Out of Bounds SECRETS in BTD6!
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- Опубликовано: 29 авг 2024
- Have you ever wondered what secrets lie beyond the exit of BTD6?
Today we take a journey past what is expected in Bloons TD 6
We will explore BTD6 maps like we have never seen before
What secrets will we find hidden in these Bloons TD 6 maps?
Thank you to Timotheeee for making this BTD6 Mod!
#bloonstd6 #btd6 #mod
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I love how confused he is about things that are so logical and obvious if you’ve ever made a 3D game. It has all that magic for him
That's what's cool about seeing people who know nothing about your hobby see how you actually do things, it's like explaining magic
@@Delta_2209 yeah exactly!
That was such a wholesome conversation
@@User123-c2n you very rarely see that now of a days
You don’t have to have made a game to know what back face culling is idk how he’s so oblivious
You only see one side of the face because of normals.
In 3D the faces have an orientation and you only render the face if it is looking towards the camera, if the face is looking the other way it doesnt render.
And some objects missing some back faces is just for optimazation, less polygons = better performance, thats why some objects appear and others dont when looking under the map, they removed some faces to optimize the game.
one side of the coin is visible the other side isn't, for optimization.
The word "normal" just unlocked all that information for me. I always thought "Isn't it computationally expensive to try and find whether you're able to see part of an object or not ?" ever since I heard about that "hiding parts you don't see" method, but now that I think about it not at all. That face is a plane, you just have to compute a normal vector, and for any camera position you just have to draw a vector between the center of that object and the camera, then compute the dot product of those two vectors. Positive means you can see it, negative means you don't.
I rather suspect the ones that don't disappear when under the map are separate models that they use to just like, place around the map to add detail
Most of the stuff you’re confused by is standard video game creation techniques! Stuff that isn’t visible from beneath the map is a one sided texture, only visible one way, and the stuff that can be seen from below is a full 3D model, where every spot of it has a texture. The reason this is done is because the game has one camera angle. What’s the point of making some things visible from a different angle if you never change your viewing angle? Video game creation is a very interesting topic, especially for 3D games. I’m glad somebody did this video because other people that do OOB videos haven’t covered BTD6…
1:45 standard technique, sometimes instead of making a model disappear, they just put it where nobody can see it.
2:21 the pond stays visible because it’s actually a 3D model (you can see the individual parts of the model when it breaks)
3:30 the dinosaur is a one-sided texture instead of a 3D model like I thought. Cool!
4:27 once again, the papers are a 3D model, while the tables are just textures arranged to look like a 3D model
5:05 it’s normal for devs to finish a model if it’s just barely outside of the camera’s view just in case the camera moves extra for some reason. The reason the trees are so high up is because they look like they’re in the right spot from the intended view, and it’s easier to just delete the trees instead of replace the trees with the stump textures when removing the obstacle.
6:53 that’s the Easter egg of the critter in the pond, I think you have to click the bottom right corner of the pond several times.
7:09 again, easier to move a 3D model rather than delete and replace it over and over
9:25 fun fact, the TSG doesn’t disappear when flooding the valley!
9:50 the reason one sided textures are so common is because there are no two sided textures, a two-sided texture is just two one-sided textures stuck together.
11:25 the devs used the same exact model for the start, and copied it 2 times instead of making 2 separate models for the left path and the right path to save on memory.
12:40 same thing as before! They re-use the same model 3 times instead of increasing the path length on the sides. (This one actually doesn’t make sense, it would save memory resources to add more path rather than re-use the massive path model 3 times…)
Sorry for writing a college length essay, but that’s why I love video games and coding! So much work behind the scenes leads into a game, and, sometimes, just like a real job, you can get a bit sloppy with the parts nobody sees.
Keep in mind that I don’t know TOO much about 3D modeling, I just have some base level knowledge about games and how they save resources.
I read all of this. My brain is not big enough to understand it thou
I really enjoyed reading your college length essay! I do a lot of 2D design / paper mock-ups for 3D textures and it was really fascinating to read how they’re implemented into the game
2:08 Ninjakiwi made the game in Unity. In Unity, there is an Animator you can use. For a duration of time, when triggered, you can set the position, rotation, scale, etc. for the object you're animating. Once the animation reaches its end, the object will stay there. Hiding the cars actually might've been more work since they would have to detect when the animation ends and turn off the object.
4:35 They hide the table bottom because it's _never_ visible. When you remove the papers and books off the table, they float down, possibly revealing them. The other pages are probably just duplicates of the same object, so that they don't need a separate model.
9:35 Likely to lessen GPU load, triangles/polygons/faces are usually one sided. If you can see something on both sides, that usually means that there are two faces for each side. This means that if there's an absent face, you will be able to see through the one-sided face on the other side of the object.
2:10 I think they stay loaded in so if you’ve already removed them and restart the game, they just move the cars back to their starting spot instead of needing to reload them
A bit of insight on why some parts are rendered while others aren't when viewed from weird angles.
In games you generally want to render as little as possible to save on performance. This of course matters more in bigger games and less in Bloons where we are only talking about a couple of faces.
In Unity (the game engine Bloons uses) planes (used for things like the ground) are already only rendered from the top, so those are never visible, while other objects that use different objects (like cubes, cones, etc) are just left as is since it saves little on performance to really spend time and get rid of the parts you don't see.
The same can be said about a bunch of the other oddities like the castle on dark castle being big or the water on flooded valley. Just made bigger than needed or made with different intentions and never cut to size since it doesn't matter.
As you can tell: Game development is full of imperfections, but as long as the player doesn't see or notice it is good to stay in.
I love out of bounds videos and there is a significant lack of them for BTD 6! Thanks for making this one, I hope you make more in the future
As a former level designer I think I can guess why clock tower has those extra bits on the sides - The track would be one model with the arc and straight bits at the end, and the level designer wanted the straight bits to go just a little further. Rather edit the model, they just add two extra copies of the model either side.
I love the part at 4:05 where we can see the devs implemented some kind of nonlinear, probably exponential easing, for the moabs entering the track, but we don't even see it !
Bro said “I think there is gonna be train track map”. He definitely forgot about Underground, the train track map he thinks they’re going to add
As some others said, the direction of the normals (The triangles on each 3D model) are one direction. So the map floor is like a piece of paper, so it's pointing up to the player, but if you go underneath you can see through it.
Where as the 3D models are 3D shapes, so they have faces all around the model pointing outwards.
Also, they probably didn't need to code deleting the cards because it's not a big deal. The lights look like a transparent model with a gradient. I don't think it's actually lit at all. Since the lighting never changes and it's a vibrant game. It looks like it's a non-lit scene.
The extra track on inferno makes it look like a spider
3:36 its basically just a flat texture,doesnt look flat because of the default camera angle but as soon as you move it,it breaks the illusion,it isnt any 3d model just a texture
also the reason you see through on 1 side but not the other for some models,no need to render it,you aren't gonna see it,usually most models arent doublesided,sometimes they are but its very rare,mostly if say you can see inside the model for whatever reason like ths bolt of a gun for example,and if a model is doublesided it might cost a little bit of processing power hence why its usually not done on most models in most games
Why do they render outside the viewing distance? Future-proofing. Not that it's going to happen, but in case they want to add an effect that shakes/tilts/skews the screen. Whether it be an ability or a boss effect, now there are areas outside the regular viewing area that are not null space. So far no such effects exist, but if they wanted to create one this buffer exists in all maps.
The reason a lot of textures are placed in the air and disconnected is actually so they cover up moab-class bloons moving underneath them!
the floor in bloons td6 is a plane object, which only has one side. And of course that's the side facing the camera
10:54 - I'm pretty sure there's a song out there about this concept called Flying Whales by Gojira
Am I the only one who thinks that infernal looks like a spider upsidown and quiet street looks like a snowman upsidown? @dabloon
Infernal is a spider, also you should do another one of these episodes
so the reason things show up and some dont is because some of them are entities or it could be bc they are like walls roofs etc and not on the ground
Hlo
what if you do a ray of doom path on the gattling gunner and see where it ends on the map
I think they are fleshed out more for like if you wanted to connect all the BTD maps, and infunum looked like a spider
Inferno is just a big spider. Change my mind.
the path disappears so it's most likely a plane object or a one-sided 2d square
"do they rock the ikea" that was so funny 🤣
5:30
The reason you can't see certain things below the Track is better Textures are one-sided for better performance
Really enjoy your content, keep up the good work!
i think the houses in town center are in 3D with all their sides so they can use the same model and just rotate it
can u make another video in watching the monkeys and maybe also the plane and heli from below i wonder if its fully detailed or not
Now i want to see 3d Towers
Triple it to the next person
Cool idea
Go in the portal
dabloon everytime ur phone ringed it sounded like mine did too
could you hear it in the video? lol
@@Dabloon very very faint but ya
interesting video
how do you flood flooded valley?
game dev here most stuff is for perspective but the cars why whould you delete them if you cant see them?
it's two types of 3d one is a full on 3d model it's have a bottom half 3d does not
Hi
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Day 103 of asking dabloon to play my
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If your a viewer, then check it out!
(Btw im the guy that asked for dabloon/you to
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Day 45 of asking dabloon to play this challenge ZMDMOYH
Easy
@@calvinanderson6160 hard for dabloon
@@superuniform6548 I guess
Day 2 of asking him to play my challenge ZMEATHS
day 13: Can you beat ZMEWSWV
Last
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