DigiDigger
DigiDigger
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How do games like Prince of Persia manipulate time? | Bitwise
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
My patreon: www.patreon.com/digidigger
You can listen to our podcast at:
ua-cam.com/channels/rJJ1mZ9wPk6EfJKg_Id6fg.html
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/
Переглядів: 16 089

Відео

How does videogame AI make its decisions? (FSM, Behaviour Trees, BDI, GOAP) | Bitwise
Переглядів 11 тис.Рік тому
Keep exploring at brilliant.org/DigiDigger/. Get started for free, and hurry-the first 200 people get 20% off an annual premium subscription. This video was sponsored by Brilliant. You can watch part 1 here: ua-cam.com/video/TwblsSL3-js/v-deo.html 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 co...
How does videogame AI find its path and beat you at chess? (MiniMax, Dijkstra, A*) | Bitwise
Переглядів 9 тис.Рік тому
This video was sponsored by Brilliant. Keep exploring at 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...
How the walls in The Sims are lying to you | Bitwise
Переглядів 13 тис.Рік тому
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! 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 u...
How does ray tracing produce hyper realistic graphics? | Bitwise
Переглядів 26 тис.2 роки тому
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 ...
How do games render their scenes? | Bitwise
Переглядів 560 тис.2 роки тому
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...
How do non-euclidean games work? | Bitwise
Переглядів 2,4 млн3 роки тому
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. References HyperRogue trailer ua-cam.com/vide...
How does procedural generation work? | Bitwise
Переглядів 375 тис.4 роки тому
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. Mus...
[REDACTED: Mostly inaccurate] How does Terraria handle thousands of tiles? | Bitwise
Переглядів 585 тис.7 років тому
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 eleme...
How were the portals in Portal created? | Bitwise
Переглядів 1 млн7 років тому
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...
Hotline Miami 1 vs Hotline Miami 2 | Game Plunge
Переглядів 11 тис.7 років тому
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 Plunge
Переглядів 11 тис.8 років тому
Steam page: 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 ...
Hug Me, Please! | Creating One Game a "Week"
Переглядів 6 тис.8 років тому
Ludum dare submission: ludumdare.com/compo/ludum-dare-33/?action=preview&uid=45678 download link: 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...
Drought | Creating One Game a Week
Переглядів 9 тис.8 років тому
Drought download link: gamejolt.com/games/drought/82526 TIMEframe download link: 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 - ava...
Joel's Journey | Creating One Game a Week
Переглядів 4,8 тис.8 років тому
Game download link: gamejolt.com/games/joel-s-journey/81121 Thomas was alone: 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 - availabl...
Amnesia | Game Plunge
Переглядів 8 тис.8 років тому
Amnesia | Game Plunge
Half-Life 2 | Game Plunge
Переглядів 10 тис.9 років тому
Half-Life 2 | Game Plunge
Half-Life 1 | Game Plunge
Переглядів 13 тис.9 років тому
Half-Life 1 | Game Plunge
How do we analyze games? | Game Plunge
Переглядів 11 тис.9 років тому
How do we analyze games? | Game Plunge

КОМЕНТАРІ

  • @pyropulseIXXI
    @pyropulseIXXI 2 години тому

    The shortest distance on a sphere is literally a straight line though

  • @svrvphimprod
    @svrvphimprod 3 дні тому

    I'm a newbie game dev and just teleporting the player to an identical hallway is such a stupidly simple solution that I never would have thought to do. Honestly respect to the anti chamber dev

  • @Trombonauta
    @Trombonauta 18 днів тому

    You, indeed, didn't draw the shortest path between those two points in that sphere...

  • @Flare-D1
    @Flare-D1 24 дні тому

    Been thinking about this, recently, and I'd THOUGHT I'd figured it out... except I had never even thought about the issue 2:58. Oh well, I was ALMOST there... great video!

  • @SamuelTravnicek
    @SamuelTravnicek Місяць тому

    Actually no matter how you bend a paper, it's surface will always be Euclidean.

  • @ImmortalPanic
    @ImmortalPanic Місяць тому

    Thank you for this! first 3 minutes and I've already learnt something new

  • @TheRojo387
    @TheRojo387 Місяць тому

    Most procedural world generation has no concept of erosion or impacts. Let alone ecological or social activity.

  • @watchingwolf8092
    @watchingwolf8092 Місяць тому

    Non Euclidean geometry killed my eyes from stimulation

  • @IDNeon357
    @IDNeon357 Місяць тому

    Wtf is non-Euclidian about a teleport-trick? Lame; I'm out...bye

  • @thankyouverymuch
    @thankyouverymuch Місяць тому

    What is truly baffling is that there are people who expect video games to follow the laws of nature. 🤦It's a VIDEO GAME. They are just PICTURES ON A SCREEN.

  • @KhanShafkat
    @KhanShafkat Місяць тому

    Best explaination video

  • @maxism5454
    @maxism5454 2 місяці тому

    Was the anti chamber part a JoJo reference?

  • @Jakob.Hamburg
    @Jakob.Hamburg 2 місяці тому

    9:44 "Argumented reality sandbox" - This looks nice. Aside from that: Nice video, thank you for producing and sharing. : )

  • @HorriblyAverageGamer
    @HorriblyAverageGamer 2 місяці тому

    Amazing video, I'm going to have to try these games out.

  • @xeostube
    @xeostube 2 місяці тому

    kind of misleading - half of this is about geometry but the real trick is teleportation and stencil buffers (filtering which objects get rendered). If the words "non-euclidean" could count as clickbait, this is it.

    • @ActiveSufi
      @ActiveSufi 2 місяці тому

      12:33 watch the video next time

    • @xeostube
      @xeostube 2 місяці тому

      @@ActiveSufi I watched the whole thing, regrettably

  • @its_nuked
    @its_nuked 2 місяці тому

    12:21 Could you make some kind of if statement and "isGoingInReverse" bool that you would negate when locally going backwards on each individual object, so that you'd only GLOBALLY record object movement if objects isGoingInReverse=false? Aka, to only record local movement in global movement if the local movement ISNT going in rerverse somehow? Great videos btw, I'm learning a lot here! Thank you ;D

  • @cccdeadpoolxd920
    @cccdeadpoolxd920 2 місяці тому

    i want c# script for fourced prespective

  • @vicsar
    @vicsar 2 місяці тому

    Neat

  • @bl0ccr4fter24
    @bl0ccr4fter24 2 місяці тому

    SuperLiminal really made me doubt if I was awake when I got to that ‘final boss’ puzzle area where there’s 2 roads, one’s blocked off with stop signs, and the other is a door that lead to a identical room. I kept on turning into the blocked off path, I didn’t pay attention to that green exit sign at all (weirdly), and if I chose a path, like right right left right, the blocked off paths would be in that same order. It’s ridiculous I have to fool myself to try to get into the path with the door

  • @tylerbakeman
    @tylerbakeman 3 місяці тому

    In the vertex shader, prior to sending data to the gpu, nonEuclidean geometries can be hardcoded instead - it’s math that’s beyond my understanding, but it would be more accurate that just replacing walls of surfaces: Curvilinear space is still Affine space, so there is still a coordinate system to perform jacobian transformations. I guess that would suggest Non-Euclidean space could refer to spaces that don’t need a coordinate system (scratching my head: I’ve never studied that before)- but that would still typically result in a manifold, for which, you would have to rely heavily on neighborhoods and differentiability to render them.

  • @moffxanatos6376
    @moffxanatos6376 3 місяці тому

    Throughout the 90's it was common for many RPGs to have an overworld, a sort of miniature map your character walked around that had towns and mountains and such at a size relative to the character that of a small building or shed, when entering them it teleported you to a larger cityscape map, and likewise when you entered a building it was often much bigger on the inside. Many overworlds would also have random encounters that would have you transition into a battle screen or battle map in some games. Overworlds like this became less and less common as more seamless open worlds became more common. but this came at the cost of travel times being longer and the worlds seemingly more empty, as you could travel faster with an overworld mechanic. Fast Travel mechanics were added to mitigate this, but most of them don't have random encounters and you will miss out on exploration in the process. Using forced perspective mechanics to literally make cities shrink as you leave them and mountains grow as you approach them, a battlefield stretch out as you encounter enemy armies or other random encounters and the like. It may be possible to merge the concept of an overworld with an open world for the best of both worlds. Make the distance between cities less than the distance from one end of a city to the other without making it look like that's the case. This could also be used for planets, space stations, and ships, either at sea or in space. If you are playing a game with fighters you don't want them to move too fast or dogfighting becomes more difficult than fun, but you also don't want to make the big ships too slow if you want them to be playable as well or else playing on them will become boring for travel. Travel Speeds that are super fast but prevent you from engaging in combat is the traditional solution to this. Whereas I like the idea of making the planets, space stations and big ships bigger or smaller as you approach them as, ironically, a more free form and sandbox solution. That way you can more easily intercept enemy fleets and the disconnect between combat and travel is mitigated. You might even allow fighters to "orbit" around capital ships so that they can treat the ship as being stationary once they get close enough. Allowing ships to still be pretty fast but fighters still have a massive maneuverability and speed advantage against capital ships.

  • @tianhaowang7796
    @tianhaowang7796 3 місяці тому

    The first time start to understand what leetcode questions are doing, though has been doing those questions for more than 1 year

  • @AIexanderthefake
    @AIexanderthefake 3 місяці тому

    What up bro

  • @sarahlynn7807
    @sarahlynn7807 3 місяці тому

    Weak video.

  • @cabudagavin3896
    @cabudagavin3896 4 місяці тому

    The problem with these games is that they are euclidean with noneuclidean illusions, give me a game thats engine is non euclidean pls

    • @user-vz2gk9hx2p
      @user-vz2gk9hx2p 3 місяці тому

      Hyperbolica for example

    • @user-vz2gk9hx2p
      @user-vz2gk9hx2p 3 місяці тому

      Well, not “for example”, it’s the only truly non-euclidian game with hyperbolic and spheric world I know

    • @coned-up
      @coned-up Місяць тому

      minecraft immersive portals mod

  • @odlangaagf
    @odlangaagf 4 місяці тому

    Dreams and Nightmares are in non-euclidian worlds

  • @RetroSynthWave
    @RetroSynthWave 4 місяці тому

    1:20 idk why but with how slow the lines moved it makes me want to rip my monitor in half out of anger

  • @Drmsallam
    @Drmsallam 4 місяці тому

    Please do more videos

  • @maciej12345678
    @maciej12345678 4 місяці тому

    7:51 did you have links to this program or web site ?

  • @the_0hd251
    @the_0hd251 5 місяців тому

    Euglied nur lobyhoes werdens verstehen

  • @thomassmartphone7125
    @thomassmartphone7125 5 місяців тому

    Take DMT or LSD and you can experience crazy shit 😂

  • @Leverquin
    @Leverquin 6 місяців тому

    13:17 is this Elite?

  • @Leverquin
    @Leverquin 6 місяців тому

    but where can i see code for both of systems

  • @zonesquestiloveunderworld
    @zonesquestiloveunderworld 6 місяців тому

    What the hell is that game with the dinosaur in the car?!

  • @omarelric
    @omarelric 6 місяців тому

    Time and space are productions of the mind imposed on reality to structure it.

  • @halloumi4959
    @halloumi4959 6 місяців тому

    I'm gonna chalk up the 7,000 steps to High Hrothgar in Skyrim consisting of less than 1,000 steps as being a non-euclidian mountain

  • @handledav
    @handledav 6 місяців тому

    so

  • @handledav
    @handledav 6 місяців тому

    so

  • @pjousma
    @pjousma 6 місяців тому

    keep creating, my bro

  • @mob8502
    @mob8502 7 місяців тому

    If we ever reach a level of immersion where we can walk and see from first person in a game without a controller these games will be insane. It would take so much code but it would be awesome

  • @Whodidyoudieto
    @Whodidyoudieto 7 місяців тому

    big cheese

  • @kotaamitsukami
    @kotaamitsukami 7 місяців тому

    I hope they make games like that in 4D that players can see without special glasses

  • @ghfgh_
    @ghfgh_ 7 місяців тому

    how dose this have 1k dislikes?!

  • @syntaxed2
    @syntaxed2 8 місяців тому

    I hate shadowmapping...its just so wasteful to render the scene to a map first.

  • @friendlyfox2189
    @friendlyfox2189 8 місяців тому

    how do you deal with the wall corners or when walls are connected in weird angles how do you properly connect walls together?

  • @ORANOID
    @ORANOID 8 місяців тому

    8 years?! Well, still cool

  • @4dblock314
    @4dblock314 8 місяців тому

    Someone made a great implementation of portals in quake. When a player is in a room (room A) with a portal, the game finds its associated destination (room B), rotates the scene (room B) so it matches with the portal surface and draws it as if it was the player's camera. The game first renders room B and then room A and uses the portal surface to mask room B's camera so that it doesn't get overdrawn. This is a far better solution than rendering the room on a flat texture.

  • @oglothenerd
    @oglothenerd 8 місяців тому

    You have inspired me to make a low poly, open source, time manipulation game!

  • @shloogybagoogy
    @shloogybagoogy 8 місяців тому

    as a very bad coder, things like this just fascinate me. its just awe-inspiring how a large series of numbers and letters can create entire worlds!

  • @robbie_the_mastermind2176
    @robbie_the_mastermind2176 8 місяців тому

    6:35