DigiDigger
DigiDigger
  • Видео 19
  • Просмотров 5 184 397
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:
ruclips.net/channel/UCrJJ1mZ9wPk6EfJKg_Id6fg
open.spotify.com/show/7ak1...
Просмотров: 16 469

Видео

How does videogame AI make its decisions? (FSM, Behaviour Trees, BDI, GOAP) | Bitwise
Просмотров 12 тыс.Год назад
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: ruclips.net/video/TwblsSL3-js/видео.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 c...
How does videogame AI find its path and beat you at chess? (MiniMax, Dijkstra, A*) | Bitwise
Просмотров 10 тыс.Год назад
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
Просмотров 13 тыс.Год назад
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
Просмотров 26 тыс.2 года назад
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
Просмотров 563 тыс.3 года назад
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
Просмотров 2,5 млн3 года назад
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 ruclips.net/vid...
How does procedural generation work? | Bitwise
Просмотров 379 тыс.4 года назад
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
Просмотров 585 тыс.7 лет назад
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
Просмотров 1 млн7 лет назад
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
Просмотров 11 тыс.7 лет назад
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
Просмотров 11 тыс.8 лет назад
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"
Просмотров 6 тыс.8 лет назад
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
Просмотров 9 тыс.8 лет назад
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
Просмотров 4,8 тыс.8 лет назад
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...
Amnesia | Game Plunge
Просмотров 8 тыс.9 лет назад
Amnesia | Game Plunge
Half-Life 2 | Game Plunge
Просмотров 10 тыс.9 лет назад
Half-Life 2 | Game Plunge
Half-Life 1 | Game Plunge
Просмотров 13 тыс.9 лет назад
Half-Life 1 | Game Plunge
How do we analyze games? | Game Plunge
Просмотров 11 тыс.9 лет назад
How do we analyze games? | Game Plunge

Комментарии

  • @dancurtis461
    @dancurtis461 5 часов назад

    why can't they just have hide/show all walls? I can't place art on inside walls because they are hidden. The more technology does things automatically, the more the world sucks. Not just sims, but the irl world in general. Automation is bs. let me decide wtf i want.

  • @Wissle
    @Wissle 2 дня назад

    Very interesting, thank you!

  • @jasonkaufman6186
    @jasonkaufman6186 3 дня назад

    In non-Euclidean geometry, curved lines are straight, spheres are 2 dimensional, and nothing can actually exist in reality.

  • @josiah42
    @josiah42 4 дня назад

    Back in the 90s the game Descent 2 had a level editor where you just connected stretched cubes to each other. With a bit of fiddling I found out that you can stretch to cubes through each other and only one would render depending on the directions that you entered from. This let me design a whole level of non-euclidean geometry without any teleports or changes in distances. There was no limit to the number of things that you could overlap. Portals are just a literal doorway where the inside of the doorway connects to something that you can't see otherwise. As far as I know they didn't really use that in the core game but it was a really elegant solution.

  • @villagerzock5468
    @villagerzock5468 4 дня назад

    well actually Minecraft uses Both the second one For Structures like Strongholds or Villages also nether Fortresses Bastions and End Citys

  • @gabormeszaros8357
    @gabormeszaros8357 8 дней назад

    All FPS have a wrong (distorted) perspective, even today games too.

  • @LaRusso
    @LaRusso 12 дней назад

    I'm way too dumb to understand what's going on here dammit brain

  • @CirculensProductions
    @CirculensProductions 15 дней назад

    Awesome explanation

  • @SmartLearningAI
    @SmartLearningAI 16 дней назад

    If you are a sailor crossing the Atlantic, you want to take the 'great circle route'....not a straight line. 🙂 The shortest distance between two points, A and B, is typically a straight line in Euclidean geometry. However, there are several contexts and scenarios where the shortest path is not a straight line: 1. **Non-Euclidean Geometry**: In curved spaces, such as on the surface of a sphere (spherical geometry) or in the presence of massive objects (general relativity), the shortest path between two points is a geodesic, not a straight line. For example, on the Earth's surface, the shortest path between two points is a segment of a great circle. 2. **Obstacles**: In the presence of obstacles, the shortest path cannot be a straight line if the straight line intersects the obstacles. In such cases, the shortest path might involve navigating around the obstacles. 3. **Different Metrics**: In spaces with different distance metrics, such as the Manhattan distance (L1 norm) used in grid-like city layouts, the shortest path is not a straight line but rather a series of horizontal and vertical segments. 4. **Cost Functions**: When considering paths with varying costs (e.g., time, energy, or difficulty), the shortest path in terms of distance might not be the optimal path. The optimal path could be longer in distance but shorter in cost. 5. **Anisotropic Media**: In materials or media where the speed of travel varies in different directions (anisotropic media), the shortest time path (or path of least resistance) may not be a straight line. This is often the case in optics, where light bends when it enters materials with different refractive indices (Snell's law). 6. **Graph Theory**: In graph theory, the shortest path between two nodes in a weighted graph (where edges have different weights) may not correspond to the direct edge connecting the nodes, especially if the graph is not complete or if the direct edge has a higher weight. These scenarios illustrate that the concept of the shortest path can vary significantly depending on the context and the constraints involved.

  • @ZuluRomeo
    @ZuluRomeo 19 дней назад

    Superliminal is basically "Father Ted's 'Small vs Far Away' Discourse: The Game"

  • @ORANOID
    @ORANOID 21 день назад

    Well, finally I've watched it. Great video.

  • @skurt21
    @skurt21 21 день назад

    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.

  • @Krellan
    @Krellan 22 дня назад

    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.

  • @syscruncher
    @syscruncher 22 дня назад

    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.

  • @StarlightGlimmerr
    @StarlightGlimmerr 22 дня назад

    Omg Ace of Clubs is EXACTLY like the gameboy game “Monster House” Or at least the room format, so crazy lmao

  • @GuillermoGarcia-kn2iv
    @GuillermoGarcia-kn2iv 22 дня назад

    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.

  • @danphan9487
    @danphan9487 27 дней назад

    Very informative and well explained. Thank you!

  • @gavindownes2213
    @gavindownes2213 27 дней назад

    area 1: 420 area 2: 69 noice

  • @philj9594
    @philj9594 29 дней назад

    Formula at 11:25 should have a 2 in front of arctan.

  • @vpatryshev
    @vpatryshev Месяц назад

    There's my patent application for games on a torus and a Klein bottle. Somehow USPTO refised to accept it.

  • @markusklyver6277
    @markusklyver6277 Месяц назад

    Shouldn't the formula for the angular diameter be arcsin instead of arctan?

  • @markusklyver6277
    @markusklyver6277 Месяц назад

    The curve shown at @2:59 is NOT a geodesic.

  • @RAWDEAL064
    @RAWDEAL064 Месяц назад

    Just watched non-euclidean DOOM, and this was the next suggested video.

  • @sunnymon1436
    @sunnymon1436 Месяц назад

    Marathon 2 had a level titled 5D space in 1995. You can still see a clip of it at 9WxeeiqWrn4

  • @nickgirdwood3082
    @nickgirdwood3082 Месяц назад

    Non what?

  • @pyropulseIXXI
    @pyropulseIXXI Месяц назад

    The shortest distance on a sphere is literally a straight line though

  • @svrvphimprod
    @svrvphimprod Месяц назад

    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

  • @Trombonauta
    @Trombonauta Месяц назад

    You, indeed, didn't draw the shortest path between those two points in that sphere...

  • @Flare-D1
    @Flare-D1 2 месяца назад

    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!

  • @SamuelTravnicek
    @SamuelTravnicek 2 месяца назад

    Actually no matter how you bend a paper, it's surface will always be Euclidean.

  • @ImmortalPanic
    @ImmortalPanic 2 месяца назад

    Thank you for this! first 3 minutes and I've already learnt something new

  • @TheRojo387
    @TheRojo387 2 месяца назад

    Most procedural world generation has no concept of erosion or impacts. Let alone ecological or social activity.

  • @watchingwolf8092
    @watchingwolf8092 2 месяца назад

    Non Euclidean geometry killed my eyes from stimulation

  • @IDNeon357
    @IDNeon357 2 месяца назад

    Wtf is non-Euclidian about a teleport-trick? Lame; I'm out...bye

  • @thankyouverymuch
    @thankyouverymuch 3 месяца назад

    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.

  • @KhanShafkat
    @KhanShafkat 3 месяца назад

    Best explaination video

  • @maxism5454
    @maxism5454 3 месяца назад

    Was the anti chamber part a JoJo reference?

  • @Jakob.Hamburg
    @Jakob.Hamburg 3 месяца назад

    9:44 "Argumented reality sandbox" - This looks nice. Aside from that: Nice video, thank you for producing and sharing. : )

  • @HorriblyAverageGamer
    @HorriblyAverageGamer 3 месяца назад

    Amazing video, I'm going to have to try these games out.

  • @xeostube
    @xeostube 3 месяца назад

    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.

    • @ActiveSufi
      @ActiveSufi 3 месяца назад

      12:33 watch the video next time

    • @xeostube
      @xeostube 3 месяца назад

      @@ActiveSufi I watched the whole thing, regrettably

  • @its_nuked
    @its_nuked 3 месяца назад

    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

  • @cccdeadpoolxd920
    @cccdeadpoolxd920 3 месяца назад

    i want c# script for fourced prespective

  • @vicsar
    @vicsar 4 месяца назад

    Neat

  • @bl0ccr4fter24
    @bl0ccr4fter24 4 месяца назад

    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

  • @tylerbakeman
    @tylerbakeman 4 месяца назад

    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.

  • @moffxanatos6376
    @moffxanatos6376 4 месяца назад

    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.

  • @tianhaowang7796
    @tianhaowang7796 4 месяца назад

    The first time start to understand what leetcode questions are doing, though has been doing those questions for more than 1 year

  • @AIexanderthefake
    @AIexanderthefake 5 месяцев назад

    What up bro

  • @sarahlynn7807
    @sarahlynn7807 5 месяцев назад

    Weak video.

  • @cabudagavin3896
    @cabudagavin3896 5 месяцев назад

    The problem with these games is that they are euclidean with noneuclidean illusions, give me a game thats engine is non euclidean pls

    • @user-vz2gk9hx2p
      @user-vz2gk9hx2p 5 месяцев назад

      Hyperbolica for example

    • @user-vz2gk9hx2p
      @user-vz2gk9hx2p 5 месяцев назад

      Well, not “for example”, it’s the only truly non-euclidian game with hyperbolic and spheric world I know

    • @coned-up
      @coned-up 3 месяца назад

      minecraft immersive portals mod