyMoth
      @CaveyMoth Před 5 lety +1

      Come on, guys. Normal forces, rigid body simulation, rotational torque, ray casting...it's like riding a bike.

  • @kaian2005
    @kaian2005 Před 5 lety +1

    Coloquem legendas em português

    • @andrecoelho8001
      @andrecoelho8001 Před 5 lety +1

      Se eles deixassem o público contribuir eu já tinha legendado algumas

    • @du0lol
      @du0lol Před 5 lety

      Aprenda inglês.

  • @raghav3612
    @raghav3612 Před 3 lety

    If I am 12 is it to hard to solve the puzzles

  • @endlesspivots1307
    @endlesspivots1307 Před 2 lety +2

    Please send this video to the Cyberpunk devs. 😅

  • @windy3935
    @windy3935 Před 3 lety +5

    I still find it stupid that it's completely impossible for the jeep to flip over at all times. It's one thing to alter physics for the sake of a fun game, especially when it comes down to driving over terrain at certain speeds and stuff, but a vehicle that never flips over? Not even once. That's overcorrecting, so much to the point that I can't label the current design decision a pure positive.

  • @satellite964
    @satellite964 Před 5 lety

    They could make a stand alone racing DLC outta this.
    Something like Mario Kart but with off-roading.

  • @michaelhartjen3214
    @michaelhartjen3214 Před 5 lety

    This is easy stuff, do it on tessellated geometry!

  • @KENISEG
    @KENISEG Před 3 lety

    omg its so bullshit... Force,y = (Vy/Vx)*Fz... hahahahah

  • @zdspider6778
    @zdspider6778 Před rokem

    Honestly, the driving level was the LEAST fun in the game, and now I know why. Totally warped, "arcady" physics that was way over-engineered.
    It was an interesting talk but please don't... don't try to replicate this feel. It's awful. It never flips over and you can actually "feel" the invisible force that's always making sure of that. Very artificial. It feels like you're driving a cube or something. When you have realistic-looking models and cartoon physics, it creates a rift. It pulls you out of the immersion, constantly reminding you that you're playing a game. You never wanna do that.

    • @dynamitemonkey-zj6pt
      @dynamitemonkey-zj6pt Před 10 měsíci

      When you got hit by 5 bullets and still survive it broke your immersion too? Since the guns were so real, or when Nathan killed 100 goons but decided to save Nadine? I liked the vehicle mechanics, feels really good, and you almost never feel that invisible force because of good (and obviously linear) level design

    • @zdspider6778
      @zdspider6778 Před 10 měsíci +1

      @@dynamitemonkey-zj6pt That's different. When you're in danger and you don't die, you thank the gods you're still alive and not have to restart the whole level. But when the vehicle you're driving is magnetized by an invisible force, it's... the designer's hand is painfully obvious.
      And that's not the ONLY place they used that magnetization. There are jumps that should not be possible, during set pieces where cliffs start to fall. Your character suddenly makes a larger leap than physics ever allowed up until that point. Tomb Raider (2013 reboot) does that, too. They could have hid that better, with a closer camera angle or something.
      Same with the vehicle flipping over, they could have stepped out, an animation where they pushed it (same animation when pushing crates or balls, whatever) and faded out a black screen soon after. At least that would have "grounded" them better. Instead of having wonky "up-right" physics like that.
      If the story took place in a magical realm where they had magic abilities, that magnetization would have made sense (with some sparkly particles around the car).

  • @colin-campbell
    @colin-campbell Před 5 lety +3

    More diversity and inclusion talks please!

  • @razzraziel
    @razzraziel Před 5 lety +4

    wow worst rea...*cough* talk ever. this was like a unprepared student presentation.

    • @lewisnorth1188
      @lewisnorth1188 Před 4 lety +13

      This is one of the best GDC talks I've ever seen, he gave a good description of how they made it and the process and decisions they made to get there. Being a little nervous about speaking in front of a crowd of people doesn't make the talk bad

    • @bryancorell9092
      @bryancorell9092 Před 3 lety +6

      Could've prepared more but nerves are a bitch and this fella was probably not crazy thrilled at the idea of huge public speaking exposure at first. :) Really good talk though, not too detailed, not too hand-wavy.

    • @loremipsum3147
      @loremipsum3147 Před 2 lety

      why don't you do it better and let us see? Ah you aren't the one working for naughty dog.. just a random person in youtube