Video wird geladen...

Video konnte nicht geladen werden

Zur Startseite

What’s your preference, old-school physics-based web swinging or Insomniac’s cinematic style?? Older Spider-Man games (like Spider-Man 2 & Web of Shadows) had more satisfying player expression through realistic momentum & physics, but could look and feel janky. Insomniac’s games look better but feel restrictive, and sometimes jarring, in comparison...

280,755 Aufrufe • vor 28 Tagen •via X (Twitter)

0 Kommentare

Keine Kommentare verfügbar

Kommentare vom Original-Post werden hier angezeigt

Ähnliche Videos

Why the character movement in my custom game engine felt janky and how I fixed it. In a game engine, most often, a character moves using the physics engine. Meaning, the player is not just a coordinate in space but a physical body. It has velocity, it handles collisions, and it interacts with the world. Now, as you might know, physics engines need stability. If you run them at variable framerates, things start breaking. Objects phase through walls or fly off into space because the math becomes unpredictable. This is why most game engines lock their physics loop to a 60Hz fixed rate. But here’s the problem: If you have a high-end system, you don't want to limit it at 60 FPS. That's a waste of good hardware. Now, that said, if the GPU is rendering at 144 FPS but the player's position (physics driven) only updates 60 times a second, it creates a micro-stutter that ruins the "smooth" feel of the game. A good way to fix this is to treat the character as two separate things: 1. The Physics Body (Invisible part): This is the "real" character. It lives in the 60Hz physics world, it moves the player and handles collisions. 2. The Visual Model and Camera (Visible part): This is what the player actually sees. It doesn't care about collisions, its only job is to look nice and smooth at whatever framerate the GPU is pushing. Once you have this separation, you can use interpolation to keep them in sync. Every time the physics clock ticks, you save the previous position of the invisible body before moving it to the new one. Between those ticks, calculate how far we are between the last physics update and the next one. By using this to drive the visible parts of the game, the stutters disappear. The physics loop stays fixed behind the scenes, while the visuals slide smoothly between the snapshots. Example: - Right after a tick: blend_weight= 0.0 (The visual model stays at the old physics position). - Halfway to the next: blend_weight= 0.5 (The visual model slides to the middle point). - Just before the next: blend_weight= 0.9 (The visual model is almost at the new physics position). Pro-Tip A critical mistake I made initially, and one many devs make, is parenting the camera and visible parts directly to the player body. If you do this, the camera inherits the discrete 60Hz physics movement by default. In that setup, interpolation won't work because the camera is "stuck" to the physics clock. For this fix to work you must decouple the camera and visuals from the body and move them separately. Player movement processing in Detis Engine: - fixed_process: Physics runs at 60Hz. Handles collisions and raw movement. - process: Variable rate. Mainly used for player input caching in the player case. - late_process: Variable rate. Handles interpolated camera movement after physics and everything else is done being processed. - render. Submits the final interpolated transforms to the GPU. The test environment in the video is running on an old 2070-based laptop. Hopefully the video compression won't introduce any stutter... I’m sharing this in hopes it helps a fellow dev. Cheers.

Ioannis Koukourakis

48,518 Aufrufe • vor 6 Monaten

In addition to better graphics, current-gen only game design affords gameplay benefits and flexibility folk might not even realise. Insomniac devs were on record about how Spider-Man 2 was able to have faster travel velocity by not being limited to PS4's slow HDD and asset streaming. PS4's mechanical drive simply couldn't keep up with the data demands of faster traversal at the fidelity desired, hence the original Spider-Man had to move/swing slower. Unlike PC's, consoles don't have ultra fast system ram to fall back on either. When you play Spider-Man 2, the added mobility speed, flight, hovering, much faster swinging etc, is not just breathtaking, but it all makes a tangible difference to traversal and its overall fun factor. Gameplay video showcasing how. Another example of the design benefits current-gen only game design can afford, is Horizon Forbidden West Burning Shores. Guerilla Games spoke on how they ditched being cross-gen for the DLC, in order to allow for the high above the clouds dynamic flight and draw distance that came with it, as well as the absolutely massive and technically marvelous final boss fight. It's these sorts of things that have me wanting publishers to drop cross-gen game design as soon as absolutely possible in any given gen (though I appreciate it may not always be financially sensible). It's also why I wish more tentpole cross-gen games and exclusives this gen, had been current-gen only. #SpiderMan2 #PS5 #PS5Pro

NIB

37,686 Aufrufe • vor 10 Monaten

Last week Jez Corden threw out a rumour #PlayStation may be scaling things back on PC. Jez's track record's questionable. This week Parris weighed in too, stating he'd heard similar from a good source. He also says: "They'd lean more towards stop doing PC altogether, before they would do day and date." While I've no idea if the rumours are true or not, I have spoken on how recent PlayStation tenpole single player titles have sold poorly on PC and had significantly lower Steam peak player numbers than their predecessors did, despite them selling faster than their predecessors on PlayStation (with lower primary install bases). Steam peak players Spider-Man - 66.5k Spider-Man 2 - 28.1k God of War - 73.5k Ragnarok - 36.6k PlayStation console sales Spider-Man - 13m in 11 months Spider-Man 2 - 11m in 6 months God of War - 10m in 14 months Ragnarok - 11m in less than 3 months Did many PC gamers lose interest, or could it be that more PC gamers who were interested in these PS games, already bought a PS5 in that time? The latter is what numerous PS execs stated was the strategy with staggered PC releases; a trojan horse to get PC gamers to consider a PS5 (even as a secondary system), not just a means to gain extra software sales. There's further data to support it's working. Either way, if PlayStation really is scaling back on PC on the single player stuff, it could be related to the decline in sales on PC, and thus partly a numbers thing. Full link to the discussion. Also of importance is that DetectiveSeeds stated his own sources have told him that they have NOT heard anything to suggest the above rumours are true.

NIB

36,213 Aufrufe • vor 7 Monaten

Jordan Peterson revealed the uncomfortable truth about what women really desire in men: 1. Women don’t just look for a man they love. They look for a man they can respect, rely on, and build a future with when life gets serious. 2. A strong woman doesn’t want a weak man she has to carry. She wants someone who can stand beside her, challenge her, and still make her feel safe. 3. The more successful a woman becomes, the smaller her dating pool gets. Not because success makes her unattractive, but because her standards naturally rise with her own level. 4. Highly accomplished women don’t intimidate men on purpose. But their intelligence, ambition, beauty, and status can make most men feel like they have no chance. 5. Men are more afraid of rejection than women realize. When a woman looks like she already has endless options, many men don’t even try. 6. Women often look across and above their own level. They naturally desire men who are equal or higher in confidence, competence, maturity, status, or stability. 7. No woman wants to build a life with a man she has to parent. She wants support because marriage, children, and family demand a man who can carry responsibility. 8. Men and women experience time differently in dating. A woman near 30 may think seriously about children, while a man of the same age may still feel he has years to decide. 9. A young woman is often valued immediately. A young man usually has to build himself before the world starts paying attention to him. 10. That’s why men are forced to develop depth. They build skill, confidence, money, personality, discipline, and status because looks alone rarely carry them. 11. A real man is not just older, richer, or dominant. He is emotionally stable, mentally strong, and capable of making a woman feel protected without controlling her. 12. Modern dating is painful because desire is not politically correct. People can say whatever they want, but biology, age, ambition, status, and attraction still shape choices. 13. The hard truth for men is simple. Don’t complain about women’s standards. Become the kind of man who can meet them. 14. The hard truth for women is also simple. Success gives freedom, but it can also shrink your options when you expect a man above your level. 15. Peterson’s point is not that men or women are wrong. It’s that attraction has rules, and ignoring those rules creates confusion, resentment, and loneliness.

Prasad

250,317 Aufrufe • vor 2 Monaten

What if gaming paid you back not just in vibes, but in stuff you can own, trade, and flex? Ajuna Network crashing the scene with a blockchain-powered punch that’s about to change everything you know about gaming. Today we’re diving into Ajuna’s world of epic games that hit hard and a 2025 lineup so stacked it’s practically begging you to smash that play button! What is Ajuna Network? So, what’s Ajuna Network all about? It’s a decentralized gaming platform built on the Polkadot blockchain, giving developers the tools to craft games where you own your in-game assets as NFTs. And with their upcoming SAGE game engine, they’re about to supercharge the creative possibilities. This is gaming redefined, power to the players and creators, and it’s only getting bigger! Ajuna’s Games: The games that are stealing the show right now: AAA, Battle Mogs, and BBB. 1/AAA Awesome Ajuna Avatars NFT-powered collectible game that’s your ticket to their gaming universe. AAA lets you mint, forge, and evolve unique avatars tied to seasonal themes like Mogwai from Battle Mogs in Season 1 or Pets in Season 2. Each avatar’s an NFT you own, with over 5 million possible combos, and you level them up by sacrificing lower-tier ones to craft Legendary or even Mythical versions. The gameplay’s a mix of strategy and hustle. Your oices shape the adventure, and the ownership vibe makes every decision epic. Strategy and collecting fans, this one’s for you! 2/Battle Mog Tactical brilliance meets adorable Mogwai creatures. . The gameplay’s a mix of planning and adaptability. Outsmart your opponents in deep, strategic battles, and own your Mogwai as NFTs to trade or keep. For me, it’s the perfect blend of strategy and stakes, with NFT ownership making every victory feel massive. If you love a mental showdown, Battle Mogs is your jam! 3/BBB (Big Ballz of Bajun) Chaos, quirks, and pure fun! BBB’s a wild ride. A second collective-based game, a chaotic twist on the AAA formula that’s all about competition and creativity. Launched on the Bajun Network a free-to-play mobile battler where you mint, forge, and evolve quirky, street-art-inspired “Ballz” into Legendary status. These Ballz are NFTs you own, trade, or flex, with over 60 million possible variations thanks to five layers of customization. The goal? Climb leaderboards in tournaments like crafting the lowest Soul Point Legendary with a hype skill snagging a slice of juicy prize pool. But heads-up: it’s sunsetting soon! The devs are going out with a bang think special events and rewards. NFTs in Ajuna Network Games NFTs are the secret sauce here. In AAA and Battle Mogs, your avatars and Mogwai are unique, tradable assets. Grind for a rare Mogwai, trade it for something epic gaming and collecting collide, and it’s a rush. Better yet, these NFTs work across Ajuna’s games, so your victories carry weight everywhere. This is gaming with real stakes! Upcoming Games in 2025 Hold onto your controllers, because 2025 is about to go nuclear! Ajuna’s dropping a lineup that’ll make your gamer soul sing. A key milestone will be the highly anticipated completion of SAGE, their revolutionary game engine. By onboarding developers to this innovative platform, they’ll unlock fresh opportunities for engagement and creativity within the Ajuna ecosystem. Think more games, wilder ideas, and a flood of new ways to play , SAGE is the spark that’s lighting up Ajuna’s future! But wait, there’s more! Ajuna’s in-house crew is cooking up an action-packed roster: Hero Jam, Season 1 Avatars, Season 2 Pets, and an upgraded Battle Mogs. And looking ahead, Dot 4 Gravity and New Omega Reforged are on deck. Every title’s packing NFTs and AJUN token perks, making your gameplay more rewarding than ever. With so much on the horizon, the coming year is set to be nothing short of extraordinary! 2025 it’s a gaming revolution!

Shelley

11,689 Aufrufe • vor 1 Jahr