Actually, I think in most FPS games the gun is actually scaled-down towards the camera where from the player's perspective it looks the same but it doesn't go out as far to clip into the wall because the player bounding box (capsule) goes out farther than the gun. This is an easier and cheaper solution and also better because if you render the gun separately the shading won't match the surroundings.
Actually, I think in most FPS games the gun is actually scaled-down towards the camera where from the player's perspective it looks the same but it doesn't go out as far to clip into the wall because the player bounding box (capsule) goes out farther than the gun. This is an easier and cheaper solution and also better because if you render the gun separately the shading won't match the surroundings.
The weird part is the 3d render of the gun still clips through the wall. That could be fixed if the animators made the character hold the gun different when against a wall. You can have the character point the gun toward the sky or the ground while still having the overlay in the proper position. It would just look better from another POV. Like in Apex when a teammate walks up to you, theyd see you holding the gun differently but the player themselves wouldnt
Gears of war had the same problem if they didn't do it you could be shooting through walls that you couldn't shoot through and that's why they rendered the gun different from the game
We also do this because first person guns are far more detailed than third person guns, and should be if you're creating an optimized game. You don't want to render insanely high-poly models for everyone's guns.
In some games, they give clipping consideration to the weapon models themselves.
Take DBD as an example. As the killer, you have your separate weapon model for your pov, that doesnt exist in the actual model. However, depending the angle at which you touch a wall, one hand or the other (if it uses both hand) or both of them will move "backwards" as if the wall prevents you from having your weapon directly in front of you, making it look way more realistic
that trick shouldn't have remained for decades, is 2023 and many fps still uses that, when in reality, there should be a colission box on the gun to trigger an animation of the character putting his gun pointing to the floor and pressing his hand against the wall, just to put an example, i hate the trick you mention, because many fps when you get close to a human body who is lying in the ground looks gigantic compared to your gun and hands
alternative title: THESE SECRETS DEVELOPERS DON'T WANT YOU TO KNOW (ENDS BADLY!)
alternative title: THESE SECRETS DEVELOPERS DON'T WANT YOU TO KNOW (ENDS BADLY!)
No he doesn't. He looks like a £20 skin I paid for
No he doesn't. He looks like a £20 skin I paid for
The MP40😌😌🗿🗿
The MP40😌😌🗿🗿
Then your .50 Cal sniper rifle with extended length gets smaller than a soda can, go figure 😅
Then your .50 Cal sniper rifle with extended length gets smaller than a soda can, go figure 😅
Actually, I think in most FPS games the gun is actually scaled-down towards the camera where from the player's perspective it looks the same but it doesn't go out as far to clip into the wall because the player bounding box (capsule) goes out farther than the gun. This is an easier and cheaper solution and also better because if you render the gun separately the shading won't match the surroundings.
Actually, I think in most FPS games the gun is actually scaled-down towards the camera where from the player's perspective it looks the same but it doesn't go out as far to clip into the wall because the player bounding box (capsule) goes out farther than the gun. This is an easier and cheaper solution and also better because if you render the gun separately the shading won't match the surroundings.
I like how you talk and talk and dont actually ever say anything
Ahhh. Now I can sleep.
And?
Is that the battle rifle from Halo
Bro lives in a different universe went really real💀
Enemies: boss the blue pill is coming back.
The weird part is the 3d render of the gun still clips through the wall. That could be fixed if the animators made the character hold the gun different when against a wall. You can have the character point the gun toward the sky or the ground while still having the overlay in the proper position. It would just look better from another POV. Like in Apex when a teammate walks up to you, theyd see you holding the gun differently but the player themselves wouldnt
No one knows how bad this was in 007 golden eye…youd shoot the wall from 30 feet away walk up and the bullet holes were just as large as your gun. lol
It is most notable in COD games when you’re looking at your teammate and their whole face is bigger than your entire arms and the gun your holding 😂
this is like scuffed version of 3ksphilips
Gears of war had the same problem if they didn't do it you could be shooting through walls that you couldn't shoot through and that's why they rendered the gun different from the game
thats a older trick for fps games, more often than not now, its a shader that changes render order
Bro discovered common sense
but how you keep 3d lighting?
Shotgun from tf2 😮
Insurgency sandstorm☕️🗿
You know I get it but i don't understand it
Basically in a separate layer
me hiding behind a wall tryna be stealthy while my barrel is sticking 2ft out the other side
2 layers render and correct capsule with animations
every fps io so tired and fkng lame. weak ass systems and workarounds that suck.
I thought it was zIndex
…….viewmodels?
it's pretty karlson.
PUBG aren't use this mechanism, they use a fully body render and just change camera perspectives from Third-person to First-Person
In Ready or Not firearms lenght actually impact gameplay
Or you can make it like Tarkov, the gun does not clip into the wall
I can always rely on YT shorts to explain something I knew when I was 12 but with no technical detail or anything interesting
soldier gaming
They render the gun model in front of the geometry but that doesn't necessarily apply to the glow from iron sights or optics.
So, no, your honor, I couldn't have shot him. My gun is in another universe.
We also do this because first person guns are far more detailed than third person guns, and should be if you're creating an optimized game. You don't want to render insanely high-poly models for everyone's guns.
I really don't like using viewmodels, so I have to do it the hard way.
What if I use a collider?
And, if the game was made by someone smoking crack, the lighting on the arms would be different from the real POV. I'm talking about Unturned.
Interesting information 😊
How the shaders apply to the gun ?
In some games, they give clipping consideration to the weapon models themselves.
Take DBD as an example. As the killer, you have your separate weapon model for your pov, that doesnt exist in the actual model. However, depending the angle at which you touch a wall, one hand or the other (if it uses both hand) or both of them will move "backwards" as if the wall prevents you from having your weapon directly in front of you, making it look way more realistic
that trick shouldn't have remained for decades, is 2023 and many fps still uses that, when in reality, there should be a colission box on the gun to trigger an animation of the character putting his gun pointing to the floor and pressing his hand against the wall, just to put an example, i hate the trick you mention, because many fps when you get close to a human body who is lying in the ground looks gigantic compared to your gun and hands
So like the old doom games