← Home ← Back to /vr/

Thread 11938248

27 posts 4 images /vr/
Anonymous No.11938248 >>11938249 >>11938510 >>11938873
How did retro games developers insure that a character was standing on a polygon instead of sinking in and adjusting the height smoothly according to the surface instead of them jutting up when the character strikes a "float collider"
Anonymous No.11938249 >>11938261
>>11938248 (OP)
>insure
by being from a first world country.
Anonymous No.11938261 >>11938285
>>11938249
I don't need to be an ESL to mix up homophobes
Anonymous No.11938285 >>11938298 >>11938350 >>11938361 >>11939560 >>11940190 >>11942756
>>11938261
>homophobes
?
esl
Anonymous No.11938294
Kill yourself frog posting /v/ subhuman
Anonymous No.11938298
>>11938285
The self hatred is strong with this one
Anonymous No.11938309
>Can't answer the question
>I know! I can protect my ego by using chan insults!
I don't know and I'll admit it. I've never programmed a game engine.
Anonymous No.11938350
>>11938285
it's a joke
Anonymous No.11938361
>>11938285
homophone...homophobe...they're nearly the same word and anon is being funny...figure out the rest yourself

does that clear it up for you?
Anonymous No.11938458 >>11938507
with numbers. thread hidden
Anonymous No.11938507
>>11938458
Lol this faggot doesn't know
Anonymous No.11938510 >>11938536
>>11938248 (OP)
By making lots of mistakes and corrections
Anonymous No.11938514 >>11938612
We don't know how they did it.
Anonymous No.11938536
>>11938510
U right
Anonymous No.11938612 >>11938887
>>11938514
Isn't there a nerd on here who knows how to read Mario and Zelda 64 source code?
Anonymous No.11938873 >>11938983
>>11938248 (OP)
>them jutting up when the character strikes a "float collider"

What in the world are you saying here
Anonymous No.11938887 >>11938983 >>11945538
>>11938612
I'm a software engineer, security+, programmed my first game in QBasic in the 90s, and have made mods and maps for counter strike in the '00s.
I've never designed the game engines themselves, only used the engines to make games. You can't know what you've never done and this is a really niche question.
I'd love to see an answer though, different engines probably handle it in different ways, too.
Anonymous No.11938983
>>11938873
>>11938887

I should have said the other way around.
Basically I have a foot collider which sets y velocity to zero and slightly above it there is a knee collider which gives a moderate amount of positive y velocity to "float" the character out of the collider, it gives a jarring look the ascent depending on the slope which isn't terrible but I'd prefer to learn how to do it smoothly like my favorite games feel .

One method that I can get to work is to use a .ClosestPoint() method to get the y coordinate closest to the character's center and then set the character's y position equal to that point but this only works with convex colliders and I'd rather be able to use concave colliders as well.

Next thing I'll look into is methods of tessalating concave colliders into a series of triangular plane colliders but it may be above the scope of my engine
Anonymous No.11939560
>>11938285
kek, you are so autistic that you have worse language comprehension than actual third worlders. if it wasnt for Manny and Vikram this board would be zoomers posting about sonic adventure.
Anonymous No.11940190
>>11938285
put me in the screencap
Anonymous No.11940197 >>11940204
developers back then used nothing short of technowizard magic to make the shit they did. they can literally look at games and "see" the code used to facilitate functions and the virtual reality and shit. instead of mana, they weaved spells and sometimes even hexes off of caffeinated sodas and junk food.
Anonymous No.11940204
>>11940197
all while using nothing but modern runes and equations btw. calling upon a function to serve in a greater function is like when gandalf does some kind of gesture amongst a ton of other gestures to formulate a spell that cures virginity in a 30meter radius. it's just magic dude
Anonymous No.11940221 >>11941823
Good devs designed the way they moved to mask the jank created by moved on sloped surfaced, clImbing stairs, etc. Go watch a jank game character move around, then watch something like Resident Evil. Many used a trick where the upper body is pretty much locked into one position while the legs do the movement, other games that had full body movement often had that 'stutter' movement, especially if you are just inching forwards. If you look at Mario 64, the legs do the moving, the arms flap, and the head bobs a bit, but the torso is locked. I would start from there. Also, the width of the actual 'stand space' of your character if it has platforming. Imagine you are standing at the edge of a drop, how far can you inch forward and have your foot hanging off the ledge before your character drops?
Anonymous No.11941823
>>11940221
>how far can you inch forward and have your foot hanging off the ledge before your character drops?
That all depends on the foot collider in my code. Something else I need to worry about is detecting space beneath that so my guy doesn't lose control of his direction and spaz out going into free fall animations as he goes down a hill.

One more thing I'm considering is to measure how much time it takes to move out of the polygon and then instantly using that value to set the ascension speed to make it smooth. Kind of a calculus inspired solution. Of course turning while ascending would cause this to need recalculation but I think it might work.
Anonymous No.11942756
>>11938285
Anon...
Anonymous No.11945538
>>11938887
>programmed my first game in QBasic in the 90s
Share it. NOW.
Anonymous No.11945550
The guys making games in the 90s were trained by the guys who made games in the 70s and those guys passed on hidden coding knowledge given to them by the guys who were coding videogames in the 50s, and those guys were given esoteric and ancient coding techniques taught to them by the guys who were making videogames in the 30s and even as far back as the 1920s. Some people say it goes back even further. Some people think it could go back to the Middle Ages. were talking lost technology levels of coding beyond your comprehension by this point. This knowledge was passed down and refined over generations in the same manner that a wizard would refine a spell taught to him by his master. this ancient coding knowledge was lost when coders started going to coding “schools” and coding “camps” and this level of coding knowledge can only be taught by a master to their student. It simply is too advanced to be taught in a classroom and even if it could there is no way that one teacher even with generational coding knowledge could teach it to an entire class room of 30 or more coding students. So the coding education that people receive today is extremely weak and watered down compared to the rich powerful coding knowledge they were imbued with in the past. Of course I do not have any sources to back up my claims so you will just need to trust what I say. You ever wonder why so many people play old games still instead of the newer ones? I just clued you in. This is why.