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THIS ENEMY IS TERRIFYING #shorts #gamedev #indiegame #unrealengine #horrorgaming #gaming #indiedev — Transcript

by neener · 313 words · 44 segments · language en · Watch on YouTube

Full transcript

  1. 0:00This horror game enemy is terrifying.
  2. 0:03And those [music] physics should be
  3. 0:04nuking your frame rate, but you used a
  4. 0:06trick from a 26 year old Hitman game to
  5. 0:09make it completely smooth. You start by
  6. 0:11adding a single worm, but on its own
  7. 0:13it's completely stiff. You decide to add
  8. 0:15physics by making the worm a junkie and
  9. 0:18cramming 12 pills into its body, each
  10. 0:20connected with a joint and with its own
  11. 0:22collider. But when you spawn 500 worms,
  12. 0:25you see an immediate [music] problem.
  13. 0:266,000 pill colliders all spinning and
  14. 0:29bumping into each other just gave your
  15. 0:30CPU a stroke. You need a different
  16. 0:33physics approach. So you send your worm
  17. 0:35to rehab and replace the pills with dots
  18. 0:37connected [music] by a string. The dots
  19. 0:38can't tip or spin, so your CPU only has
  20. 0:41to shove a dot back if it moves too far
  21. 0:43from its neighbors. To stop the worms
  22. 0:45from no clipping into the floor, you
  23. 0:47bake the level into a distance field, a
  24. 0:493D grid where every spot in the level
  25. 0:51knows how close the nearest surface is.
  26. 0:53Each dot looks up one number, [music]
  27. 0:55and if it's negative, it's inside
  28. 0:56something. So you push it out. The worms
  29. 0:58are still clipping into each other,
  30. 1:00which means every dot also needs to
  31. 1:02[music] check every other dot. That's 32
  32. 1:04million checks per frame. To save your
  33. 1:06CPU, you chop the level into a grid and
  34. 1:09make each dot only check other dots in
  35. 1:11nearby cells. Now you're running
  36. 1:13smoothly. But what about the AI? Worms
  37. 1:15are idiots, so you give every dot of
  38. 1:17every worm only one goal, crawl toward
  39. 1:20the player. Now the pile can climb
  40. 1:22walls, wrap around pillars, and converge
  41. 1:24back together when you try to explode
  42. 1:26it. Congrats, you've created a nightmare
  43. 1:28with the same trick Hitman used for its
  44. 1:30dead bodies.

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