DigiDiggerI'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 has happened the last year in my life regarding moving, a new job and health issues, which is why I have not been able to make a lot of videos, but all is fine again now and I chose to work part-time so that I can spend more time on making videos more regularly! :)
I also created a Patreon page on which I release e.g. source code and have a tier option that includes having a personal chat with me!
How do games render their scenes? | BitwiseDigiDigger2021-06-02 | 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 has happened the last year in my life regarding moving, a new job and health issues, which is why I have not been able to make a lot of videos, but all is fine again now and I chose to work part-time so that I can spend more time on making videos more regularly! :)
I also created a Patreon page on which I release e.g. source code and have a tier option that includes having a personal chat with me!
Music in in outro: Besus y Abrazor - Rolemusic: freemusicarchive.org/music/Rolemusic available under a Creative Commons Attribution license creativecommons.org/licenses/by/4.0How do games like Prince of Persia manipulate time? | BitwiseDigiDigger2023-07-16 | 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
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 complex behaviour and how AI makes its decisions.
I will explain Finite State Machines (FSM), Behaviour Trees, Beliefs Desires Inentions model (BDI) and Goal Oriented Action Planning (GOAP) which was used extensively in FEAR.
Timestamps 0:00 Intro 1:05 How do Finite State Machines (FSM) work? 3:10 How do Behaviour Trees work? 5:30 How does the Beliefs Desires Intentions model (BDI) work? 9:13 how does GOAP work? 12:22 Conclusion
Keep exploring at http://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 in a digital world.
I will explain MiniMax trees and pathfinding algorithms such as Breadth-First Search, Dijkstra's Algorithm and A*.
Timestamps 0:00 Intro 3:00 How do MiniMax trees work? 7:05 How does Breadth First Search work? 8:24 How does Dijkstra's Algorithm work? 10:15 How does A* work? 12:05 Conclusion
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 used to fool you.
Timestamps 0:00 Intro 0:55 Defining and testing our hypotheses 4:15 What solution we developed ourselves 8:02 How the Sims is lying to you with their lighting
Music in in outro: Besus y Abrazor - Rolemusic: freemusicarchive.org/music/Rolemusic available under a Creative Commons Attribution license creativecommons.org/licenses/by/4.0How does ray tracing produce hyper realistic graphics? | BitwiseDigiDigger2021-09-26 | 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 2:09 Problems with rasterization 5:50 How light travels 8:10 BVH 10:15 Lighting primitives 12:20 Light bouncing, reflections and refractions 14:25 Other applications of ray tracing 15:46 Problems with ray tracing 17:35 Conclusion
Music in in outro: Besus y Abrazor - Rolemusic: freemusicarchive.org/music/Rolemusic available under a Creative Commons Attribution license creativecommons.org/licenses/by/4.0How do non-euclidean games work? | BitwiseDigiDigger2020-08-24 | 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.
Music in in outro: Besus y Abrazor - Rolemusic: freemusicarchive.org/music/Rolemusic available under a Creative Commons Attribution license creativecommons.org/licenses/by/4.0How does procedural generation work? | BitwiseDigiDigger2020-01-29 | 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.
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[REDACTED: Mostly inaccurate] How does Terraria handle thousands of tiles? | BitwiseDigiDigger2017-04-02 | 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 elements discussed in this video are not used in terraria and are mostly based on speculation and intuition. This video turned out to be more a discussion of my own ideas and solutions to those ideas.
How can Terraria handle hundreds of thousands of tiles in its world without crashing? We discuss the basics of 2D rendering and what techniques can be used manage rendering so many tiles.
Music in in outro: Besus y Abrazor - Rolemusic: freemusicarchive.org/music/Rolemusic available under a Creative Commons Attribution license creativecommons.org/licenses/by/4.0How were the portals in Portal created? | BitwiseDigiDigger2017-02-28 | 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 Attribution license creativecommons.org/licenses/by/4.0Hotline Miami 1 vs Hotline Miami 2 | Game PlungeDigiDigger2017-01-05 | 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 PlungeDigiDigger2015-10-26 | Steam page: http://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 an introduction to MDA: youtube.com/watch?v=VcXizxRypds
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.
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.
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.
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 an introduction to MDA: youtube.com/watch?v=VcXizxRypds
A few new subjects are discussed like pacing and subversive play.
We also use the MDA framework, if you don't know what that is watch the first episode in the Game Plunge series as an introduction to MDA: youtube.com/watch?v=VcXizxRypdsHalf-Life 1 | Game PlungeDigiDigger2015-03-24 | In this episode we analyze the design behind Half-Life 1.
We use the MDA framework as discussed before as a basis for the analysis. If you do not know what that is yet, watch the first episode in the Game Plunge series as an introduction to MDA: youtube.com/watch?v=VcXizxRypds
The next episode will be covering the design of Half Life 2.How do we analyze games? | Game PlungeDigiDigger2015-02-05 | In this first episode of Game Plunge we will discuss some tools we can use for the analysis of games and the design behind them.
The tools discussed in this video will be used in future videos.