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zakruti.com » Humor, fun and entertainment » Gameranx
10 TRICKS Games Use TO FOOL YOU

10 TRICKS Games Use TO FOOL YOU

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Rating: 4.0; Vote: 1
10 TRICKS Games Use TO FOOL YOU Channel video: Gameranx - Category: Humor, fun and entertainment
Date: 2024-03-26

Comments and reviews: 20


I can offer some insight into number 6. In most game engines (all, the physics, lighting, etc can get pretty wonky the further you stray from the center world point of (0, 0, 0) for your xyz position. This is due to something called floating point precision.
The cause of this is say that your x position is saved as an 8 digit number and it currently is 10. 856911. All the physics, lighting/shadows, and position of objects around you are calculated with 6 decimal points of precision. Now lets say you fly your space shipment ten kilometers to the right. Your new x position 10, 010. 856. Because you moved and your position is now into the ten of thousands, the decimal point precision has lost 3 points. Here increases the chance of seeing issues like shadows flickering, z fighting etc.
Now to RESOLVE, many developers will move the whole world around you (aren't you special; ) ) at the inverse of your movement so that the player is always at (0, 0, 0. It's a common trick. No Mans Sky does this, Outer Wilds does this, I've done this. It's possible that Bethesda only calls this function when you're in your ship and doesn't really worry about it when you walk around (or it does it after the player has walked a certain amount)
EDIT: well DAMN. I paused and now see you already touched on this for number 5 lmao. Anyways number 5 and 6 are basically the same problem and same solution.

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As a (indie, and not that great) game developer, here's a (maybe) better explanation of multiplayer/net-code stuff.
So, every client's (individual player) game is actually a seperate instance of the game. For example, every player is actually in a completely empty Rust map when playing call of duty on rust. The game will load in other client's player models to each individual client's game world. Without proper coding (relaying client input to the server so it can get redistributed to the other clients in the same game world) every player model on a client's screen would be frozen in place.
So, that's the basic idea. The next issue is ping. How do you make a game fair when every player has a different connection Well, the server intakes every client's input and then guesses where the player will be next. It sends this data to the other clients. Whenever rubber-banding or player's glitching around happens, that's because the game is having to predict where the player is by a larger amount (this is why weird glitches/lag happens when a player's ping is really high. There is a larger gap between the client inputting an action and those inputs being read by the server.
Plenty of lag/hit detection issues aren't net-code problems but instead server problems. But, bad predictive net-code can have terrible effects on hit detection and lag.

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Online games work by sending the data from all the players to a server. It would be a pointless waste of data to send a hundred gigabytes of data over a network when all assets already exist on the all the players consoles and PC's. The server is running the True game and relaying the data back to all the players. It's not that complex. The only thing that is sent over the network in 90 percent of games is the player location a Vector3 (x, yz, which is three numbers. Weapon type more than likely an item ID, which is one numbers. And the location of the shot. Most modern games use hitscan weapons (Bullets that teleport to the location fired, which again is a Vector3 (x, yz. This means most games are only sending 6 or 7 numbers to a server and getting a result. That is how 90 percent of online games work. Glitches normally happen because the game is running on a crappy server or the game doesn't have a dedicated server and is using one of the players PC/console as the server. Meaning your connection speed depends on that person ISP connection speed. Netcode is only really relevant in fighting games where the data sent over the network is more complex and needs to be sent at a much faster speeds because of blocking and countering. As I never created a fighting game I can't really say how that works but it's more that likely similar.
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I would have loved this to have been like a 20 min video. There is so much more to talk about with some of these. Like map design, and how that can kind of multiply what level design itself is telling you. Something like, even as early as Mario 3, you have a map of the world you are on. It tells you there are some branching paths you can take to get extra rewards, you can see a couple castles, you can tell immediately this is a different experience from Mario 1. Then in world 2, you can immediately tell new mechanics will come in, something to do with heat or sand or pyramids.
As time has gone on, gamers have gotten these messages, so we know something like FF7 up in the north we are going to be fighting some ice bosses, there will probably be some slipping around or a blizzard or something. This continues on to the modern day with world maps; Pokemon maps tell you where certain types might be.
And then there are the levels that flip your expectations. Going through an ice world, and there is a hot spring and lava level. Get to the end of a jungle level, and the boss is actually a giant logging robot. I love that kind of stuff. Fight your way through a spooky undead-heavy dungeon only to find a mad scientist creating the undead, not the lich you thought would be down there.

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Content farm quality episode. For #8, the halo guns, you don't bother to show one instance of the gun on the ground in the game captures for us to re-evaluate. 4: 05 did you notice no and you're not giving me a chance to now. But great job filling time with what a weird username tangent, falcon as focused as ever.
For #7 you don't show a single example of the scene from a non-standard angle, so we are left to wonder what weird things they may be doing. We only see it from the way the game developers wanted. Go license some footage from someone who does boundary breaking or something.
The editing and clip choice in these shows varies from spot on to totally unrelated and for almost 8 mil subs you could try at least as hard as a video essay 101 student.

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The multiplayer thing depends on the game. In something like an MMO setting, generally you are placed as a server asset in the game. So other players who see you, it's not different than loading data of an NPC from the server.
These games are built from the ground up to be a completely multiplayer experience, and so it's handled a but differently. In most cases you aren't going to be affected by quick motions and inputs of other players.
When you are, such as a shooter, then you need that guess code because a server response time will get you killed.
But in less fast paced games, your inputs just become part of the server environment and are sent out to all players in that shard equally.

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3: 40 In most FPS games, a weapon on the ground and a weapon you are holding are technically 2 different things. A ground weapon is an entity in the game world with its own coordinates, models and some times physics. It can interact with other objects in the game world. By contrast, a weapon you are welding is off in its own world, sometimes called a viewmodel. You import the lighting from the game world onto the weapon to give the illusion that it is inside the game.
When you pick up a weapon, the object on the ground is destroyed and a first person swap to weapon animation is triggered. Likewise, when you drop a weapon, your viewmodel is destroyed and an entity is spawned in front of you.

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Re #2, those also make for some of the funniest bugs when it isn't pulled off correctly. Like, in Marvel's Avengers Assemble mobile game (now shuttered, Dracula could turn into a swarm of bats. On-brand so far. But in a mistake both creepy and hilarious, the devs messed up the camera follow.
If you were tracking Dracula when he transformed, instead of switching to follow the bats, the camera would dip below the ground surface and continue tracking the sprites for Dracula's body parts. THOSE sprites had been disassembled (head, torso, legs) and piled up underground directly below the bats, where they'd slide around until they were needed again.

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I love gameranx. Been watching them since middle school and I’m 20 years old now. I’ll never stop watching their content no matter what they’re making but this video confused the hell out of me I support them no matter what but I just really wish they would come up with some more fresh topics that really seems like they’re running out of ideas again I love all the hard work they put into their videos, but it’s looking like the rivers running dry
EDIT: Jake falcon if y’all read this again, I’m not trying to knock y’all’s craft. I just wanna see y’all thrive still a very loyal supporter

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The time I actually looked into how online multiplayer works was how I discovered what rubber-banding is. Basically, if your internet is slow, there's a lot more guesswork going on, and at some point, the game goes off-script. When your game can connect to the main server, it gets new information, which can result in you (or other players) getting tossed around. It's like playing a board game and discovering you forgot to trigger an effect three turns ago, then quickly trying to patch up what should have happened before you continue playing.
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the explanation of shadow box is how i see first person shooters actually sometimes after smoking some good reefer. i never could explain it right to others besides telling my friends i would sometimes in FPS games see the layers in front of me that were supposed blend in like normally a 3d world would, but the green stuff must alter something in my brain to make me see it like layers as a shadowbox as you explained. again this happens occasionally for me during first person shooters. crazy stuff.
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For the multiplayer stuff, I mean, we can take that one step further and apply it to your own subjective experience of reality. Everything you experience is just your brain interpreting sensory data and creating a reality for you to experience. Everyone's brain does this independently, and it is an illusion that we occupy a shared reality (even though there is - at least as far as we know - some objective physical reality outside of our brain's experiences)
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Your last point is very useful in 2D game dev! being able to separate things on that 3rd dimention allows for a lot of computation to be saved. For example you have a layer for the player and a layer for the world like the ground and walls. Then for collisions with these you only have to chack these two layers and not the whole gamespace! It was quite cool to see something like this, which a novice like me uses daily, show up in your video.
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What Falcon when make building in games, that look like go through. When really can't not at all. Which Rockstar and few other developers do. Since they they make open world games, just can't go into every building and home. Kinda like example that dude who builds his house outside Valentine, like you help the build the house. And the closest you are to getting in side, is partly through front door. Where you are on a closed in deck.
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He didn't explain multiplayer concept clearly, the actual heavy lifting is done by your PC, I can send as minimum information as possible such as just x y cordinate and the direction im running and it's your PC which builds up the entire world around. Of course more messages is sent but just to give an idea with how little information needs to be transfered among pcs to make it work.
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3D fighting games work the same way. On Gameology there's a guy who did the animation for MK1, and he explained how the fighting game animation is different from the actual martial art in some cases. He had to make the animation look good, therefore he would do things like extend punches and do more wild movements than he would if he were sticking the martial art's actual rules.
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I love the little tricks that devs use to make games come to life. Valve including developer commentary in their games, provides you a lot of interesting information. Like in Portal, how they realized that people seem to refuse to look up unless prompted to, but instead of using big bright arrows or objective markers, they use the environment to guide players' eyes upwards.
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I was in awe with how Elden Ring did this enemy introduction stuff time and time again. I saw a big enemy for the first time in the starting area, can't remember what it was. A big scary looking fella anyway. But it was fighting a horde of dogs. So I could look the fight from afar, learn the moves and then go in against it when the dogs had died and the big lad was half health.
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One of the 'tricks' you see everywhere these days is hiding area loading inside a crawling or slow moving section. God of War did this very well to create a seamless gameplay experience, and the Tomb Raider games had quite a lot of squeezing through a narrow space by just holding up. Once you notice that a game uses it, you realise just how often it happens.
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I discovered this one trick when I was a young kid playing Super Mario RPG Legend of Seven Stars. When I beat Bowser at the beginning, I did not continue the dialogue. Just left it on the part he kept falling. I wanted to see when he will hit the ground only to find out this is infinite. He will just keep falling with the background repetitively moving.
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