The tools discussed in this video will be used in future videos.
DigiDigger
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.
The tools discussed in this video will be used in future videos.
updated 9 years ago
The tools discussed in this video will be used in future videos.
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: patreon.com/digidigger
You can listen to our podcast at:
youtube.com/channel/UCrJJ1mZ9wPk6EfJKg_Id6fg
open.spotify.com/show/7ak1IV8hLWx4w2RKtveQuk
podcasts.google.com/feed/aHR0cHM6Ly93aWtrbC5tZS9wdWJsaWMtdm9pZC11cGRhdGUvcnNzLnhtbA
or wherever you listen to podcasts
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
This video was sponsored by Brilliant.
You can watch part 1 here: youtu.be/TwblsSL3-js
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
My patreon: patreon.com/digidigger
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
References
en.wikipedia.org/wiki/Belief%E2%80%93desire%E2%80%93intention_software_model
learn.microsoft.com/en-us/archive/msdn-magazine/2019/january/machine-learning-leveraging-the-beliefs-desires-intentions-agent-architecture
youtube.com/watch?v=PaOLBOuyswI
youtube.com/watch?v=nEnNtiumgII
youtube.com/watch?v=tdBWk2OVCWc
https://www.ai.rug.nl/gwenniger/Finished_Projects/GOAP-Report.pdf
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*.
It seems my source was incorrect about the complexity of the Pacman Algorithm. Based on an interview with Toru Iwatani, there is indeed more to it: programmersatwork.wordpress.com/toru-iwatani-1986-pacman-designer
To learn more check out this wonderful explanation: youtube.com/watch?v=ataGotQ7ir8
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
My patreon: patreon.com/digidigger
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
References
http://alumni.media.mit.edu/%7Ejorkin/gdc2006_orkin_jeff_fear.pdf
gdcvault.com/play/1020775/Hearthstone-10-Bits-of-Design
http://www.cs.mun.ca/%7Edchurchill/pdf/aiide15_churchill_prismata.pdf
reddit.com/r/gamedev/comments/czplwi/artificial_intelligence_for_card_games
reddit.com/r/gameai/comments/42xu66/advice_on_building_a_card_game_ai
reddit.com/r/gameai/comments/g85fnt/building_a_game_ai_for_a_more_complex_card_game
dzone.com/articles/from-dijkstra-to-a-star-a
dzone.com/articles/from-dijkstra-to-a-star-a-part-2-the-a-star-a-algo
qiao.github.io/PathFinding.js/visual
bewitched.com/chess
youtube.com/watch?v=KQN3yKYkFmE
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
My patreon: patreon.com/digidigger
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
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
My patreon: patreon.com/digidigger
References:
How does rasterization work? youtu.be/Oct4Oi-KfVQ
No! Euclid! GPY Ray tracer youtube.com/watch?v=tl40xidKF-4
Minecraft RTX demo youtube.com/watch?v=NehSihoHCpc
Interactive sound propagation with bidirectional path tracing dl.acm.org/doi/10.1145/2980179.2982431
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
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!
My patreon: patreon.com/digidigger
References
OpenGL Game Rendering Tutoria; How Shadow Maps work youtube.com/watch?v=EsccgeUpdsM
8-bit guy youtube.com/watch?v=Tfh0ytz8S0k
Doom WASN'T 3D! youtube.com/watch?v=zb6Eo1D6VW8
3D Graphics: Crash Course Computer Science youtube.com/watch?v=TEAtmCYYKZA
How real time computer graphics and rasterization work youtube.com/watch?v=brDJVEPOeY8
Doom engine wikipedia en.wikipedia.org/wiki/Doom_engine
Doom engine techniques http://qzx.com/pc-gpe/doom.txt
Doom engine source code review fabiensanglard.net/doomIphone/doomClassicRenderer.php
Doom wiki doomwiki.org/wiki/Doom_rendering_engine
Rasterization in one weekend tayfunkayhan.wordpress.com/2018/11/24/rasterization-in-one-weekend-part-i
Rasterization a practial implementation scratchapixel.com/lessons/3d-basic-rendering/rasterization-practical-implementation
Ray casting tutorial permadi.com/1996/05/ray-casting-tutorial-table-of-contents
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
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 youtube.com/watch?v=xAFrKKApHTY
Zeno Rogue twitter.com/ZenoRogue/status/1245367263936512001
Unity stencil buffer tutorial alanzucconi.com/2015/12/09/3873
No! Euclid! GPY Ray Tracer game youtube.com/watch?v=tl40xidKF-4
Channel CNLohr youtube.com/channel/UCG7yIWtVwcENg_ZS-nahg5g
Hyperbolica trailer youtube.com/watch?v=EMKLeS-Uq_8
Hyperbolica devlog #1 youtube.com/watch?v=zQo_S3yNa2w
Channel CodeParade youtube.com/channel/UCrv269YwJzuZL3dH5PCgxUw
Antichamber store.steampowered.com/app/219890/Antichamber
Superliminal store.steampowered.com/app/1049410/Superliminal
Hyperbolica store.steampowered.com/app/1256230/Hyperbolica
HyperRogue store.steampowered.com/app/342610/HyperRogue
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
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
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/4.0
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/4.0
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
Music in in outro:
Besus y Abrazor - Rolemusic: freemusicarchive.org/music/Rolemusic/~/Besos_y_Abrazos - available under a Creative Commons Attribution license http://creativecommons.org/licenses/by/4.0
download link: http://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/~/Besos_y_Abrazos - available under a Creative Commons Attribution license http://creativecommons.org/licenses/by/4.0
TIMEframe download link: http://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 - available under a Creative Commons Attribution license http://creativecommons.org/licenses/by/4.0
Thomas was alone: http://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 - available under a Creative Commons Attribution license http://creativecommons.org/licenses/by/4.0
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
Music in in outro:
Besus y Abrazor - Rolemusic: freemusicarchive.org/music/Rolemusic/~/Besos_y_Abrazos - available under a Creative Commons Attribution license http://creativecommons.org/licenses/by/4.0
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=VcXizxRypds
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.