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Huszsersvn posted:I've had waking dreams exactly like that, down to the limb noodlification. That's the weirdest thing, isn't it? I had those all the time when I was younger, just trying to walk normally and suddenly I'm on a roller coaster ride flying through the air.
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# ? Jun 15, 2021 22:06 |
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# ? Jun 5, 2024 04:32 |
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The sky was made for me. It’s calling to me. Drrr Drrr Drrr
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# ? Jun 16, 2021 02:24 |
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https://www.youtube.com/watch?v=2vRbDWq1New I'm a big fan of these "do some seemingly random poo poo and then the game suddenly ends" TAS runs
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# ? Jun 20, 2021 04:35 |
Booourns posted:https://www.youtube.com/watch?v=2vRbDWq1New
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# ? Jun 20, 2021 05:50 |
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https://www.youtube.com/watch?v=Vjm8P8utT5g&t=346s Arbitrary code execution speedruns are a level beyond credit warps. If a game is coded badly enough you can overwrite the part of the memory that stores what code gets executed next meaning you can do whatever you want as long as you know how to program for the hardware.
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# ? Jun 20, 2021 06:14 |
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Super Mario World has a great one: https://www.youtube.com/watch?v=rOrTN50QGR8 Technical explanation: https://www.youtube.com/watch?v=vAHXK2wut_I
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# ? Jun 20, 2021 12:03 |
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Imagine figuring out how to rewrite the very code of the game and using it to do something as mundane as getting to the ending faster. These are the only arbitrary code injects I respect: https://www.youtube.com/watch?v=Zd2595c_72M https://www.youtube.com/watch?v=zZCqoHHtovQ https://www.youtube.com/watch?v=hB6eY73sLV0
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# ? Jun 20, 2021 14:41 |
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My favorite arbitrary code execution is the one where Ocarina of Time hits a credits warp. ...for Paper Mario. By using a mechanic invented for an entirely different game. https://www.youtube.com/watch?v=O9dTmzRAL_4 Cleretic has a new favorite as of 15:44 on Jun 20, 2021 |
# ? Jun 20, 2021 15:40 |
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From 22:00 to 24:00 I just kept thinking "Stop saying OH-OH-TEE, it doesn't take any longer to say the actual words" Then spent the last five minutes wishing he'd go back to saying OOT
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# ? Jun 20, 2021 16:34 |
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TooMuchAbstraction posted:Videogame physics works best with slow-moving objects, and the faster things go, the more likely they are to need to cheat somehow. Bullets are not physics objects, for example. Even in games that simulate projectile travel time, ballistic drop, etc. they're much too fast for the physics engine to reliably detect when they hit something. Huh! How are projectiles simulated? I always figured it was a raytrace and stepping but the stepsize in the one game I play (that seemingly handles thousands of projectile) seems too discrete for it to handle that many (Bearing in mind the game is a mod of Jedi Academy, so it's quite an old engine and the resulting game can run on some pretty low powered machines)
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# ? Jun 20, 2021 16:56 |
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They are often raycasts. Or segmented raycasts if travel time is a thing(IE raycast along the travel distance passed in however long the frame takes to render or however long the physics step is, if that's a thing in the engine of choice). Or derivatives of raycasts like spherecasts or capsule casts. For slower moving but still fast enough to possibly be a problem things they might do something like calculate 4 intervals between the current position and end-frame position instead of going directly to the latter. But that's probably what you mean by stepping.
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# ? Jun 20, 2021 17:10 |
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alexandriao posted:Huh! How are projectiles simulated? I always figured it was a raytrace and stepping but the stepsize in the one game I play (that seemingly handles thousands of projectile) seems too discrete for it to handle that many (Bearing in mind the game is a mod of Jedi Academy, so it's quite an old engine and the resulting game can run on some pretty low powered machines) I can only speak to the game I've worked on (which has a free demo out until Tuesday at 10AM Pacific time, and enters Early Access in July!), but yes, it uses raycasts for bullets. I actually have a 60Hz physics update rate*, but because I do the bullets "manually", I can get away with running them at 30Hz instead. They still draw at your display refresh rate, they just don't detect collisions every frame, because detecting collisions is expensive. It's cheaper to just fire a longer ray when the bullet does get to detect collisions. Old games often scale very well in terms of the number of objects they can handle, because they have highly-optimized code and only need to handle very constrained situations. For example, it wouldn't surprise me if in Jedi Academy, each character (of which there aren't very many at a time) only has one or two colliders, maybe plus one per lightsaber. And the terrain mesh is low-detail, and there aren't many other objects that can be collided with. All of that combines to make each raycast very cheap. Take that engine and run it on more recent hardware, and it has plenty of spare overhead to run thousands of projectiles. For similar reasons, there's a Doom wad out there which has a huge open arena with like 10000 revenants, and it runs just fine on modern computers because Doom is super highly optimized. On mid-90's hardware, that same wad would be unplayable. * I'd intended to have a 30Hz physics update rate, but Unity ties how smoothly particles can move to how quickly the physics tick, and I use a lot of particles that need to draw at 60Hz
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# ? Jun 20, 2021 17:37 |
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TooMuchAbstraction posted:I can only speak to the game I've worked on (which has a free demo out until Tuesday at 10AM Pacific time, and enters Early Access in July!), but yes, it uses raycasts for bullets. I actually have a 60Hz physics update rate*, but because I do the bullets "manually", I can get away with running them at 30Hz instead. They still draw at your display refresh rate, they just don't detect collisions every frame, because detecting collisions is expensive. It's cheaper to just fire a longer ray when the bullet does get to detect collisions. I could picture that working two ways: My first thought was the bullet fires a ray both backwards and forwards along its flight path to see if it hit anything in the previous tick or will next tick, then I realized that would be kinda dumb and it probably fires a ray two steps ahead to see if it will hit anything in the distant future. There's potential for some interesting shenaningans with the first model. I do love this kind of stuff, because you generally know how the physics you want to use would work in the real world, but you can't actually do that virtually yet, so you solve the problem of, say, how an enemy detects the player by having the player constantly firing an invisible gun from their eyes that alerts the enemy when it hits them.
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# ? Jun 20, 2021 21:33 |
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Dareon posted:I could picture that working two ways: My first thought was the bullet fires a ray both backwards and forwards along its flight path to see if it hit anything in the previous tick or will next tick, then I realized that would be kinda dumb and it probably fires a ray two steps ahead to see if it will hit anything in the distant future. There's potential for some interesting shenaningans with the first model. I mean that's sort of how it works in the real world.
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# ? Jun 20, 2021 23:17 |
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Dareon posted:I could picture that working two ways: My first thought was the bullet fires a ray both backwards and forwards along its flight path to see if it hit anything in the previous tick or will next tick, then I realized that would be kinda dumb and it probably fires a ray two steps ahead to see if it will hit anything in the distant future. There's potential for some interesting shenaningans with the first model. quote:I do love this kind of stuff, because you generally know how the physics you want to use would work in the real world, but you can't actually do that virtually yet, so you solve the problem of, say, how an enemy detects the player by having the player constantly firing an invisible gun from their eyes that alerts the enemy when it hits them. Physics engines get abused for this kind of thing all the time. Like, in my game the player has a big sphere that follows them around, and when bullets hit that sphere, they make a "whoosh" sound. Because you don't want every bullet everywhere to constantly be making sounds, only the ones that get close enough that you can hear them. This also means that every bullet has a "hasWhooshed" property so I don't play the sound twice, and also that every weapon type has a "bulletWhooshes" property that indicates if it makes noise. Because e.g. torpedoes shouldn't make a sound like a supersonic projectile just zipped past you.
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# ? Jun 21, 2021 01:01 |
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TooMuchAbstraction posted:torpedoes shouldn't make a sound like a supersonic projectile just zipped past you. Says you
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# ? Jun 21, 2021 01:18 |
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OK, non-supercavitating torpedoes shouldn't make that sound. I haven't gotten the tech tree progressed enough to introduce the supercavitating kind
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# ? Jun 21, 2021 01:23 |
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I like how ZFG exhibited Ocarina of Time glitches for over four and a half hours and still had to skip some because they didn't work on the version he used. https://www.youtube.com/watch?v=q2UnkvALVRs
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# ? Jun 21, 2021 04:03 |
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https://i.imgur.com/34BjNXP.mp4 NOPE
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# ? Jul 1, 2021 00:23 |
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A classic: https://youtu.be/inkj4yop5P8
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# ? Jul 1, 2021 05:28 |
Neito posted:Good old I'm pretty sure you can catch exceptions from any DLLs you invoke, though it may depend upon the language the game was coded in.
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# ? Jul 5, 2021 05:33 |
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Neurion posted:I'm pretty sure you can catch exceptions from any DLLs you invoke, though it may depend upon the language the game was coded in. Probably also depends on how deep and weird into Direct3D the error goes.
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# ? Jul 6, 2021 14:06 |
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Haystack posted:https://twitter.com/drasticactionSA/status/1407901287589597184 I love this, hope they never fix it, just like cyberpunk.
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# ? Jul 6, 2021 15:50 |
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Big fan of the first 15 seconds of a 20 second video looking like porridge. Way to go, Twitter.
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# ? Jul 6, 2021 16:43 |
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Stare-Out posted:Big fan of the first 15 seconds of a 20 second video looking like porridge. Way to go, Twitter. poo poo drives me insane and often pushes me to upload small dumb clips to YT just so they won't be crushed by whatever the poo poo Twitter is doing to them.
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# ? Jul 7, 2021 11:11 |
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Can someone quote/link the thread title post, the Halo one?
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# ? Jul 8, 2021 01:00 |
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Korremar posted:Can someone quote/link the thread title post, the Halo one? Cleretic posted:Wait... so, the code causing the bug wasn't even in the same game as where the bug happened? Here's the post it was trimmed from, right after the relevant technical discussion.
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# ? Jul 8, 2021 01:08 |
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https://twitter.com/yaoilowell/status/1412777806405148686 (There's some speculation as to potential causes in this Twitter thread, but no confirmation yet)
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# ? Jul 9, 2021 01:52 |
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https://va.media.tumblr.com/tumblr_qwqlfaveW71zow0v4.mp4 Sound
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# ? Jul 26, 2021 02:42 |
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Getting strong BeamNG.drive energy from that TogetherBNB game.
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# ? Jul 26, 2021 05:07 |
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WIP emulators playing back audio incorrectly is always fun https://twitter.com/topapate/status/1418480230843535364
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# ? Aug 2, 2021 13:35 |
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https://twitter.com/Wunderzorro/status/1422739803695632392
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# ? Aug 5, 2021 00:04 |
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https://www.youtube.com/watch?v=ntMBwpsv4kQ
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# ? Aug 5, 2021 05:47 |
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https://va.media.tumblr.com/tumblr_qxdo6nMkeg1z5lzrl.mp4
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# ? Aug 6, 2021 02:09 |
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Elder Scrolls NPCs are complicated folk. https://i.imgur.com/1AS9LHW.mp4
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# ? Aug 6, 2021 02:30 |
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I was recently replaying Skyrim and had this happen to me. It was pretty crazy, the cart was flipping, doing barrel rolls, bumping all over the road. https://www.youtube.com/watch?v=LpK6CcKRpe0
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# ? Aug 6, 2021 20:15 |
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That is often the result of some mod going rogue somewhere along the line. Whenever I go on a Skyrim installing and modding spree Prisoner cart fix always makes it onto the list.
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# ? Aug 6, 2021 20:17 |
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Yeah pretty much any time I've modded Skyrim, regardless of how lightly or heavily, inevitably the opening cart ride will gently caress up like that. I don't know what sort of crazy hacks they used to put that cutscene together but apparently they are extremely fragile.
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# ? Aug 6, 2021 20:30 |
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# ? Jun 5, 2024 04:32 |
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Speaking of the Skyrim opening, not a glitch but honestly I could see a script failing to load and this exact series of events playing outNoneMoreNegative posted:lmao
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# ? Aug 6, 2021 20:37 |