How Did They Do That - Mario Galaxy's Gravity

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ClassicGameJunkie

ClassicGameJunkie

8 жыл бұрын

Looking rather in depth, into the technical components that make up Super Mario Galaxy's amazing gravity effects!
A big thanks to Jeremy Alessi for his permission and fantastic research, without it this episode wouldn't have been possible! Check out his original article here:
www.gamasutra.com/view/feature...
As a game developer myself, I hope to bring some unique insight into the minds of the developers who made some of my favourite games.
Follow the development of my game -
/ rawtalenttube
www.CliveGame.co.uk
/ classicgj
Disclaimer:
The information provided in this video is based on circumstantial evidence and experience. In game development there's rarely a right or wrong answer to a problem, and almost always more than one way to make something work. As such the information is accurate to the best of my knowledge!
Please feel free to comment if you spot an error, and I can correct it with an annotation!

Пікірлер: 178
@AlanBalls
@AlanBalls 8 жыл бұрын
This explanation leaves a lot of phenomena unexplained. For example, what's happening when Mario jumps into the air from Planet A, gets caught in Planet B's gravitational field, and then flips around? Obviously a ray cast from Mario's down vector wouldn't hit the surface of Planet B. Similarly, if gravity always follows the normal of a surface, then why are there slippery slopes that mario slides down? The real answer to how this works is probably a lot more boring. My guess is that within the level files there are invisible "zones" which tell the game what the direction of gravity is within those zones. These would be made both by doing some integral calculus with the volumes on the game designer's computers, but also with some tweaking by the game's designers. This is how other games with crazy gravity, like Prey, were made. I haven't cracked/disassembled the game code (neither has ClassicGameJunkie) but there's two pieces of evidence that point to this being true. The first is that if player's use exploits to get to parts of a stage that they weren't supposed to acess, the gravity becomes wonky and unpredictable, because gravity zones haven't been properly placed there. kzfaq.info/get/bejne/p6ldrNOamJnbfY0.html&t=5m5s The second piece of evidence supporting my guess is that these zones aren't always invisible... in some of the 2d platforming stages they're explicitly shown to you. imgur.com/odqvPmL
@ClassicGameJunkie
@ClassicGameJunkie 8 жыл бұрын
+Tim Duff I appreciate what you're saying. I did toy with the idea of going into detail about more than just the parts explained. But made the decision to just keep to one narrower topic. However in the future I may well do a part 2 going a little more in depth into what you're talking about.
@NocturnalJin
@NocturnalJin 8 жыл бұрын
+Tim Duff You have the right idea but it doesn't have to use any calculus. (Transitions:) Just give each massive object a volume of influence (like you said). Then use Mario's position and velocity vector to determine if you should transition between two overlapping volumes of influence. It's just about transitioning, not maintaining realistic gravity. You don't even need whole volumes, just invisible bridges between masses -- just the overlaps, not entire volumes. (Slopes:) Use two normals for each surface: one for rendering and one for gravity. A single center of mass would not be enough to figure out what the gravity normals should be. The right way to generate the gravity normals can be one of two options, but I've written enough already. (This video:) Even if it's not entirely right, the video isn't wrong to keep it simple and just discuss the surface normals.
@glem3
@glem3 8 жыл бұрын
+Tim Duff I was the head of Super Mario Galaxy 2.5, the SMG hacking project, and you're right -- in level files there are "areas" that determine the gravity. One of those gravity types probably works like described in this video, but there are also some built in ones with specific types of gravity (spherical, disc, etc.) to make things easier. Then, you can also determine a "priority" level for gravity that determines which gravity will take precedence over another, as well as the shape of the gravity, determined by an "area shape number".
@NocturnalJin
@NocturnalJin 8 жыл бұрын
glem3 Thanks for the confirmation! ICYMI, I invented a universal gravity system that allows many many thousands (perhaps in time, millions) of collide-able objects to act on each other gravitationally in real time.
@Ardkun00
@Ardkun00 5 жыл бұрын
The same applies to the tower on the first galaxy. The tower has some paths that get twisted in strange ways and the path to go up the tower. If you fall from edge of either a twisted path or by going up the tower instead of being subject to the center of mass of those objects the game detects you are no longer on the tower so you are drawn to the bottom of the tower.
@KylerGreer
@KylerGreer 8 жыл бұрын
I think this is missing some information. It can't just be a raycast from Mario's feet because in some parts of a level you are able to jump away from an object and get "caught" in the gravity of another object above you. There must be some kind of check being done all around Mario to see what object he is closer to and, by extension, what he should be aligning with.
@TheChucknoxus
@TheChucknoxus 3 жыл бұрын
The information in this video is straight up wrong and doesn't add up with the phenomena in the game at all.
@SwankyBox
@SwankyBox 8 жыл бұрын
Awesome explanation, sir! Glad I stumbled upon your series!
@metalex64
@metalex64 8 жыл бұрын
+SwankyBox Ok now there's a problem! Why do I see you everywhere???
@SwankyBox
@SwankyBox 8 жыл бұрын
+Dick Gumshoe - You must have good taste in videos! I'm a total KZfaq nerd, so I tend to lurk in the shadows everywhere.
@metalex64
@metalex64 8 жыл бұрын
SwankyBox Well I kinda subbed to almost 400 people on KZfaq... Maybe that's why...
@NerdBryant64
@NerdBryant64 3 жыл бұрын
he's wrong
@ThunderfilmStudios
@ThunderfilmStudios 8 жыл бұрын
I think there may have been an article or video explaining this already, but I'd like to see an easy to understand video on how things like the Wii Sports Resort speed slice game and slicing things in Skyward Sword work. You know, how you can slice at any angle and a texture is assigned to the sliced part so it looks like it's a real, solid object. Keep up the good work! :D
@ClassicGameJunkie
@ClassicGameJunkie 8 жыл бұрын
+ThunderfilmStudios That's a pretty good idea!
@trevbook255
@trevbook255 8 жыл бұрын
This series is great! Thanks a ton for creating something very unique and interesting.
@Master-Mo
@Master-Mo 8 жыл бұрын
Subbed. Great idea for a show. I'm rewatching all the videos currently and I enjoy all of them. Gret work!
@DuncanSteven
@DuncanSteven 8 жыл бұрын
Glad this series is still going :) I love learning more about games.
@jesseflello4353
@jesseflello4353 8 жыл бұрын
How did they do Portal? Specifically how you can half walk through one and be on both sides.
@mariano3021
@mariano3021 8 жыл бұрын
+Jesse Flello They render the screen to a 2D surface. Technically, you don't really walk "through" the portal. You get "teleported" (they ofcourse try to hide that) to the actual location.
@argenteus8314
@argenteus8314 8 жыл бұрын
+Mariano But then how does being inside a portal work? You CAN be partially in one portal, after all.
@buddyroach
@buddyroach 5 жыл бұрын
I think cameras are used to show what's through the portal as well as a teleportation hole
@MrAgility888
@MrAgility888 8 жыл бұрын
I love this channel so much. This topic was explained so clearly. Keep up the great work!
@ErikMartinDesign
@ErikMartinDesign 8 жыл бұрын
Love your videos. Really seeing some improvements to the quality too. Hope you get more subs! As for request, I'm always interested in memory saving tricks that they used in older (and also 64) games. Like how the clouds in SMB are also the bushes. Keep up the great work!
@cybrandir
@cybrandir Жыл бұрын
This was just the brainwave I needed. I was thinking about how they did this for some hobby project but didnt think of raycasts. Thanks!
@KTGromwell
@KTGromwell 8 жыл бұрын
Thanks for the shout-out man! And great video too! Exactly what I wanted to see :)
@KingCalumari
@KingCalumari 8 жыл бұрын
Fur in Donkey Kong Tropical Freeze and how it moves.
@crash1998100
@crash1998100 7 жыл бұрын
I wasn't expecting such a simple method! Thank you!
@noseman123
@noseman123 8 жыл бұрын
Yesss, I've been wondering about this for a while. Great job.
@mattdavisgames
@mattdavisgames 3 жыл бұрын
Turns out this is one way the physics MIGHT have been implemented, but is actually not correct. A more accurate breakdown can be found here: kzfaq.info/get/bejne/h7J4kpOFxN7aY30.html
@KaptenKetchup
@KaptenKetchup 3 жыл бұрын
Yeah thought this video was obsolete once I saw that one haha
@U2kheim
@U2kheim 8 жыл бұрын
You are really good at explaining! Great vid :)
@SharabTi
@SharabTi 8 жыл бұрын
The The dynamic animations in Shadows of the Colossus were always a puzzle to me. The way your character would be affected by the movement of the giants without looking like a cheap ragdoll. Also, I'm very interested in how team ICO have managed to make it work on ps2 hardware while newer games use tech like the Euphoria engine. Keep up the amazing work!!!!
@TitanAnteus
@TitanAnteus 8 жыл бұрын
+SharabTi Oh that's inverse kinematics. It's the same technique used in Dark Souls to make it so the players feet on the ground always make sense, whether he's climbing a hill or fighting on stairs.
@Zaaaank
@Zaaaank 8 жыл бұрын
The only other video of yours I've seen was your super mario sunshine water video, the biggest improvement with this one was the lack of onscreen text explaining a concept with a pause in your dialog. Keep up the great work, I'm looking forward to seeing how you continue to improve!
@ClassicGameJunkie
@ClassicGameJunkie 8 жыл бұрын
+Preston Hanford Thanks man, it's nice to hear I'm improving!
@Fan1Mario
@Fan1Mario 8 жыл бұрын
Finally, something that talks about how things are ACTUALLY made, not just how people came up with the idea. It's technical, yet simple to follow and understand. Great job.
@lucass3485
@lucass3485 3 жыл бұрын
i know 5 years late, but this video is all guesswork and also completely wrong
@heller166
@heller166 7 жыл бұрын
i thank extra credits for getting me over here. This is a great series.
@LucOfLegends
@LucOfLegends 7 жыл бұрын
That makes two of us. Everything makes sense here, and it may even help me get better at game deving
@ClassicGameJunkie
@ClassicGameJunkie 7 жыл бұрын
I have to thank them too! Glad you're liking it!
@Yohoat
@Yohoat 7 жыл бұрын
I appreciate the effort for this, but this is completely guesswork and I wish you would change your wording to make it really clear that this is what you BELIEVE is going on behind the scenes, not what IS going on.
@TheOnlyDamien
@TheOnlyDamien 8 жыл бұрын
This is my favorite channel on youtube I am binge watching everything, I LOVE learning this kind of stuff it is right up my ally oh my god.
@cozyKyra
@cozyKyra 8 жыл бұрын
This series is awesome!!!! Satisfies my science-y needs
@nkorth
@nkorth 8 жыл бұрын
These videos are awesome, keep up the good work! :)
@SolarMoth
@SolarMoth 8 жыл бұрын
Keep these coming. You got a real hit here.
@mcal0081
@mcal0081 8 жыл бұрын
this is a very good series. keep it up!
@Kaiasky
@Kaiasky 8 жыл бұрын
In Sunshine, and more recently Splatoon, they have dynamic paint/goop that the player can create/destroy. How is that accomplished?
@TheSpinmuffin
@TheSpinmuffin 8 жыл бұрын
I'm so excited to see this channel grow. It's not often you witness something with potential such as this in its early days. I'll offer a suggestion at looking at how some games dynamically present their music, such as the way the Hyrule Field theme from Ocarina of Time is able to change during a battle and back again without having to repeat the music each time a new variation starts playing.
@ClassicGameJunkie
@ClassicGameJunkie 8 жыл бұрын
+Elise Spalding Hey thanks! I appreciate your faith! As for your suggestion, I'd imagine it's fairly similar to the Banjo video I did a while back. Having said that, I will look into it.
@TheSpinmuffin
@TheSpinmuffin 8 жыл бұрын
Oh yes I totally forgot about that... Offering suggestions is tricky!
@cRoxy86
@cRoxy86 8 жыл бұрын
I agree with some of the comments below. While on the subject of complex technical game design, you should definitely explain how they made the portals in portal 1 & 2 next time! I love these videos!
@Myniced
@Myniced 8 жыл бұрын
+cRoxy86 For the view inside the portals, the only have to render a camera view on a place (2D surface). Try imagining the portal as a flat TV. To have two half of an object at different places, you just have to render a copy on each location. Now the only part I don't know is how to render only half an object.
@sweekly146
@sweekly146 8 жыл бұрын
Excellent explanation.
@nsnick199
@nsnick199 8 жыл бұрын
"Plus, there's also some crazy camera magic going on" Now THAT is what I want to hear about! Hell, the camera in SMW is pretty fascinating, and that's gotta be a cakewalk compared to Galaxy!
@ClassicGameJunkie
@ClassicGameJunkie 8 жыл бұрын
+NSNick Camera's are pretty darn complicated, and not very easy to figure out as every game seems to have a different method! However if I can find something episode worthy at some point, I will definitely cover it.
@mariano3021
@mariano3021 8 жыл бұрын
Nice video again! Although, I would like to clarify a couple of things: First, a normal is not a line. It can actually be seen as a direction (a vector). Second, the normals of the models are already provided instead of calculated by the raycast "under Mario his feet".
@Frietuurs
@Frietuurs 8 жыл бұрын
I fucking love your channel man. Keep it up, this is lovely.
@LuisRodriguez-wh1uv
@LuisRodriguez-wh1uv 8 жыл бұрын
Definitely an underrated channel.
@MegapiemanPHD
@MegapiemanPHD 7 жыл бұрын
The Ratchet & Clank games have done something similar since their 2nd game with smaller planetoid levels. I wonder if they used the same tech for that as Nintendo did for Galaxy.
@Thrallking
@Thrallking 8 жыл бұрын
Can you do a series on how the paintable attacks in okami work? I have a feeling they're deceptively simple. Thanks for making these videos! They teach me so much.
@mnop90
@mnop90 8 жыл бұрын
Fantastic show. Please do 3rd person cameras, as seen in games like Zelda: The Wind Waker and Super Mario 64.
@jadetheartist873
@jadetheartist873 2 жыл бұрын
Hey man. I am really stuck on the gravity normals in Unity. I am trying to stand on the normal as the up in the player. It does the awkward snap when it should be interpolated. Can you find a solution? What code do you have to perform in order to interpolate the normals?
@Jingleboy14
@Jingleboy14 8 жыл бұрын
The answers always seem so obvious when you explain them.
@DiegoPaz_1
@DiegoPaz_1 3 жыл бұрын
Hello, can you do research on how they did the mario Galaxy game camera?
@user-qw7hb4du6z
@user-qw7hb4du6z 6 жыл бұрын
The gold coin filter in Super Mario Odyssy (I know this one, but I think not a lot of other people do)
@40GallonTophat
@40GallonTophat 8 жыл бұрын
Why would anyone dislike this video!? It's exactly as advertised!
@power-max
@power-max 8 жыл бұрын
Wouldn't it have been for computationally easy for developers to predefine a center of gravity of a particular planet (and mario) and calculate force (or perhaps acceleration since they are proportional) as the square of the distance between mario and the center of the planet, squared?
@argenteus8314
@argenteus8314 8 жыл бұрын
+Power Max That was my first thought too, but it makes irregularly shaped planets impossible (or at least more difficult).
@jellees
@jellees 8 жыл бұрын
well thats because its simply true. Here is the object you're talking about embed.gyazo.com/c58265ca25a29e086d1dc4f2178d1798.png
6 жыл бұрын
How is the gravity for the question mark planet calculated?
@OrdonWolf
@OrdonWolf 8 жыл бұрын
It's a little detail, but can you explain how Skyward Sword did those literal 'sandbox' rooms full of sand that you can move around using the Gust Bellows? Like in the Moldarach boss fight? I don't really know how to explain it but it looks so seamless and you can walk on the sand like on any normal surface even after changing it so much, just how did they do that? I think there are other older games that did that as well, but I can't remember any...
@TheShadowVendetta
@TheShadowVendetta 8 жыл бұрын
Requesting Shadow of the Colossus - hitboxes on the colossi
@crispydoodles
@crispydoodles 8 жыл бұрын
How did Game Boy Color know what colors to use when you played a regular Game Boy game?
@mariano3021
@mariano3021 8 жыл бұрын
+crispy_doodles It's saved in the header of the Game Boy ROM.
@cici3188
@cici3188 5 жыл бұрын
Howdy! I'm doin' a physics project explaining how I.S.S. microgravity works and I'm helping my explanation with info from this video on Galaxy's physics. You'll be in my bibliography! Thanks!!!
@goldmegaphone3741
@goldmegaphone3741 8 жыл бұрын
Love your videos! I've always been curious how developers gradually make games look better over time on the same console. Donkey Kong Country 3 comes to mind for the SNES. How does that look so different from earlier SNES titles?
@ChadundaShow
@ChadundaShow 8 жыл бұрын
Surprised you didn't mention anything regarding the orbital mechanics of the spherical worlds, and the gravitational effects each planet can have on Mario. You did a good job of explaining how to do surface normal gravity, even though it's not something specific to Mario Galaxy. Great video though!
@ClassicGameJunkie
@ClassicGameJunkie 8 жыл бұрын
+Chadunda Well I try to keep each video to one specific mechanic, simply because people tend to like smaller digestible chunks. I may well cover this in a part 2 the future. Glad you're liking it!
@Dizzyzapper
@Dizzyzapper 8 жыл бұрын
Can you do the portals from portal 1 and 2?
@MasterMarioMX
@MasterMarioMX 8 жыл бұрын
Well, while most people use new graphics tricks to see pretty, realistic things and sell as that point since some people know no better, Nintendo used the old polygon for a gameplay mechanic never applied in sush an awesome way. Again. Not that anyone hasn't do that before but it was clever. Well explained
@mLiinkzin
@mLiinkzin 8 жыл бұрын
how was done the big stages (and nice graphics at time) without loading in god of war ? (I have no idea how it can be, but you could detail better)
@mLiinkzin
@mLiinkzin 8 жыл бұрын
Another suggestion is , how was done connections paths in Monument Valley
@tylerlewis20
@tylerlewis20 8 жыл бұрын
I'd be really interested to see a video on something like the parkour/freerunning in Mirrors Edge
@TheProSerbianGamer
@TheProSerbianGamer 8 жыл бұрын
What is the song in the background from 0:33 to 2:35... I like it. Oh and portals from Portal 1/2 next.
@KingCalumari
@KingCalumari 8 жыл бұрын
+Michael Green Dragon (MKCoolKid) Puzzle Plank Galaxy theme
@LB_
@LB_ 8 жыл бұрын
It's from Galaxy 2, the wood galaxies (I don't remember their names)
@KingCalumari
@KingCalumari 8 жыл бұрын
LB I already answered them with the exact answer. Why would you give him a vague answer after I already said the exact answer?!
@LB_
@LB_ 8 жыл бұрын
Twilight Yoshi Your comment was not there when I replied, I loaded the comments section before you replied. It doesn't update in real time.
@KingCalumari
@KingCalumari 8 жыл бұрын
Annoying Sabaris is that supposed to be offensive?
@spenceduggs
@spenceduggs 7 жыл бұрын
I wonder if DoubleFine did something similar for Psychonauts "Milkman Conspiracy" level. streets are twisted every which way, but your character always lands on them upright, much like in Galaxy.
@mariokart8054
@mariokart8054 8 жыл бұрын
How did they do the borders on the super gameboy? were the borders saved on the super gameboy or the cart itself?
@kered13
@kered13 8 жыл бұрын
+Mario Kart I've read this somewhere. It's stored on the carts, if a cart didn't store a border then there were a couple default borders that the player could choose from.
@Asticky_
@Asticky_ 8 жыл бұрын
I'd like to know more about the cameras in Galaxy!
@aychtooo3981
@aychtooo3981 7 жыл бұрын
Great video!, but how did you figure this out?
@dylanwulf5944
@dylanwulf5944 8 жыл бұрын
How does Splatoon store the data of which surfaces are splatted, how much ink there is on a surface, where the ink is, and what color it is? And how does it send/receive this data over a network connection?
@adanfime
@adanfime 8 жыл бұрын
Wow your explanation is way simpler and understandable than Game Theory's... and you actually use coherent info! Great job man, you got a sub!
@JustJulyo
@JustJulyo 7 жыл бұрын
Science! I always wondered, how did Capcom make the slowed down and fast forward abilities possible in Viewtiful Joe?
@Dan-qe9kt
@Dan-qe9kt 8 жыл бұрын
The looping hallway, in Silent Hills PT. Also, all of the other weirdness in that game.
@buddyroach
@buddyroach 5 жыл бұрын
I wish I could build this in unity. I have an idea for a game very different from galaxy that also uses this gravity physics
@andrasfogarasi5014
@andrasfogarasi5014 8 жыл бұрын
Here is what I thought happens: The game will test for what slope Mario is on. The game will snap Mario and the direction of gravity to the correct rotation. Based on the rotation the game will calculate the direction each button will take us and how camera should work. Here is what happens: The game tests what slope Mario is on. The game snaps Mario and the direction of gravity to the correct rotation. Based on the rotation the game calculates the direction each button will take us and how camera should work. Huh. I am pretty good at guessing.
@Merchantic
@Merchantic 8 жыл бұрын
Next HDTDT: Magicka's almost unlimited spell creating system
@JumpCutThoughts
@JumpCutThoughts 8 жыл бұрын
Woah man, you didn't even tell me you were working on this one! Weirdly enough I actually bought Super Mario Galaxy 2 last night!
@ClassicGameJunkie
@ClassicGameJunkie 8 жыл бұрын
+JumpCutThoughts I was cramming for about 15 hours straight to get it done, so I flew off the rader somewhat! Glad you did though, both Galaxy games are fantastic: and damn their soundtracks are epic!
@sub4fun.-
@sub4fun.- 8 жыл бұрын
amazing show, I wanna know how did they do to make Fox's fur in Star Fox Adventures to look so realistic
@KiTheMC
@KiTheMC 8 жыл бұрын
Can you do an episode for Mario 64's Water portal that leads to Hazy Maze Cave? I actually really want to know how that works and how they make it look like real water.
@donoteatmikezila
@donoteatmikezila 8 жыл бұрын
Do World of Warcraft's seemless (no loading screens) world.
@jeremyb3514
@jeremyb3514 8 жыл бұрын
Video Suggestion: Destructable Environment. Cant think of any real old game as example now but Red Faction for the PS2. Also Destructable Characters -> Gore. How is it made? Has each charactermodel all organs inside already and wouldnt it be bad for performance then ?
@pelon9rm
@pelon9rm 8 жыл бұрын
How did they do that > N64 animations (polygons moving) and GCN and Wii animation (meshes)
@LegendofZubin
@LegendofZubin 8 жыл бұрын
How do they do the AI for the NPCs in the Halo games?
@thehawk2495
@thehawk2495 4 жыл бұрын
How do they fix thing with the communications. Right when you get into the game!
@wouterdutch4706
@wouterdutch4706 8 жыл бұрын
Then how did they do the grafity in the Super Mario 64 Pilars (like that sand land and the last bowser level)? If you stand still, you still fall of.
@lespaul7602
@lespaul7602 8 жыл бұрын
I'd like to see how Silent Hill 2's fog was done so effectively, and how well it improved the game's performance.
@Jcolinsol
@Jcolinsol 8 жыл бұрын
Okay, I've got one for you. Recently I was watching some gameplay videos of Grand Theft Auto 5, specifically the scene were Trevor Philips emerges from Floyd and Brenda's apartment covered in blood. I noticed that different players all wore different outfits during the scene- some even being nude- and that the blood always perfectly mapped to the outfit in question. So... how did they do that?
@mrfcauthen
@mrfcauthen 8 жыл бұрын
Requesting explanation of Mario Galaxy's crystal refraction, material shader, etc. It looks too good to run on the Wii. What's the trick!?
@donatboy
@donatboy 8 жыл бұрын
Do something on loading times. Please, also, remember me when you hit 1 million subs senpai.
@practicing01
@practicing01 8 жыл бұрын
Can you do Sonic The Hedgehog (Sega Genesis) and how movement is done (loops, tunnels, ground, etc)? Thanks.
@akajiblubb2401
@akajiblubb2401 8 жыл бұрын
awesome channel. you should write kotaku to feature this channel. trust me, your vids are worth it. saw bigger crap than this featured
@ClassicGameJunkie
@ClassicGameJunkie 8 жыл бұрын
+Akaji Blubb Thanks mate! I've just looked at it was featured on Kotaku Aus. I may well write them though, thanks!
@SnoozingtonnMusic
@SnoozingtonnMusic 5 жыл бұрын
I always thought it was something in the planet that would tell Mario where down is.
@spasticman91
@spasticman91 8 жыл бұрын
How'd they do the portals in Portal?
@JamesFLivingstone
@JamesFLivingstone 8 жыл бұрын
I think covering it in a video would be cool but I'll take the liberty of being a show off and tell you here. when each portal is fired it maps itself to the polygon displayed over the crosshair, say a wall. Using this map the game places the corresponding texture of the portal on top of this mapped texture creating the illusion the portal is tearing through space. For production (and I'd imagine debug reasons) the shape of the portal can only map itself to one polygon at a time which is one reason why all the levels are made of flat surfaces, as the devs want to give the player the freedom to place portals wherever they please. (also curves look bad in the source engine) the second thing they do is assign the coordinate of the placement of each portal in a data buffer and set a script so that when an object in source travels through the one of the portal textures (blue) it is transported to the other one (orange). As the source engine is set up to store all objects in memory so long as they are in the same level this means there are zero load times when going or taking objects through the portal.
@ht-spreadlove2182
@ht-spreadlove2182 7 жыл бұрын
What about Mario galaxys lighting?
@TheFoxfiend
@TheFoxfiend 7 жыл бұрын
wait, if it is based on where Mario's feet are pointing, then what about when you jump up from one planetoid and get pulled to another? Each body that is supposed to have gravity probably also has a detection sphere around it to determine if Mario is in that gravity. But that would pose it's own problems, wouldn't it? I don't know, something doesn't seem right about what your telling us.
@danaugust993
@danaugust993 8 жыл бұрын
How did they make portals look and work as if they are a perfect wormhole in Portal?
@Myniced
@Myniced 8 жыл бұрын
+Dan August For the look, it's simply putting a camera on each end of the portals and film the other side in relation to the angle between your eyes and the wall where the portal is. Then you render the image as a 2D image to the wall. In other words, each portal are basically flat screens streaming a video from each others' view. As for going through them, I assume they use a copy of the object going through it so you get two objects at different locations, then turn invisible each part that goes through the wall to give the illusion of half the same object at each end.
@tjlnintendo
@tjlnintendo 7 жыл бұрын
your Voice sounds familiar. Have you ever had another KZfaq channel called Romanslider?
@FalconFetus8
@FalconFetus8 7 жыл бұрын
How does the game know which way is "down" in order to do the raycast? It only know which way is "down" *after* it does the raycast...
@LegendofZubin
@LegendofZubin 8 жыл бұрын
How did they do the aura around the characters in Dragon Ball Z Budokai Tenkaichi 3?
@Doroc0
@Doroc0 8 жыл бұрын
In splatoon, when you spread ink in a sufrace, the refection of the ink have a pattern of the form you spread the ink in the first place. ¿How they do that?
@jamesthewiidict
@jamesthewiidict 8 жыл бұрын
+Doroc0 I've befriended the guy who programmed the graphics in Splatoon (Ken Watanabe). He told me that the environment is made up of many textures. The ink is stored as a texture for each team in each world and is mapped under the diffuse texture. It uses a technique called a stencil buffer, where it makes the diffuse texture become transparent at the texture co-ordinates where the ink had landed.
@Doroc0
@Doroc0 8 жыл бұрын
+James Moore OK, thanks.
@SuperZalkin
@SuperZalkin 8 жыл бұрын
Would like to se Uncharted 2 train explained. Great videos.
@mariano3021
@mariano3021 8 жыл бұрын
+SuperZalkin Naughty Dog explained it in a video somewhere on youtube.
@teroblepuns
@teroblepuns 5 жыл бұрын
My dreams came true
@pranitd2
@pranitd2 8 жыл бұрын
Please do a video on the Original F.E.A.R's AI. I went back and played it and the enemies seem a lot smarter than even what today's games can accomplish.
@pyiffer
@pyiffer 8 жыл бұрын
While probably very simplistic. I'd love to know how they did somewhat believable 3D on the Gameboy Advance (Such games like Crazy Taxi) with the limited hardware that wasn't quite designed for 3D games.
@Myniced
@Myniced 8 жыл бұрын
+Khast P Tigris I am not sure about the Gameboy Advance, but in order to solve the problem on the Snes, they installed an additional chip in the cartridge to render 3D. That is how Starfox came to be. The same process could have been done on the GBA, but I can't confirm.
@nkorth
@nkorth 8 жыл бұрын
+Khast P Tigris Whoa, I didn't know the GBA was capable of that. It looks like both the GBA and SNES did in fact have primitive 3D capabilities. Of course, for the game to run at full speed, actual 3D had to be used as little as possible. I can't figure out exactly how they did the buildings in Crazy Taxi, but if you look at SNES games like Super Mario Kart, Star Fox, and Pilotwings, you can see that the "far distance" backgrounds are just scrolling 2D images. You might be surprised to hear that the ground is 2D as well as far as the game is concerned: the SNES has a special hardware feature allowing it to easily display "tilted" 2D images. (See the intro to Illusion of Gaia for a great example of the effect being used pretty much by itself. The entirety of Pilotwings is a more complex example.) This "tilt" feature is part of what's called "mode 7" on both GBA and SNES. (Another thing to note is that the GBA and SNES have extremely similar hardware - Nintendo basically just miniaturized it, and this is also why there were so many SNES games ported to GBA.) Another trick that I spotted in Crazy Taxi is passing off 2D images as 3D objects. If you watch the taxi closely, you can see that when it turns, the game simply switches between still images of it at different angles. The whole time, it's technically 2D, but there's enough different "pre-rendered" images of it that turning appears reasonably smooth. This form of fake 3D is called "billboarding", because in the 3D world, the 2D image is always upright and facing the viewer. The billboarding effect can be seen very clearly in Super Mario Kart, because there are far fewer "angles" for the karts. Pipes sticking out of the track only have one angle, because they're cylindrical and therefore can look the same from all sides. Billboarding can also be seen in real 3D games - the trees in Super Mario 64 are billboarded, allowing it to display fitting/convincing trees (always a tricky feat) with only two polygons. In fact, just like the pipes in Super Mario Kart, the trees also have only one angle - they're treated as "cylindrical" too.
@pyiffer
@pyiffer 8 жыл бұрын
+Myniced I know enough about it, that it is all software driven. The GBA wasn't able to do the enhancement chips quite in the same way, and that would draw the cost up quite a bit. I'm more interested in knowing how the software based engine was able to do so much, what shortcuts they had to do to produce the effect. And what did they have do to get the huge game map into RAM. While the GBA had a few full 3D titles that used the same engine, Crazy Taxy was one of the best looking, and has nearly everything that the Dreamcast version had. There had to be some level of wizardry going on to get it working.
@QWERTYCommander
@QWERTYCommander 8 жыл бұрын
Real 3d on the GBA was done with software rendering. Basically, the CPU renders the scene and the frames get rendered out to the GPU as bitmap images.
@mariano3021
@mariano3021 8 жыл бұрын
+Khast P Tigris Like QWERTYCommander said, the GBA has no hardware support for 3D primitives. It's conceptually the same as writing parts of OpenGL or DirectX for the GBA but ofcourse without hardware support.
@ayanbarnwal2905
@ayanbarnwal2905 8 жыл бұрын
do super mario sunshine's fludd
@gaben421
@gaben421 8 жыл бұрын
Please cover dynamic third person cameras that always find a good angle with a lot of coverage.
@WesaY07
@WesaY07 8 жыл бұрын
+Gabe Nathan My best guess is that the entire area is a trigger that tells the camera how it should interact, once you leave the trigger the camera goes back to normal, unless you entered a different trigger, which would tell your camera different ways to behave again. Something like that.
@gaben421
@gaben421 8 жыл бұрын
I'm more talking about games whose cameras are always changing position in order to get the best angle
@Myniced
@Myniced 8 жыл бұрын
+Gabe Nathan First, you can put collisions on the wall to avoid having the camera going through them. That's a start. You can also tell the camera to switch angles if the distances between the character, the walls and the camera are too shorts. But to get the best view of an area, you can put constraints on where the camera can and can't be so it only travels on locations where the developers judged to be the best views. Those cameras could basically be on rails, going along as you progress.
@gaben421
@gaben421 8 жыл бұрын
I know for a fact that camera systems exist without rails. Take the camera on the morph ball in Metroid Prime
@Myniced
@Myniced 8 жыл бұрын
Gabe Nathan I was simply naming one system. The morph ball have the camera following you from a certain vertical angle and distance and will adapt to the walls' collisions. It also checked whether there's an object blocking the view between itself and the ball and change position from that. Finally, to keep a smooth flow, the camera allows the ball to move a certain range of distance and angle from the camera before it reposition itself. For example, if you turn around in a small circle, the camera won't move, but as soon as you get too far or too close, it will.
@sunshineyon00
@sunshineyon00 8 жыл бұрын
Beautiful. Games are just math being expressive.
@EvanLandry
@EvanLandry 4 жыл бұрын
Do a sequel
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