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This is one of my favorite video game exploits 

Garbaj
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Twitter: / garbaj2
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26 сен 2024

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Комментарии : 426   
@WohaoG
@WohaoG 7 месяцев назад
Garbaj is Garback!
@potapotapotapotapotapota
@potapotapotapotapotapota 7 месяцев назад
Garbeautiful
@prod.halfnhalf
@prod.halfnhalf 7 месяцев назад
i thought that said “Garblack” 💀
@gibleyman
@gibleyman 7 месяцев назад
Garhope is restored
@umartemirov2398
@umartemirov2398 7 месяцев назад
We are so garback
@lsnik
@lsnik 7 месяцев назад
I loved the part where Garbaj said "It's garbin' time"! and garbed all over the place
@fireaza
@fireaza 7 месяцев назад
"Why don't we have both?" -TF2
@ijaydubb
@ijaydubb 6 месяцев назад
*cries in trying to ramp slide a stair step-clipped geometry while rocket jumping*
@SandmanURL
@SandmanURL 6 месяцев назад
@@ijaydubbthis has made me memorize what maps have smooth stairs or not (sometimes they have both weirdly)
@Helperbot-2000
@Helperbot-2000 6 месяцев назад
@@ijaydubb if i was a map maker, i would make a bounch of great ramps and places to slide and would give every one of them tiny bumps not noticable while walking , but always stopping trimping and rocket jumping >:DDD MUHAHAHAHAHA
@uncertaintytoworldpeace3650
@uncertaintytoworldpeace3650 6 месяцев назад
The obvious solution…
@alsolii
@alsolii 6 месяцев назад
both, both is good
@noahthompson95
@noahthompson95 6 месяцев назад
One disadvantage about stair-stepping is that it can be jarring to have your camera snap up whenever you climb a step, and it can cause motion sickness - this is part of why I prefer ramp stairs.
@Marc83Aus
@Marc83Aus 6 месяцев назад
Vintage story had this issue, it was most noticable when sprinting up stairs, especially if the particular stairs also was of a type with a built in speed bonus. Small steps were fine but if the height required a few seconds of travel time it got very jarring. Eventually someone came up with a solution which made stair travel not jarring, but that fast wall climbing exploit is still possible .
@pfifo_fast
@pfifo_fast 6 месяцев назад
Thats a failure of the camera system, the camera is not climbing the stairs, the character is climbing the stairs. The camera shouldnt be constrained to the in game physics, but instead have its own set of rules for how it should behave.
@jeffreygordon7194
@jeffreygordon7194 6 месяцев назад
As with many problems in game development, linear interpolation is the solution.
@decoycat
@decoycat 6 месяцев назад
He explained how to fix this
@DevinDTV
@DevinDTV 6 месяцев назад
Even if you smooth it over a few frames it's still unrealistic. To get the head bob you see in video games, you'd have to straighten your legs out at the top of each step before going to the next step -- something absolutely no one would ever do. Instead, your trailing leg only fully extends as you reach the top of the next step, and your leading leg remains bent at that point. This results in smooth diagonal upward motion of the head. Ramps are simply closer to reality.
@ZairotOne
@ZairotOne 7 месяцев назад
For anyone curious, have 2 raycasts - 1 for the bottom of the collider and another slightly above that. Both casts should be pointing forward. The bottom raycast checks if a wall is encountered, the higher one checks if the player could/should be able to climb over it. If the bottom one hits but the higher one doesn't, apply negative gravity. This makes it look like the player is actually stepping up stairs in first-person. This setup requires some tweaking obviously.
@gibleyman
@gibleyman 7 месяцев назад
Modern Warfare 2019 also has a very unique way of using viewmodel animations to make going up stairs more convincing than I've ever seen. Your character will sway their guns a lot faster to visualise them having to take more steps in quick succession, as well as slightly tilting their gun. It's extremely basic and simple yet adds so much to the immersion of just walking around the map and one I'm surprised not many FPS games prior has done. It's kinda hard to explain in words tho.
@mr_sauce_cooks
@mr_sauce_cooks 7 месяцев назад
the raycast method isn't reliable, use shapecasts trust me
@sinewavey
@sinewavey 7 месяцев назад
This is not a correct solution and with raycasting, you will miss geometry. This is done with a full shape cast in multiple steps to work properly.
@DeltaNovum
@DeltaNovum 6 месяцев назад
And use IK (Inverse Kinematics) to make the legs and feet position correctly.
@mr_sauce_cooks
@mr_sauce_cooks 6 месяцев назад
@@DeltaNovum I'd really love to see more tutorials on this subject in godot, I've been thinking about learning it
@haassteambraker9959
@haassteambraker9959 6 месяцев назад
Years and years ago I played a 2D flash shooter that had a level editor. The game did stair stepping, but the stair step detection was taller than the smallest unit of measurement in the level editor. If you did it right, you could arrange a bunch of 1 unit tall platforms with a 1 unit gap completely vertical and just functionally teleport upward. Best part was the game had ragdolling, even (albeit much more rigid) while the characters were alive, so in the precious few visible frames while ascending thousands of units you'd see your guy folded like a lawnchair.
@NonisLuck
@NonisLuck 6 месяцев назад
With almost infinite examples of walking in games, they chose to start with double horny bait
@jonathan0berg
@jonathan0berg 5 месяцев назад
Those Mario 64 speed runs though. 😅
@FalconFetus8
@FalconFetus8 5 месяцев назад
Double?
@BlookNook
@BlookNook 4 месяца назад
​@@FalconFetus8Mario always gets the horny ones
@coregazer
@coregazer 3 месяца назад
He chose to start with double horny bait*
@thevalarauka101
@thevalarauka101 6 месяцев назад
I instantly thought of Minecraft's cake staircases at 2:10 (although you have to ride a horse for them since horses can step up an entire block while players can only do half a block without jumping)
@Calinou
@Calinou 7 месяцев назад
Stair smoothing is best done on the camera only, so it doesn't make stair stepping unnecessarily slow. id Tech 3 has a very good implementation of this that still stands the test of time today (much better than it was in the Quake 1 and 2 engines). The downside of applying it on the camera only is that it won't smooth out the player from a third person perspective, so you'd need to apply this offset on the player model as well (which can come with its own issues, such as being misaligned with its actual hitbox for a split second). It's also worth considering that using ramps instead of stair stepping makes it possible for projectiles to smoothly move up/down stairs, which is sometimes desired for gameplay purposes. For instance, if you have a grenade launcher, you may want grenades to roll up stairs even if it's not realistic to make the grenade launcher more usable at the bottom of a staircase. Otherwise, most grenades would end up bouncing back towards the player shooting them due to the "wall" of every step bouncing off grenades.
@orange451
@orange451 7 месяцев назад
This is exactly how I have chosen to implement this in my games for years. Gives the best results imo.
@sinewavey
@sinewavey 7 месяцев назад
A combination of well designed weapon projectile only clip brushes helps provide bouncing while still retaining correct stair mechanics for the players. Collision layers are an amazing tool! Quake 3's stair stepping algo is still the gold standard, if you ask me. But that's an opinion :)
@Insomiotic
@Insomiotic 7 месяцев назад
I'm my step step implementation, I keep the collider physics all the same, but apply smoothing to an internal "body" node. Useful for 3rd person / multiplayer!
@Calinou
@Calinou 7 месяцев назад
@@sinewavey Grenade clips are the solution used in CS2, and they make a lot of sense for walls/ceilings, but that game has always used clipping ramps for stairs as well for player collision. It's a solution that works but involves a lot of manual labor at a large scale.
@sinewavey
@sinewavey 7 месяцев назад
@@Calinou Yeah, it was always an oddity to me that TF used so many clip ramps for stairs despite it having the ability to. But I guess if you need weapon clips you might as well use the player clip and make some things feel smoother as ramps don't affect you in the same way as in say Quake.
@coolgameschad
@coolgameschad 6 месяцев назад
The "magic carpet" strategy is my favorite, which I use in my game: The character is just always floating above the terrain at knee height, like a boat. A downward scan gathers the distance to the terrain as you pass over it, causing you to gently rise or sink by applying a force proportional to the error. It handles all irregular terrain as well as stairs and always feels smooth.
@matheus_roger
@matheus_roger 2 месяца назад
do you have a video doing this man ??
@skaruts
@skaruts 6 месяцев назад
Usually when people suggest ramps is when they're not really seeing the full scope of the problem: stairs are not just staircases: stairs can be everywhere. The same code that can climb a staircase is what will climb a sidewalk, or a small box, or any kind of small prop model, or a stepped rock, or any kind of steps you might have in your geometry. Ramps can only be feasibly used in very simplistic levels, if steps are few enough that mappers can be relied to not forget any.
@yourunclejoe9500
@yourunclejoe9500 6 месяцев назад
but i'd still rather the map maker clip steps so my camera isnt moving up and down constantly. if there is so much shit on the ground that clipping would be a problem, then stair stepping would be a problem too.
@kirasmith1147
@kirasmith1147 6 месяцев назад
Camera movement that jumps is the worst possible scenario, camera movement that moves forward, stops, moves up, stops, moves forward, ect... is still *really* bad. Solve other objects with any strategy you want, but the intended path shouldn't contain jarring camera movement, so you either use a ramp or otherwise allow the controller to have smooth movement
@skaruts
@skaruts 6 месяцев назад
@@kirasmith1147 most implementations smooth out the camera.
@samschellhase8831
@samschellhase8831 6 месяцев назад
Huh, I wonder what the most replayed part of this video is going to be
@AmyStrikesBack
@AmyStrikesBack 7 месяцев назад
Something interesting about Doom stairs is that the marine can climb any sector that is 24 units or lower, so a bunch of time you can Go up places you don't look like It would, modders uses this + the thin stairs exploit to make ladders with out the fancy scripting some sourceports (like GZdoom) gives you
@PiopioJuegos
@PiopioJuegos 6 месяцев назад
Duke 3D does a similar thing but IIRC it fixes that exploit checking the difference between Duke's position and the destination point instead of just checking the height of adjacent sectors. This also adds some kind of "Coyote Time" making jumps a bit easier.
@kellymountain
@kellymountain 6 месяцев назад
24 actually
@AmyStrikesBack
@AmyStrikesBack 6 месяцев назад
@@kellymountain thanks for the correction
@kamillatocha
@kamillatocha 7 месяцев назад
GOD FORBID ANY VR developer doing this i instantly get sick if i go such stairs in VR
@Friend-
@Friend- 3 месяца назад
You can make the code for the camera separate to avert that issue.
@andrewgraham2546
@andrewgraham2546 7 месяцев назад
And yet one of the things we see commonly done in CS for the last 10 years has been adding clip brushes over stairs so they all act like ramps. Heck, I even do this in my HL2 maps.
@bobmcbobbob1815
@bobmcbobbob1815 6 месяцев назад
In fps games stairstepping makes makes the camera jump incredibly annoyingly and makes aiming harder for the enemy
@relt1554
@relt1554 6 месяцев назад
I want a new game mechanic where if you aren't looking at the stairs you trip on them.
@bene2451
@bene2451 4 месяца назад
you don't need to do that In real life though
@MechMK1
@MechMK1 6 месяцев назад
It's interesting that you mentioned CS:GO, where developers deliberately turn most stairs into ramps, specifically to give that smooth feel and avoid throwing off your aim
@lewastyj
@lewastyj 6 месяцев назад
Dude is crazy, he did not only represent ramp wrong, but he says that stair stepping is better
@cattysplat
@cattysplat 4 месяца назад
Yep, stair stepping is incredibly hard to appear genuine and needs a ton of smoothing and animation trickery to look good, but there will always be something off about it and so many things can go wrong or bug out, especially with differing sized steps. Ramp allows the animation to stay natural and flexible in size whilst limiting any problems, the player never sees the ramp so the brain fills in the gaps of assumption, like any good animation will do.
@kezif
@kezif 6 месяцев назад
my personal favorite is ability to recover from 1km fall by grabbing the edge. Characters in games have really great upper strength
@5ld734
@5ld734 6 месяцев назад
I am talking within the context of Unity specifically but this can work in anything, my favorite(underrated) solution for games with a physics player: shorten the players collider to be about their height without legs, then hover the player to the intended height by applying a continuous force (ray cast down player height meters from head, add an upwards force to the character that’s JUST enough to hover them to their intended height, then add some damping) and then your character moves nice and buttery smooth, over small objects and stairs with ease. The only downside is the character has accelerated motion and would take a lil bit to get to it’s intended walking speed which isn’t always good for instant reflex games, as well as needing to separate the camera from the player body transform in order to prevent camera jitter. You can adjust the bounciness, the height, the friction, etc. it’s a very nice system and makes jumping and crouching very easy to implement
@Cunnah101
@Cunnah101 7 месяцев назад
I use godots physics server to test if the body of the player can sit on the stair then teleport up. This covers a lot of edge cases. I also have the camera lerp to the new position to smooth out the transition as you can get some jittering on un-even surfaces. You also have to be aware of ramps, had a bug where the player began accelerating up the ramp as the character controller was handling the ramp and the stair step was handling the ramp.
@sam_making_games
@sam_making_games 6 месяцев назад
Unreal Engine already has a "Character Movement Component" that handles these use cases. You can define the Max Step height as well as max walkable slope angle.
@ince55ant
@ince55ant 6 месяцев назад
i just moved from using unreal to using godot. i miss unreals movement so much lol
@bosstowndynamics5488
@bosstowndynamics5488 6 месяцев назад
That's still using stair stepping behind the scenes though, surely? Even if you don't have to implement it yourself it still pays to be aware of how your game engine is doing things so you can troubleshoot edge cases
@kaksspl
@kaksspl 6 месяцев назад
Funny how you used CS as an example of stair stepping. Yes, it supports it because of how old roots of Source are but over the many years of development of CS series and TF2 as well, both Valve and even community worked on smoothing out the stairs with simple or complex ramps because a series of stairs where you just keep bouncing is neither realistic or fun. It's just jarring to look at. But hey, Valve can do whatever, what do they know about good design and what players prefer? Well turns out most players agree. The very same 3Kliksphilip whose video you used has another video about the curved staircase on Dust II. How many times it changed, how for the longest time it was bumpy, how players developed a pattern of invisible colliders that could work with the shape and within Source engine and how finally Valve used a very similar solution to the one provided by the community. The best solution for many seems to be a ramp starting after first step so you get a single bump to know you walked onto the stairs and the rest goes smoothly. Just a bumpy staircase? Big nono.
@npc_blob1609
@npc_blob1609 6 месяцев назад
There's a larger issue with having steps _anywhere_ that games need to account for. If you jump while moving and slightly graze your collider on one, you'll instantly come to a stop which is dreadful especially during combat. Source does nothing to accommodate this which is another reason Source mappers are obligated to coat everything in clip ramps.
@GreatCollapsingHrung
@GreatCollapsingHrung 7 месяцев назад
I've recently started working on my first 3D game, and hadn't looked into how others handle stairs, but only gave them a little bit of thought. I hadn't considered doing a hitbox near the feet, but had thought of just casting a couple of rays in the direction of motion, one at the feet and one just above the max step height. I figured if the bottom one hits an obstacle but the top one doesn't, it means you ran into a step you can climb.. That way the length of the top ray can also determine how steep the stairs can be and still allow the player to climb, because if it's too steep the ray will hit the next step up. But now that I'm thinking about it, that may not work well when going up a sloped floor because only the bottom ray would hit the floor so it would be treated as a stair. Thinking out loud, though, if the bottom ray angles upward at the angle of the steepest slope that I want the player to be able to walk up, it won't hit the slope, and that might work for my purposes.. or if I don't change the angle of the bottom ray, but instead check the normal of whatever it collided with, I could tell whether it's a slope I could walk up or something I'd have to step up.. hmmm.. I'll need to look more at this. Thanks for this video, it's made me think about things that I had been putting off
@novarender_
@novarender_ 6 месяцев назад
You could go with your original solution and interpret the result based on how far the upper ray traveled past where the lower one hit. This distance could be based on, say, the minimum step depth, maximum floor steepness you can travel up, minimum distance you're allowed to be from a wall, or some other criteria. Something to think about.
@xonxt
@xonxt 6 месяцев назад
Smooth stairs (with a ramp) are a must for VR games... otherwise with stair-stepping it's too uncomfortable.
@henryfleischer404
@henryfleischer404 6 месяцев назад
I've been working on an FPS in Godot, and I spent a while trying to figure out this issue. Eventually, I decided to just use ramps- due to the way momentum works in my game, snapping up stairs would fling the player into the air at a very high speed. The player is able to skate at up to mach 0.3 currently, so the plan is for collision and visuals to not match 1:1- if they did, a cable could send the player flying a hundred feet in the air, which would feel wrong in power armor. Although, a cable would be more likely to stop the player dead, or deflect them 45 degrees, as I'm having the player and all enemies use cylindrical hitboxes.
@MalcolmCooks
@MalcolmCooks 4 месяца назад
this is how people make "ladders" in doom
@Hato1992
@Hato1992 6 месяцев назад
I hate "realistic" movement on stairs in first person because it's often jaggy. In RL you don't just hop by a step height.
@goat-7658
@goat-7658 7 месяцев назад
It's a little weird to me that most games of the 21st century opt for the ramp approach, considering that Doom had smooth stair-stepping all the way back in 1993, albeit with the exploit seen here (most famously seen in MAP19 of TNT: Evilution).
@RoughEdgeBarb
@RoughEdgeBarb 7 месяцев назад
Doom is essentially a 2D game, so it's really quite different.
@colbyboucher6391
@colbyboucher6391 7 месяцев назад
​@@RoughEdgeBarbIt's REALLY not.
@Bananenbauer123
@Bananenbauer123 6 месяцев назад
@@colbyboucher6391 It is 2D in the sense that the 3rd dimension doesn't exist gameplay wise, it's a visual trick, but maybe too technical to convey.
@colbyboucher6391
@colbyboucher6391 6 месяцев назад
@@Bananenbauer123 Except it does exist, just not for everything. Cacodemons can float through "windows" and right over other enemies at whatever height they please, for instance. Id made a 3D engine and then yanked some of the math required to make the axis actually work properly for the sake of speed, but people overexaggerate how drastic it is.
@redrevyol
@redrevyol 6 месяцев назад
Those developers may have taken a physics class during their college years. hehe
@fluffycritter
@fluffycritter 5 месяцев назад
An approach I've seen some folks use is to use separate "climbing" collision for the player which is in the form of a sphere or an ellipsoid, so pushing forward lifts them up through the lateral force of the step's corner on the climbing volume. This also happens to give you a few other nice benefits for free, like an inherent limit to how high you can climb on a single step, and slows you down during climbing and gives a much more graceful height transition.
@fluffycritter
@fluffycritter 5 месяцев назад
For an example, look for Paul Nettle's whitepaper entitled "Generic Collision Detection for Games Using Ellipsoids" which is I think where I first saw this technique.
@nvcnc
@nvcnc 6 месяцев назад
Then there's GTA IV. The character actually stepped on every single step and had to slow down to run up a staircase. Even NPC's did so too. A funny thing to do in the game was to find the longest staircase and walk up to an NPC and bump them so they stumbled. If they couldn't catch themselves they would trip and actually tumble down the stairs in an extremely realistic fashion. That game was so ahead of its time.
@skullthrower8904
@skullthrower8904 5 месяцев назад
You press jump at around the last step of a stair you can jump a lot higher than normal Sometimes you even take fall damage
@darkacb8422
@darkacb8422 6 месяцев назад
the downside of stair stepping is that it can be visually jarring. at least to me, a lot of games that implement stair stepping can make my eyes hurt. of course, this all depends on the game and its implementation of stair stepping, if it uses it.
@jakd.rabbit
@jakd.rabbit 6 месяцев назад
I do really love how Sucker Punch handled stairs in the Sly Cooper series (and I guess inFAMOUS as well as they implemented the same system there but it blew my mind as a 5 year old in 2002) where they had a hybrid system of the slope method but the stairs were still coded in a way where whether the player were walking or just stopped, the inverse kinematics of the legs would still reference the stair step and place the foot on it even altering the idle animations foot and leg placement and movement in the process. It was always so funny to get Sly somewhere where the ground was flat but there was a sudden slope transition and watch him go into his idle animation where he crouches and watch one of his feet and the leg it was attached to just pop up higher than the rest of his body in such an unnatural way.
@DevinDTV
@DevinDTV 6 месяцев назад
stair stepping has the drawback of being unrealistic in terms of head movement. in real life your head goes smoothly up almost in a diagonal line (can be if you try but normally there will be some amount of deviation). ramps are actually more realistic in this way.
@randomcatdude
@randomcatdude 6 месяцев назад
this can be fixed with extra camera behaviour to smoothly react to stairsteps
@IAmCymepka
@IAmCymepka 6 месяцев назад
That reminds me of that one staircase in Minecraft where you use pretty much everything to make it 6x1x2 blocks
@TheJakeSweede
@TheJakeSweede 6 месяцев назад
I think for most competetive shooters (but depending on the type/ style) it is better to have some kind of slope, the jitteriness can be annoying, both for the player on the stairs as well as for the second player trying to kill the player on the stairs (the head youre aiming at jumping up & down). Even if you have the gradual steps, I think this is most effective if you have really good animation that makes the player model move realistic, which isnt always so easy (I think). But even if you have really good animations, it can still be abruptive to the flow/ speed of moving around. For CS, I think it was the right decision to go for slopes with the rotating stairs in "lower" on the dust2 map, even when it meant they had to make the stairs more narrow.
@isaacbunsen5833
@isaacbunsen5833 6 месяцев назад
I like to reframe it as a "curb" or "step" problem. Since its something you'll probably want a general solution for. Imagine what you would have to do for a curb step that can move around if were using the ramp method. My trick is to make the hitbox not cover the legs and use a raycast to determine what height it needs to adjust too. This way you dont even notice the little things you step over and you go smoothly up stairs.
@bland9876
@bland9876 6 месяцев назад
Yeah the way the camera just jerks up all of a sudden when you come do a step unlike how it would be in real life if the camera was equal to your eyeballs is kind of interesting.
@realchoodle
@realchoodle 6 месяцев назад
Stair stepping is so jarring tho. Maybe it’s just tf2 trauma but I absolutely hate it. also, in real life, waking up stairs isn’t actually that bumpy, so the ramp solution is more intuitive.
@justafoon
@justafoon 6 месяцев назад
I love the stairs in Detroit Become Human. If you run around in some of the levels, there's TONS of animations just foir stepping up, and over things.
@LunaticEdit
@LunaticEdit 4 месяца назад
Or you use a pillbox collision and let the force push the object up the stairs purely in physics. As long as you are locked on X/Z rotation, if you push hard enough your character will 'slide' up the stair via the slope of the bottom sphere of the pill collision. Not only is it essentially code-less (if you're using a physics engine), it also gives stairs some heft. You can change how the sliding feels by adjusting the friction of the stairs or player collision object.
@Fexxis_
@Fexxis_ 6 месяцев назад
sorry but i’m gonna have to be the one to comment on dva.
@taninrobertson2262
@taninrobertson2262 5 месяцев назад
Thank you for your service
@ripleyxo631
@ripleyxo631 7 месяцев назад
Stryxo and Garbaj back, perfect.
@jasmine.rchrds
@jasmine.rchrds 7 месяцев назад
genuinely 😁
@Ousadanken
@Ousadanken 6 месяцев назад
dirt kids, the only replayed part was when that lady had her ass swaying
@MagicGonads
@MagicGonads 6 месяцев назад
Another solution is 'Inverse Kinematics' where you partially separate the legs and the rest of the body so the body is more stable while the legs move move to adjust to the terrain. This is often used for animations but it is also sometimes used for physics.
@genghisdingus
@genghisdingus 6 месяцев назад
Hot take: the auto smoothing that gmod has looks better than walking up a clip brushed off staircase
@satinden
@satinden 7 месяцев назад
this is such a huge deal. im happy more people are talking about this and its awesome to see youve made a video on it. trying to create this in godot was one of the hardest things i tried to solve as a beginner gamedev
@PrueferAuge
@PrueferAuge 7 месяцев назад
talks about stairs uses footage from gamma gamma, the game where the staircases are known to get you stuck/ not smooth ascention of the staircase just run up the stairs from the bar in rostov, im bunnyhopping up to avoid the steps xd
@xaracen7207
@xaracen7207 6 месяцев назад
the issue with stair stepping is also when you try to go down you yeet yourself away from the staircase
@Jetiix
@Jetiix 5 месяцев назад
Garbaj you made me realize making games is more fun than playing them
@u12bdragon
@u12bdragon 6 месяцев назад
Naww he used Haydee footage 💀💀
@DanDart
@DanDart 3 месяца назад
Another thing to mention here is that the snapping is often how ladders work, plus both of these is why 3rd person games with stairs look jarring.
@FortisConscius
@FortisConscius 3 месяца назад
I added stalagmites to MineTest, built out of nodes atop one another at decreasing widths and depths... Starting from 2-8 decreasing until 1 or not-an-air-node. The character shot up the side when testing it's collision. Now I understand why, thanks to this video. Minetest is using approach B (stepheight). I'm not changing it, however... because I find it fun. I will find a 'world physics excuse' and make it consistent, the same way gravity only affects particulate or detached nodes like dirt or sticks (otherwise a collapsing world happens which collapses your hardware too!) Fun.
@Erik-pt2yw
@Erik-pt2yw 6 месяцев назад
The MOST frustrating things about staircases in games is that they are rarely follow the rules of designing a fucking staircase 2h+b=S(63±3см) and almost always have 45 degree or another fine angle or nonsense proportions because artists cannot figure out how to make them fit in modules (thing that was figured out by fucking ancient Greeks)
@archandrogyne
@archandrogyne 7 месяцев назад
I appreciate you calling out the potential for disability instead of just generalizing
@jonothanthrace1530
@jonothanthrace1530 6 месяцев назад
There are few things more jarring in a video game than having to jump up reasonably-sized (ie, an able-bodied person could step up them without assistance) stairs.
@ananthukrishna5259
@ananthukrishna5259 7 месяцев назад
I also like the floating capsule approach to handle stairs. or any uneven surfaces.
@Dr_mafario
@Dr_mafario 7 месяцев назад
Very jank, very unreliable… but very funny
@ananthukrishna5259
@ananthukrishna5259 7 месяцев назад
@@Dr_mafario wait?? what do you mean?
@ananthukrishna5259
@ananthukrishna5259 7 месяцев назад
@@Dr_mafario wait.. what do you mean jank and unreliable?
@Dr_mafario
@Dr_mafario 7 месяцев назад
@@ananthukrishna5259 Oh, sorry I misread that, I thought you meant literally using the collider of the players capsule to “bump” you up the stairs, lol
@ananthukrishna5259
@ananthukrishna5259 7 месяцев назад
@@Dr_mafario lol. but thats the first character controller you learn to make tho... what I meant was the other one. where you make the capsule float by raycasting downwards to check the distance and applying appropriate movement upwards to keep it in set height.
@LichenJuice
@LichenJuice 5 месяцев назад
giggling at how the replays are drastically higher for the haydee clip
@alexjackson4011
@alexjackson4011 7 месяцев назад
Welcome back
@MemphiStig
@MemphiStig 6 месяцев назад
Walking up stairs? Are you mad?
@leetNightshade
@leetNightshade 6 месяцев назад
Moving the camera along jagged stair collision, even with interpolation, is terrible for people worried about motion sickness btw, especially at faster movement speeds.
@ezioassassin2028
@ezioassassin2028 5 месяцев назад
Another solution is to also measure the depth of the stair so the player can only take a step up if there is enough room for the player to stand on top
@FrankGennari
@FrankGennari 6 месяцев назад
The way I handled steep stairs is by reducing the player's horizontal speed based on the stairs angle (horizontal/vertical distance). This way the height increase is capped. I even used this to make ladders that are effectively near vertical stairs.
@Avaku333
@Avaku333 5 месяцев назад
You could always calculate the length of the top of the stair and if it's shorter by a defined length, don't allow to step
@freazywarr
@freazywarr 5 месяцев назад
This exploit makes it really easy to make ladders when mapping for the original Doom games.
@8stormy5
@8stormy5 6 месяцев назад
My favorite method of this is Payday 2, where everything is smooth, and there are no different surface types for walking collision and you instead just don't climb slopes angled too high. What this does is let you "climb" up steep slopes by repeatedly jumping, since you're technically colliding with a surface from above while climbing anything that's not vertical or backwards-sloping. This would obviously be terrible for many many games, but it opens up a ton of freedom of movement, without making things overly complicated (no dedicated "mantle" button), while creating synchronization between the act of climbing a sheer surface and the inputs needed to do it.
@Krilium
@Krilium 3 месяца назад
Furthermore, to avoid that issue, you could check the depth of each ledge too
@theonlinelime1992
@theonlinelime1992 Месяц назад
Walking up stairs slow you down as well, which is something I don't see implimented a lot. However, I think it is in GTA V and other "photo-realistic" like games do have this realism with stairs.
@Shimadacat
@Shimadacat 5 месяцев назад
I actually really like Honkai Stair Rail's approach to stairs. They have the stairs as a ramp, but if you pause on stairs, the characters gets ever so gently pushed up in order to actulaly match the visual appearance of the stairs. At least, this is what I think they do. I noticed the phenomenon on some relatively low incline stairs, so I may have simply been mistaken.
@CallOfCutie69
@CallOfCutie69 6 месяцев назад
Our real vision is stabilized by our brain, that even “cuts out” some of the frames in between larger eye movements. That’s steps translate badly into gaming, where camera view is not that stabilized.
@MasterHigure
@MasterHigure 6 месяцев назад
I am pretty sure this is how the original Doom duology did ladders.
@strangeanimations2518
@strangeanimations2518 6 месяцев назад
The feel of walking up the stairs in The Return of The Obra Dinn is really good!
@matt92hun
@matt92hun 7 месяцев назад
I remember the Stalker games having some weird stairs. They felt like they weren't always working as typical video game stairs, but I can't remember what they actually did.
@Charmlie.R
@Charmlie.R 6 месяцев назад
Extremely steep stairs can be an interesting way to make slightly leaning ladders which is kinda cool I suppose technically you could push it to the absolute limit to make mostly vertical ones too
@billkammermeier
@billkammermeier 6 месяцев назад
My favorite "exploit" is the crouch jumping feature in the goldsource engine. The feet come up to meet the player's butt and then the model falls down when you crouch, so if you are holding forward you can "jump" over small ledges just by holding forward and crouching. This is easy to do in Day of Defeat and I assume it works the same way in HL, TFC, CS 1.6 etc...
@joel6376
@joel6376 6 месяцев назад
>the simplest solution The simplest solution, used in quake and doom etc is to have a 'stair height' and the player simply goes up the stair. The downside is this is jerky af. Coming down can be interesting too, in quake the player seemingly sticks to the floor and zippers down the stairs. In other older titles the player speed makes them just.. walk off into the air and essentially fall. The stuttering effect was exacerbated by the collision being a box instead of a capsule (at least in UE the rounded bottom smooths out the stairs to a degree). edit: ah, you prefer this. it is the OG method. Also the super narrow steps is how ladders were done in really old fps that did not support ladders. Make a the super steep staircase out of clip brushes and chuck it on a ladder that has no collision. Didn't work for really long ladders, and you couldn't "climb" down it but who would want to climb down a ladder in quakeworld.
@npc_blob1609
@npc_blob1609 6 месяцев назад
The larger downside is that if you jump while going up stairs or any slight lip steeper than 45 degrees and bump your collider on the edge, you instantly lose horizontal speed which is dreadful especially during combat.
@1337GameDev
@1337GameDev 4 месяца назад
2:40 - Or you can keep track of how fast you're going up vertically and then stop stair stepping for a set time frame, or until you return to the level before the "rapid stepping" happened.
@duncanurquhart5278
@duncanurquhart5278 5 месяцев назад
2:45 i was so certain you were going to say "add upwards force to the player character" and then give examples of using steep slopes to get insane vertical momentum
@lennic
@lennic 6 месяцев назад
Pretty funny stalker anomaly mod's in there, it has some of the worst stair walking in gaming tbh
@naronga6857
@naronga6857 6 месяцев назад
I like the floating capsule solution that the devs from "very very vallet" came up with, since is less prone to exploits and it is easier for level design.
@theneoreformationist
@theneoreformationist 5 месяцев назад
So that's why "ladders" in portal are so fast...
@SuperWiiBros08
@SuperWiiBros08 6 месяцев назад
Every Garbaj video should have the Haydee clip
@Schoonerbeer2
@Schoonerbeer2 5 месяцев назад
Hehe
@TECHNICKER_Cz
@TECHNICKER_Cz 5 месяцев назад
1:40 - not clipping your staircases in source should be considered a punishable offence
@Harry_Fullick
@Harry_Fullick 7 месяцев назад
personally I can find stair stepping creates jarring camera and player model movements, especially in first person games.
@heretichazel
@heretichazel 6 месяцев назад
In my modded minecraft world I have a pair of boots that lets me auto step up an entire block, so I made a "staircase" using progressively thinner slices of blocks to get up to part of my base
@maxmyzer9172
@maxmyzer9172 6 месяцев назад
1:20 - a lot of VR people HATE it if you dont clip your stairs
@soapspangledgames2444
@soapspangledgames2444 6 месяцев назад
In the 3D game I'm making (Seas of Reverence), my early implementation just uses ramps. Since the player always knows what kind of object it's standing on, it will be a simple matter of the stair block specifying the step dimensions. Then the player can behave differently depending on those dimensions and where it is within a step.
@coolbrotherf127
@coolbrotherf127 6 месяцев назад
In tactical games like Counter Strike most of the stairs are smooth ramps so the sudden bump up or down doesn't throw off people's aim when they are trying to move up and down.
@illitero
@illitero 6 месяцев назад
You reminded me of my fascination with interaction between the character model and environment in GTA4. It may be a bit much to call it realistic, but it was certainly more realistic than not in so many miniscule ways that I don't think I've seen in any other games (even GTA5)
@arlwiss5110
@arlwiss5110 6 месяцев назад
Tbh slowed down stair stepping is more jarring than an instant one. Realism isn't always the best
@mugnuz
@mugnuz 6 месяцев назад
oh okay... nothing learned
@cursedwither7888
@cursedwither7888 6 месяцев назад
came for the haydee in the preview, stayed for the information on how games work.
@guy_th18
@guy_th18 5 месяцев назад
came "for" or "from"?
@Kaldrin
@Kaldrin 6 месяцев назад
Now the ultimate challenge of making 3rd perso character's walking up stairs animation accurate with their legs while it not being scripted or jarring or slow or annoying. Has anyone examples of games that do this well?
@npc_blob1609
@npc_blob1609 6 месяцев назад
Half-Life Alyx has procedural foot placement for enemies, which the developer commentary covers. Not sure how it handled stairs though
@MinibossMakaque
@MinibossMakaque 6 месяцев назад
Please do one about going down stairs and ramps without floating/falling due to gravity not overcoming your speed.
@UltimateJay1989
@UltimateJay1989 4 месяца назад
02:44 Just as "Lemmings" did in 1991.
@Franwow
@Franwow 6 месяцев назад
CSGO Mappers use this a lot on like Jailbreak maps. I personally don't like it because of the camera movement.
@Flapjaq
@Flapjaq 3 месяца назад
How to fix stair steppin when using the built in godot level editor. Put the stairs in a group, when colliding with an object, instead of calculating height, check if its in the "stairs" group.
@Blackholefourspam
@Blackholefourspam 6 месяцев назад
I would consider it a “bug”. A developer could absolutely take into account the size of the platform the player is attempting to step onto
@MinorLife10
@MinorLife10 6 месяцев назад
1:40 Guys, we are collecting the Project-S subscribers gang down here!
@costa-w3k
@costa-w3k 6 месяцев назад
1:50 "what you see is what you get" valve moment
@SlinkyD
@SlinkyD 6 месяцев назад
Garbaj can make me less stupid.
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