I loved the part where Garbaj said "It's garbin' time"! and garbed all over the place
@noahthompson95
7 ай бұрын
One disadvantage about stair-stepping is that it can be jarring to have your camera snap up whenever you climb a step, and it can cause motion sickness - this is part of why I prefer ramp stairs.
@Marc83Aus
6 ай бұрын
Vintage story had this issue, it was most noticable when sprinting up stairs, especially if the particular stairs also was of a type with a built in speed bonus. Small steps were fine but if the height required a few seconds of travel time it got very jarring. Eventually someone came up with a solution which made stair travel not jarring, but that fast wall climbing exploit is still possible .
@pfifo_fast
6 ай бұрын
Thats a failure of the camera system, the camera is not climbing the stairs, the character is climbing the stairs. The camera shouldnt be constrained to the in game physics, but instead have its own set of rules for how it should behave.
@jeffreygordon7194
6 ай бұрын
As with many problems in game development, linear interpolation is the solution.
@decoycat
6 ай бұрын
He explained how to fix this
@DevinDTV
6 ай бұрын
Even if you smooth it over a few frames it's still unrealistic. To get the head bob you see in video games, you'd have to straighten your legs out at the top of each step before going to the next step -- something absolutely no one would ever do. Instead, your trailing leg only fully extends as you reach the top of the next step, and your leading leg remains bent at that point. This results in smooth diagonal upward motion of the head. Ramps are simply closer to reality.
@ZairotOne
7 ай бұрын
For anyone curious, have 2 raycasts - 1 for the bottom of the collider and another slightly above that. Both casts should be pointing forward. The bottom raycast checks if a wall is encountered, the higher one checks if the player could/should be able to climb over it. If the bottom one hits but the higher one doesn't, apply negative gravity. This makes it look like the player is actually stepping up stairs in first-person. This setup requires some tweaking obviously.
@gibleyman
7 ай бұрын
Modern Warfare 2019 also has a very unique way of using viewmodel animations to make going up stairs more convincing than I've ever seen. Your character will sway their guns a lot faster to visualise them having to take more steps in quick succession, as well as slightly tilting their gun. It's extremely basic and simple yet adds so much to the immersion of just walking around the map and one I'm surprised not many FPS games prior has done. It's kinda hard to explain in words tho.
@mr_sauce_cooks
7 ай бұрын
the raycast method isn't reliable, use shapecasts trust me
@sinewavey
7 ай бұрын
This is not a correct solution and with raycasting, you will miss geometry. This is done with a full shape cast in multiple steps to work properly.
@DeltaNovum
7 ай бұрын
And use IK (Inverse Kinematics) to make the legs and feet position correctly.
@mr_sauce_cooks
7 ай бұрын
@@DeltaNovum I'd really love to see more tutorials on this subject in godot, I've been thinking about learning it
@haassteambraker9959
6 ай бұрын
Years and years ago I played a 2D flash shooter that had a level editor. The game did stair stepping, but the stair step detection was taller than the smallest unit of measurement in the level editor. If you did it right, you could arrange a bunch of 1 unit tall platforms with a 1 unit gap completely vertical and just functionally teleport upward. Best part was the game had ragdolling, even (albeit much more rigid) while the characters were alive, so in the precious few visible frames while ascending thousands of units you'd see your guy folded like a lawnchair.
@thevalarauka101
6 ай бұрын
I instantly thought of Minecraft's cake staircases at 2:10 (although you have to ride a horse for them since horses can step up an entire block while players can only do half a block without jumping)
@fireaza
7 ай бұрын
"Why don't we have both?" -TF2
@ijaydubb
6 ай бұрын
*cries in trying to ramp slide a stair step-clipped geometry while rocket jumping*
@SandmanURL
6 ай бұрын
@@ijaydubbthis has made me memorize what maps have smooth stairs or not (sometimes they have both weirdly)
@Helperbot-2000
6 ай бұрын
@@ijaydubb if i was a map maker, i would make a bounch of great ramps and places to slide and would give every one of them tiny bumps not noticable while walking , but always stopping trimping and rocket jumping >:DDD MUHAHAHAHAHA
@uncertaintytoworldpeace3650
6 ай бұрын
The obvious solution…
@alsolii
6 ай бұрын
both, both is good
@Calinou
7 ай бұрын
Stair smoothing is best done on the camera only, so it doesn't make stair stepping unnecessarily slow. id Tech 3 has a very good implementation of this that still stands the test of time today (much better than it was in the Quake 1 and 2 engines). The downside of applying it on the camera only is that it won't smooth out the player from a third person perspective, so you'd need to apply this offset on the player model as well (which can come with its own issues, such as being misaligned with its actual hitbox for a split second). It's also worth considering that using ramps instead of stair stepping makes it possible for projectiles to smoothly move up/down stairs, which is sometimes desired for gameplay purposes. For instance, if you have a grenade launcher, you may want grenades to roll up stairs even if it's not realistic to make the grenade launcher more usable at the bottom of a staircase. Otherwise, most grenades would end up bouncing back towards the player shooting them due to the "wall" of every step bouncing off grenades.
@orange451
7 ай бұрын
This is exactly how I have chosen to implement this in my games for years. Gives the best results imo.
@sinewavey
7 ай бұрын
A combination of well designed weapon projectile only clip brushes helps provide bouncing while still retaining correct stair mechanics for the players. Collision layers are an amazing tool! Quake 3's stair stepping algo is still the gold standard, if you ask me. But that's an opinion :)
@Insomiotic
7 ай бұрын
I'm my step step implementation, I keep the collider physics all the same, but apply smoothing to an internal "body" node. Useful for 3rd person / multiplayer!
@Calinou
7 ай бұрын
@@sinewavey Grenade clips are the solution used in CS2, and they make a lot of sense for walls/ceilings, but that game has always used clipping ramps for stairs as well for player collision. It's a solution that works but involves a lot of manual labor at a large scale.
@sinewavey
7 ай бұрын
@@Calinou Yeah, it was always an oddity to me that TF used so many clip ramps for stairs despite it having the ability to. But I guess if you need weapon clips you might as well use the player clip and make some things feel smoother as ramps don't affect you in the same way as in say Quake.
@coolgameschad
6 ай бұрын
The "magic carpet" strategy is my favorite, which I use in my game: The character is just always floating above the terrain at knee height, like a boat. A downward scan gathers the distance to the terrain as you pass over it, causing you to gently rise or sink by applying a force proportional to the error. It handles all irregular terrain as well as stairs and always feels smooth.
@matheus_roger
2 ай бұрын
do you have a video doing this man ??
@skaruts
7 ай бұрын
Usually when people suggest ramps is when they're not really seeing the full scope of the problem: stairs are not just staircases: stairs can be everywhere. The same code that can climb a staircase is what will climb a sidewalk, or a small box, or any kind of small prop model, or a stepped rock, or any kind of steps you might have in your geometry. Ramps can only be feasibly used in very simplistic levels, if steps are few enough that mappers can be relied to not forget any.
@yourunclejoe9500
6 ай бұрын
but i'd still rather the map maker clip steps so my camera isnt moving up and down constantly. if there is so much shit on the ground that clipping would be a problem, then stair stepping would be a problem too.
@kirasmith1147
6 ай бұрын
Camera movement that jumps is the worst possible scenario, camera movement that moves forward, stops, moves up, stops, moves forward, ect... is still *really* bad. Solve other objects with any strategy you want, but the intended path shouldn't contain jarring camera movement, so you either use a ramp or otherwise allow the controller to have smooth movement
@skaruts
6 ай бұрын
@@kirasmith1147 most implementations smooth out the camera.
@kamillatocha
7 ай бұрын
GOD FORBID ANY VR developer doing this i instantly get sick if i go such stairs in VR
@Friend-
3 ай бұрын
You can make the code for the camera separate to avert that issue.
@relt1554
6 ай бұрын
I want a new game mechanic where if you aren't looking at the stairs you trip on them.
@bene2451
5 ай бұрын
you don't need to do that In real life though
@MechMK1
6 ай бұрын
It's interesting that you mentioned CS:GO, where developers deliberately turn most stairs into ramps, specifically to give that smooth feel and avoid throwing off your aim
@5ld734
7 ай бұрын
I am talking within the context of Unity specifically but this can work in anything, my favorite(underrated) solution for games with a physics player: shorten the players collider to be about their height without legs, then hover the player to the intended height by applying a continuous force (ray cast down player height meters from head, add an upwards force to the character that’s JUST enough to hover them to their intended height, then add some damping) and then your character moves nice and buttery smooth, over small objects and stairs with ease. The only downside is the character has accelerated motion and would take a lil bit to get to it’s intended walking speed which isn’t always good for instant reflex games, as well as needing to separate the camera from the player body transform in order to prevent camera jitter. You can adjust the bounciness, the height, the friction, etc. it’s a very nice system and makes jumping and crouching very easy to implement
@kaksspl
7 ай бұрын
Funny how you used CS as an example of stair stepping. Yes, it supports it because of how old roots of Source are but over the many years of development of CS series and TF2 as well, both Valve and even community worked on smoothing out the stairs with simple or complex ramps because a series of stairs where you just keep bouncing is neither realistic or fun. It's just jarring to look at. But hey, Valve can do whatever, what do they know about good design and what players prefer? Well turns out most players agree. The very same 3Kliksphilip whose video you used has another video about the curved staircase on Dust II. How many times it changed, how for the longest time it was bumpy, how players developed a pattern of invisible colliders that could work with the shape and within Source engine and how finally Valve used a very similar solution to the one provided by the community. The best solution for many seems to be a ramp starting after first step so you get a single bump to know you walked onto the stairs and the rest goes smoothly. Just a bumpy staircase? Big nono.
@npc_blob1609
6 ай бұрын
There's a larger issue with having steps _anywhere_ that games need to account for. If you jump while moving and slightly graze your collider on one, you'll instantly come to a stop which is dreadful especially during combat. Source does nothing to accommodate this which is another reason Source mappers are obligated to coat everything in clip ramps.
@GreatCollapsingHrung
7 ай бұрын
I've recently started working on my first 3D game, and hadn't looked into how others handle stairs, but only gave them a little bit of thought. I hadn't considered doing a hitbox near the feet, but had thought of just casting a couple of rays in the direction of motion, one at the feet and one just above the max step height. I figured if the bottom one hits an obstacle but the top one doesn't, it means you ran into a step you can climb.. That way the length of the top ray can also determine how steep the stairs can be and still allow the player to climb, because if it's too steep the ray will hit the next step up. But now that I'm thinking about it, that may not work well when going up a sloped floor because only the bottom ray would hit the floor so it would be treated as a stair. Thinking out loud, though, if the bottom ray angles upward at the angle of the steepest slope that I want the player to be able to walk up, it won't hit the slope, and that might work for my purposes.. or if I don't change the angle of the bottom ray, but instead check the normal of whatever it collided with, I could tell whether it's a slope I could walk up or something I'd have to step up.. hmmm.. I'll need to look more at this. Thanks for this video, it's made me think about things that I had been putting off
@novarender_
6 ай бұрын
You could go with your original solution and interpret the result based on how far the upper ray traveled past where the lower one hit. This distance could be based on, say, the minimum step depth, maximum floor steepness you can travel up, minimum distance you're allowed to be from a wall, or some other criteria. Something to think about.
@xonxt
6 ай бұрын
Smooth stairs (with a ramp) are a must for VR games... otherwise with stair-stepping it's too uncomfortable.
@goat-7658
7 ай бұрын
It's a little weird to me that most games of the 21st century opt for the ramp approach, considering that Doom had smooth stair-stepping all the way back in 1993, albeit with the exploit seen here (most famously seen in MAP19 of TNT: Evilution).
@RoughEdgeBarb
7 ай бұрын
Doom is essentially a 2D game, so it's really quite different.
@colbyboucher6391
7 ай бұрын
@@RoughEdgeBarbIt's REALLY not.
@Bananenbauer123
6 ай бұрын
@@colbyboucher6391 It is 2D in the sense that the 3rd dimension doesn't exist gameplay wise, it's a visual trick, but maybe too technical to convey.
@colbyboucher6391
6 ай бұрын
@@Bananenbauer123 Except it does exist, just not for everything. Cacodemons can float through "windows" and right over other enemies at whatever height they please, for instance. Id made a 3D engine and then yanked some of the math required to make the axis actually work properly for the sake of speed, but people overexaggerate how drastic it is.
@redrevyol
6 ай бұрын
Those developers may have taken a physics class during their college years. hehe
@fluffycritter
5 ай бұрын
An approach I've seen some folks use is to use separate "climbing" collision for the player which is in the form of a sphere or an ellipsoid, so pushing forward lifts them up through the lateral force of the step's corner on the climbing volume. This also happens to give you a few other nice benefits for free, like an inherent limit to how high you can climb on a single step, and slows you down during climbing and gives a much more graceful height transition.
@fluffycritter
5 ай бұрын
For an example, look for Paul Nettle's whitepaper entitled "Generic Collision Detection for Games Using Ellipsoids" which is I think where I first saw this technique.
@nvcnc
6 ай бұрын
Then there's GTA IV. The character actually stepped on every single step and had to slow down to run up a staircase. Even NPC's did so too. A funny thing to do in the game was to find the longest staircase and walk up to an NPC and bump them so they stumbled. If they couldn't catch themselves they would trip and actually tumble down the stairs in an extremely realistic fashion. That game was so ahead of its time.
@skullthrower8904
5 ай бұрын
You press jump at around the last step of a stair you can jump a lot higher than normal Sometimes you even take fall damage
@darkacb8422
6 ай бұрын
the downside of stair stepping is that it can be visually jarring. at least to me, a lot of games that implement stair stepping can make my eyes hurt. of course, this all depends on the game and its implementation of stair stepping, if it uses it.
@jakd.rabbit
6 ай бұрын
I do really love how Sucker Punch handled stairs in the Sly Cooper series (and I guess inFAMOUS as well as they implemented the same system there but it blew my mind as a 5 year old in 2002) where they had a hybrid system of the slope method but the stairs were still coded in a way where whether the player were walking or just stopped, the inverse kinematics of the legs would still reference the stair step and place the foot on it even altering the idle animations foot and leg placement and movement in the process. It was always so funny to get Sly somewhere where the ground was flat but there was a sudden slope transition and watch him go into his idle animation where he crouches and watch one of his feet and the leg it was attached to just pop up higher than the rest of his body in such an unnatural way.
@IAmCymepka
6 ай бұрын
That reminds me of that one staircase in Minecraft where you use pretty much everything to make it 6x1x2 blocks
@isaacbunsen5833
6 ай бұрын
I like to reframe it as a "curb" or "step" problem. Since its something you'll probably want a general solution for. Imagine what you would have to do for a curb step that can move around if were using the ramp method. My trick is to make the hitbox not cover the legs and use a raycast to determine what height it needs to adjust too. This way you dont even notice the little things you step over and you go smoothly up stairs.
@justafoon
6 ай бұрын
I love the stairs in Detroit Become Human. If you run around in some of the levels, there's TONS of animations just foir stepping up, and over things.
@LunaticEdit
4 ай бұрын
Or you use a pillbox collision and let the force push the object up the stairs purely in physics. As long as you are locked on X/Z rotation, if you push hard enough your character will 'slide' up the stair via the slope of the bottom sphere of the pill collision. Not only is it essentially code-less (if you're using a physics engine), it also gives stairs some heft. You can change how the sliding feels by adjusting the friction of the stairs or player collision object.
@ripleyxo631
7 ай бұрын
Stryxo and Garbaj back, perfect.
@jasmine.rchrds
7 ай бұрын
genuinely 😁
@Ousadanken
6 ай бұрын
dirt kids, the only replayed part was when that lady had her ass swaying
@MagicGonads
6 ай бұрын
Another solution is 'Inverse Kinematics' where you partially separate the legs and the rest of the body so the body is more stable while the legs move move to adjust to the terrain. This is often used for animations but it is also sometimes used for physics.
@genghisdingus
6 ай бұрын
Hot take: the auto smoothing that gmod has looks better than walking up a clip brushed off staircase
@satinden
7 ай бұрын
this is such a huge deal. im happy more people are talking about this and its awesome to see youve made a video on it. trying to create this in godot was one of the hardest things i tried to solve as a beginner gamedev
@Jetiix
5 ай бұрын
Garbaj you made me realize making games is more fun than playing them
@u12bdragon
6 ай бұрын
Naww he used Haydee footage 💀💀
@DanDart
3 ай бұрын
Another thing to mention here is that the snapping is often how ladders work, plus both of these is why 3rd person games with stairs look jarring.
@FortisConscius
3 ай бұрын
I added stalagmites to MineTest, built out of nodes atop one another at decreasing widths and depths... Starting from 2-8 decreasing until 1 or not-an-air-node. The character shot up the side when testing it's collision. Now I understand why, thanks to this video. Minetest is using approach B (stepheight). I'm not changing it, however... because I find it fun. I will find a 'world physics excuse' and make it consistent, the same way gravity only affects particulate or detached nodes like dirt or sticks (otherwise a collapsing world happens which collapses your hardware too!) Fun.
@Erik-pt2yw
6 ай бұрын
The MOST frustrating things about staircases in games is that they are rarely follow the rules of designing a fucking staircase 2h+b=S(63±3см) and almost always have 45 degree or another fine angle or nonsense proportions because artists cannot figure out how to make them fit in modules (thing that was figured out by fucking ancient Greeks)
@jonothanthrace1530
6 ай бұрын
There are few things more jarring in a video game than having to jump up reasonably-sized (ie, an able-bodied person could step up them without assistance) stairs.
@LichenJuice
5 ай бұрын
giggling at how the replays are drastically higher for the haydee clip
@leetNightshade
7 ай бұрын
Moving the camera along jagged stair collision, even with interpolation, is terrible for people worried about motion sickness btw, especially at faster movement speeds.
@ezioassassin2028
5 ай бұрын
Another solution is to also measure the depth of the stair so the player can only take a step up if there is enough room for the player to stand on top
@FrankGennari
6 ай бұрын
The way I handled steep stairs is by reducing the player's horizontal speed based on the stairs angle (horizontal/vertical distance). This way the height increase is capped. I even used this to make ladders that are effectively near vertical stairs.
@Avaku333
5 ай бұрын
You could always calculate the length of the top of the stair and if it's shorter by a defined length, don't allow to step
@freazywarr
5 ай бұрын
This exploit makes it really easy to make ladders when mapping for the original Doom games.
@8stormy5
6 ай бұрын
My favorite method of this is Payday 2, where everything is smooth, and there are no different surface types for walking collision and you instead just don't climb slopes angled too high. What this does is let you "climb" up steep slopes by repeatedly jumping, since you're technically colliding with a surface from above while climbing anything that's not vertical or backwards-sloping. This would obviously be terrible for many many games, but it opens up a ton of freedom of movement, without making things overly complicated (no dedicated "mantle" button), while creating synchronization between the act of climbing a sheer surface and the inputs needed to do it.
@Krilium
3 ай бұрын
Furthermore, to avoid that issue, you could check the depth of each ledge too
@Shimadacat
5 ай бұрын
I actually really like Honkai Stair Rail's approach to stairs. They have the stairs as a ramp, but if you pause on stairs, the characters gets ever so gently pushed up in order to actulaly match the visual appearance of the stairs. At least, this is what I think they do. I noticed the phenomenon on some relatively low incline stairs, so I may have simply been mistaken.
@CallOfCutie69
6 ай бұрын
Our real vision is stabilized by our brain, that even “cuts out” some of the frames in between larger eye movements. That’s steps translate badly into gaming, where camera view is not that stabilized.
@MasterHigure
6 ай бұрын
I am pretty sure this is how the original Doom duology did ladders.
@matt92hun
7 ай бұрын
I remember the Stalker games having some weird stairs. They felt like they weren't always working as typical video game stairs, but I can't remember what they actually did.
@Charmlie.R
6 ай бұрын
Extremely steep stairs can be an interesting way to make slightly leaning ladders which is kinda cool I suppose technically you could push it to the absolute limit to make mostly vertical ones too
@billkammermeier
6 ай бұрын
My favorite "exploit" is the crouch jumping feature in the goldsource engine. The feet come up to meet the player's butt and then the model falls down when you crouch, so if you are holding forward you can "jump" over small ledges just by holding forward and crouching. This is easy to do in Day of Defeat and I assume it works the same way in HL, TFC, CS 1.6 etc...
@joel6376
6 ай бұрын
>the simplest solution The simplest solution, used in quake and doom etc is to have a 'stair height' and the player simply goes up the stair. The downside is this is jerky af. Coming down can be interesting too, in quake the player seemingly sticks to the floor and zippers down the stairs. In other older titles the player speed makes them just.. walk off into the air and essentially fall. The stuttering effect was exacerbated by the collision being a box instead of a capsule (at least in UE the rounded bottom smooths out the stairs to a degree). edit: ah, you prefer this. it is the OG method. Also the super narrow steps is how ladders were done in really old fps that did not support ladders. Make a the super steep staircase out of clip brushes and chuck it on a ladder that has no collision. Didn't work for really long ladders, and you couldn't "climb" down it but who would want to climb down a ladder in quakeworld.
@npc_blob1609
6 ай бұрын
The larger downside is that if you jump while going up stairs or any slight lip steeper than 45 degrees and bump your collider on the edge, you instantly lose horizontal speed which is dreadful especially during combat.
@1337GameDev
4 ай бұрын
2:40 - Or you can keep track of how fast you're going up vertically and then stop stair stepping for a set time frame, or until you return to the level before the "rapid stepping" happened.
@duncanurquhart5278
5 ай бұрын
2:45 i was so certain you were going to say "add upwards force to the player character" and then give examples of using steep slopes to get insane vertical momentum
@lennic
6 ай бұрын
Pretty funny stalker anomaly mod's in there, it has some of the worst stair walking in gaming tbh
@naronga6857
6 ай бұрын
I like the floating capsule solution that the devs from "very very vallet" came up with, since is less prone to exploits and it is easier for level design.
@theneoreformationist
5 ай бұрын
So that's why "ladders" in portal are so fast...
@SuperWiiBros08
6 ай бұрын
Every Garbaj video should have the Haydee clip
@Schoonerbeer2
5 ай бұрын
Hehe
@TECHNICKER_Cz
5 ай бұрын
1:40 - not clipping your staircases in source should be considered a punishable offence
@Harry_Fullick
7 ай бұрын
personally I can find stair stepping creates jarring camera and player model movements, especially in first person games.
@heretichazel
6 ай бұрын
In my modded minecraft world I have a pair of boots that lets me auto step up an entire block, so I made a "staircase" using progressively thinner slices of blocks to get up to part of my base
@maxmyzer9172
6 ай бұрын
1:20 - a lot of VR people HATE it if you dont clip your stairs
@soapspangledgames2444
6 ай бұрын
In the 3D game I'm making (Seas of Reverence), my early implementation just uses ramps. Since the player always knows what kind of object it's standing on, it will be a simple matter of the stair block specifying the step dimensions. Then the player can behave differently depending on those dimensions and where it is within a step.
@coolbrotherf127
6 ай бұрын
In tactical games like Counter Strike most of the stairs are smooth ramps so the sudden bump up or down doesn't throw off people's aim when they are trying to move up and down.
@illitero
6 ай бұрын
You reminded me of my fascination with interaction between the character model and environment in GTA4. It may be a bit much to call it realistic, but it was certainly more realistic than not in so many miniscule ways that I don't think I've seen in any other games (even GTA5)
@mugnuz
6 ай бұрын
oh okay... nothing learned
@Kaldrin
6 ай бұрын
Now the ultimate challenge of making 3rd perso character's walking up stairs animation accurate with their legs while it not being scripted or jarring or slow or annoying. Has anyone examples of games that do this well?
@npc_blob1609
6 ай бұрын
Half-Life Alyx has procedural foot placement for enemies, which the developer commentary covers. Not sure how it handled stairs though
@Franwow
7 ай бұрын
CSGO Mappers use this a lot on like Jailbreak maps. I personally don't like it because of the camera movement.
@Blackholefourspam
6 ай бұрын
I would consider it a “bug”. A developer could absolutely take into account the size of the platform the player is attempting to step onto
@MinorLife10
6 ай бұрын
1:40 Guys, we are collecting the Project-S subscribers gang down here!
@SlinkyD
7 ай бұрын
Garbaj can make me less stupid.
@jadesprite
6 ай бұрын
You could tie horizontal speed with the vertical difference between steps so the faster you move vertically, the slower you move horizontally. I'm sure you could figure out the math to make it so moving 5 units forward and 1 unit upwards (shallow steps) is accomplished in the same amount of time as moving 1 unit forward and 5 units upwards (steep steps).
@disres1337
6 ай бұрын
Surprise surf gameplay, much appreciated
@mrwizard5012
3 ай бұрын
My dude here recreating 1990s engine bugs for fun. lmao
@Gwizz1027
6 ай бұрын
welcome back Garbaj man
@donovian2538
6 ай бұрын
Miss you, Garbaj
@burnsy96
7 ай бұрын
And then your manager asks for ledge grabbing mechanics and you fly into the Skybox because stair upwards velocity + ledge grab velocity was not capped haha
@Platanov
5 ай бұрын
Fun fact(s): Step Height (the maximum height you could step up) is 18 inches/units in most Valve games, and 24 in Call of Duty. 24 inches is way too high, it is a pain in the ass to design around when making levels.
@hello-hb1ll
4 ай бұрын
Can't they just make a check for "this object is 'Stairs' = true" where they make every object that's intended to be stairs... a stairs?
@seandorama
4 ай бұрын
There can be a LOT of stairs in games and having to check a box on what could be hundreds is very tedious. Also, humans are lazy, I would fairly say people would stop trying to check the box at 20 stairs instead of just adding an invisible slope and calling it a day
@wompastompa3692
5 ай бұрын
Ramp. Anything else is bloat.
@vvoid8416
5 ай бұрын
I've seen map makers in tf2 use that exact exploit to make climbable ladders
@roxqu
7 ай бұрын
wicked, garbaj is back
@Alexifeu
6 ай бұрын
Stairs in Honkai Star Rail are cool. If you stand still on them, the characters feet will actually match the stairs and make it look like you are actually standing on stairs. ^^
@NinetyEight418
7 ай бұрын
Now just wait for garbaj to turn into vsauce and talk about stairs in his next video for 30 minutes
@mihailos8701
7 ай бұрын
Garbaj coming back and showing footage of modded Haydee is a surprise to be sure... But a welcome one 💀👍
@StiekemeHenk
6 ай бұрын
You could just add a check for a minimum stair step width along with the height.
@mackerel987
6 ай бұрын
literally had this problem yesterday and now you upload this video XD amazing
@astola_studio_official
5 ай бұрын
Rockstar Games handle this the great way.
@TheBlairThing
7 ай бұрын
I think ramps are superior for FPSes because they're less jarring to the player's camera. I think if you wanted to have an "immersive stair climbing experience" it could be made to look much more natural if you used a ramp and had a system in place to animate the player's camera in a way that makes it seem like they're climbing when it detects that they're on a staircase. The stair-teleporting-up stuff seems too "robotic" of a movement for me.
@tomisfat
6 ай бұрын
0:24 - GYAT!!
@rraaiin
7 ай бұрын
wasnt expecting to see surf here wtf
@xsonority
6 ай бұрын
GODOT MENTIONED!!!! LIKED AND SUBSCRIBED!!!!
@viljosaukko6349
4 ай бұрын
What is wrong with people? If you put your cursor on the videos timeline, you can see that 0:24-0:30 is the most rewatched part of the video
@besusbb
5 ай бұрын
hmmm i wonder what the "most replayed" part of this video is
@allangreene15ag
6 ай бұрын
not gonna lie, as a player and not a designer, "stair stepping" feels like ass. ramps all the way
@TomHarrisP
6 ай бұрын
These videos really hit the spot in bed at the end of a long day
@TheRoboticFerret
6 ай бұрын
SHE'S BACK YEAHH
@Kyun9432
6 ай бұрын
Stair stepping does not feel nice in first person. Also, the exploit might be fixed if you add extra rules such as having enough of a space after stepping up.
@LazyDev418
7 ай бұрын
MOVEMENT
@MFKitten
7 ай бұрын
Staircases and elevators! absolute nightmares!
@dafffodil
6 ай бұрын
love the tall stairs exploit. Been thinking about that since playing worms armageddon years and years ago
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