Yeah! I'm loving this, would like many more talks like this!
@TehBurek5 жыл бұрын
"I imagine you're using Unity, right?" - lost my shit at that one.
@shivanshsingh82293 жыл бұрын
IKR I am like bruh seriously?
@victor.novorski Жыл бұрын
OMG... That's Embarrassing.
@erikm9768 Жыл бұрын
He heard 'rigidbody' and associated that with having seen a 'rigidbody' in Unity once... XD
@YoutubePizzer3 ай бұрын
lmfaoo bro that’s an insane thing to say
@TurboMakesGames5 жыл бұрын
This talk was great. I would really love to see more of these videos where developers take a deep dive into the complex systems and show their actual process of finding solutions to problems and how they deal with problems that emerge along the way. Once again, awesome video!
@daxterquiny5 жыл бұрын
Slightly sad that there weren't four 4's in the title of this talk :P
@maymayman02 жыл бұрын
Great talk I love the technical details he talked about
@VariantAEC5 жыл бұрын
Definitely cool to learn about the tech that goes into the driving mechanics. Funnily enough the AI collision ray cast ND made is in principle exactly what real life self driving car's RADAR modules are made to detect in order to avoid direct impacts.
@ultraenergy3135 жыл бұрын
Would have been fun to see some code samples, but anyway it's great to see something like this on GDC.
@LeandroMenzen5 жыл бұрын
23:10 😂😂😂😂😂
@QuietSnake-xs5vx5 жыл бұрын
Yeah dude he thought uncharted was made on unity xD
@saibalaji47133 жыл бұрын
😂
@Madash0235 жыл бұрын
Super awesome! I'll have to look into making my own wheel collider for Unity using some of these techniques. Only having that single point of contact has been one of my biggest hurtles in creating a vehicle that behaves right.
@ktogdzie51975 жыл бұрын
Genuine question: lb-ft what kind of scientific unit is that and why would you use it? I always thought that torque is measured in newton-metres.
@elosant20614 жыл бұрын
pounds-feet i'm assuming, and because they're american lol
@LemonMontage4203 жыл бұрын
Torque can be measured in both lb-ft and nm, you just have to convert from one to the other inside the code, so since physics engines use the metric system (Newton's), they'd need to put a converter at the end of their code (torque in lb-ft = torque in NM * 1.36)
@abdennacer632915 күн бұрын
I just want to know how to make a wheel rigid body move forward where it's facing instead of moving forward in global forward axis ,what are the solutions to this especially knowing that the game engine I work with done let me make it move in it's local axis without interfering with other physics and makes it wired ,
@DrScientistSounds5 жыл бұрын
The Super Swampers were an awesome touch!
@_denzy_63104 жыл бұрын
Im using the forward vector from car to target and getting a signed angle y. Kinda eaiser for pathfinding
@JohnyFirst5 жыл бұрын
Super informative!
@zydeas5 жыл бұрын
"You mentioned using a Rigidbody. You're not using Unity, are you?" 🤔
@VariantAEC5 жыл бұрын
"Rigid body" is a term used in most physics engines. Even Blender uses this terminology.
@beardninja50295 жыл бұрын
I died lol.
@CPalanysamy5 жыл бұрын
such a dumb question
@lolindirlink5 жыл бұрын
7:30 byebye GDC @ YT :(
@RomixalView5 жыл бұрын
Be damn these penetrations ( ͡° ͜ʖ ͡°)
@alextownley93885 жыл бұрын
Wow!! I had no clue it was so complicated to make a vehicle and it’s physics work in a game. I’m very impressed.
@Freak_Gamer5 жыл бұрын
Its not, they just have really high standards
@Ayoul5 жыл бұрын
@@Freak_Gamer Kind of a moot point isn't it? Everything is simple in game dev if you don't put any effort in making it feel right and leave out the bug fixing.
@Freak_Gamer5 жыл бұрын
@@Ayoul I was just saying that theres no need for such high detail; that does not mean it has to give shit results though, look at HL2, its cars are really simple yet nobody has ever complained.
@Ayoul5 жыл бұрын
@@Freak_Gamer Completely disagree. I wouldn't generalize that nobody has ever complained. The vehicle controls in HL2 are not the best, but they serve their purpose. They are also a product of their time. You're comparing games 12 years apart with very different designs and POV's. Obviously expectations are going to be different. I would also argue that they do need such detail. It makes their games consistently high quality throughout, it means they get better reviews (just look at how the batmobile in Arkham Knight was divisive), etc.
@LemonMontage4203 жыл бұрын
@@Freak_Gamer have you seen the code used to create vehicles in hl2 to conclude that they're simple?
@QuietSnake-xs5vx5 жыл бұрын
Sounded lil nervous there ....but good talk
@BrbZrk4 ай бұрын
Driving felt too simple for my taste though not bad for an uncharted game
@RoguePlanetStudio3 жыл бұрын
Halo warthog
@endlesspivots13072 жыл бұрын
Please send this video to the Cyberpunk devs. 😅
@khurshidernazarov809 Жыл бұрын
Eks dee
@strategy5 жыл бұрын
Who here understood even half of what was spoken about here in this talk? :D
@VariantAEC5 жыл бұрын
I did... Doesn't mean I can implement it in my own stuff...
@lolindirlink5 жыл бұрын
Yeah it was very specific to their problems and workflow. Still inspiring! which is, i think what matters most for many here. :) (What's better ENTERTAINMENT, than educational entertainment? :D )
@VariantAEC5 жыл бұрын
@@lolindirlink I was just saying that I'm not talented enough to rig things up like this. Technically everything described in the video can be implemented by anyone. If you want speed and fluidity the setup described will work for you. GDC is all about game developers sharing their knowledge.
@CaveyMoth5 жыл бұрын
Come on, guys. Normal forces, rigid body simulation, rotational torque, ray casting...it's like riding a bike.
@AnkitSinghKushwah Жыл бұрын
Tried implementing this on my custom engine : kzbin.info/www/bejne/mZ7dlmZni9ahl8k
@windy39353 жыл бұрын
I still find it stupid that it's completely impossible for the jeep to flip over at all times. It's one thing to alter physics for the sake of a fun game, especially when it comes down to driving over terrain at certain speeds and stuff, but a vehicle that never flips over? Not even once. That's overcorrecting, so much to the point that I can't label the current design decision a pure positive.
@kaian20055 жыл бұрын
Coloquem legendas em português
@andrecoelho80015 жыл бұрын
Se eles deixassem o público contribuir eu já tinha legendado algumas
@du0lol5 жыл бұрын
Aprenda inglês.
@raghav36123 жыл бұрын
If I am 12 is it to hard to solve the puzzles
@michaelhartjen32145 жыл бұрын
This is easy stuff, do it on tessellated geometry!
@zdspider6778 Жыл бұрын
Honestly, the driving level was the LEAST fun in the game, and now I know why. Totally warped, "arcady" physics that was way over-engineered. It was an interesting talk but please don't... don't try to replicate this feel. It's awful. It never flips over and you can actually "feel" the invisible force that's always making sure of that. Very artificial. It feels like you're driving a cube or something. When you have realistic-looking models and cartoon physics, it creates a rift. It pulls you out of the immersion, constantly reminding you that you're playing a game. You never wanna do that.
@dynamitemonkey-zj6pt Жыл бұрын
When you got hit by 5 bullets and still survive it broke your immersion too? Since the guns were so real, or when Nathan killed 100 goons but decided to save Nadine? I liked the vehicle mechanics, feels really good, and you almost never feel that invisible force because of good (and obviously linear) level design
@zdspider6778 Жыл бұрын
@@dynamitemonkey-zj6pt That's different. When you're in danger and you don't die, you thank the gods you're still alive and not have to restart the whole level. But when the vehicle you're driving is magnetized by an invisible force, it's... the designer's hand is painfully obvious. And that's not the ONLY place they used that magnetization. There are jumps that should not be possible, during set pieces where cliffs start to fall. Your character suddenly makes a larger leap than physics ever allowed up until that point. Tomb Raider (2013 reboot) does that, too. They could have hid that better, with a closer camera angle or something. Same with the vehicle flipping over, they could have stepped out, an animation where they pushed it (same animation when pushing crates or balls, whatever) and faded out a black screen soon after. At least that would have "grounded" them better. Instead of having wonky "up-right" physics like that. If the story took place in a magical realm where they had magic abilities, that magnetization would have made sense (with some sparkly particles around the car).
@satellite9645 жыл бұрын
They could make a stand alone racing DLC outta this. Something like Mario Kart but with off-roading.
@KENISEG3 жыл бұрын
omg its so bullshit... Force,y = (Vy/Vx)*Fz... hahahahah
@colin-campbell5 жыл бұрын
More diversity and inclusion talks please!
@razzraziel5 жыл бұрын
wow worst rea...*cough* talk ever. this was like a unprepared student presentation.
@lewisnorth11884 жыл бұрын
This is one of the best GDC talks I've ever seen, he gave a good description of how they made it and the process and decisions they made to get there. Being a little nervous about speaking in front of a crowd of people doesn't make the talk bad
@bryancorell90923 жыл бұрын
Could've prepared more but nerves are a bitch and this fella was probably not crazy thrilled at the idea of huge public speaking exposure at first. :) Really good talk though, not too detailed, not too hand-wavy.
@loremipsum31472 жыл бұрын
why don't you do it better and let us see? Ah you aren't the one working for naughty dog.. just a random person in youtube