Codecks actually seems like a fun tool! Props on the ad placement, that was smooth. I hate JIRA. I don't want to use anything even remotely like that for my personal projects!
What... 5 Euro? 9 Euro? Free plan that is actually usable? I genuinely thought that it will be like x10-x20 times that price! Even someone like me could try it for a single person project!!
literally *NOTHING* in a game is real, not just water, water is usually over-analyzed like this because it looks cool and for a long time it was always a "novelty" to have it done correctly. But the tricks that we do in waters are no difference than fog, smoke, grass and even collision detection. almost nothing in a game is "real" if we follow your fluid simulation logic.
Also, it doesn't make any sense to make the game more real (i.e use physics simulations) if you can make it appear realistic without it. When memory and clock cycles are at a premium, you don't want to waste it on essentially useless 'real' physics simulations.
I'm a game dev and I thought it was common knowledge that water isn't real. It's often shaders, if it was real then no one not even on a Nasa computer could play games.
7:03 "under water areas also create the expectation that there's something to do" So Fallout 4 with it's cut content of an underwater vault where you fight a kraken at the end. There was at least one person who spent several hours swimming through every inch of Fallout 4's waters to see if there were any secrets and found nothing. It's a travesty we didn't even get under water content in a DLC
@@FlamingElmo haha don't feel bad, I first played fallout 4 RIGHT after it had come out and got to meeting the institute and going down most of that questline. Then I got distracted by my fiance's oblivion game on xbox and never finished fallout 4. I've come back to it here and there but with mods. I feel kinda confused on when to start FH or NW, am I supposed to beat the whole main questline then play FH and NW? It feel like they notify you of them at kinda weird spots, where automatron you can accidentally just come upon it while wandering around the map.. haha
"Video games lie to you. This is not water" The ground is also often just a mesh with no volume, and some behavior that prevents you from falling through. The water is just as real as that. If Minecraft tells me that block is water, it's water. As long as it's implemented in a way that looks consistent with the rest of the world, there's no reason to label it a lie. Every game has the freedom to choose how realistic it's going to be. Expectations like "Water is only water if it looks and behaves identical to real-life" are really not fair. It's nice to see an effort of explaining certain mechanics under the hood of game engines, but labeling them "lies" really does not sit well with me.
Then again video games are never going to be 100% realistic in any regard whatsoever. That's not what they're designed and built for. I mean sure there are people who play devil's advocate for opting for more realism in games, but I personally don't see the point in that when we're talking about an entertainment sector that has worldwide influence.
yes. i havent done much developing myself but i used normal maps and animations to make waves (2d game) so its nice to explain how water can be made in games but saying its lie implies everything else is also a lie
agreed. saying this is a lie makes OP sound like a baby who thinks video games are supposed to be showing you a video feed of something that is physically happening somewhere...it's all 1's and 0's in a graphics buffer
@@Quantris That summarizes every video game in a nutshell right there. Video games are a highly complex algorithm of 1s and 0s but such that you can interact with them as the player. I can think of it like this: amongst the gaming community there are users who merely play games for the sheer fun of it whether it be from modding, testing new features, etc. Then on the other side of the spectrum you have the toxic try hards who no life the hell out of a game and do anything in their power to gain the upper hand on everyone.
Everything in videogame graphics is "lies" by this standard. Those people? They're hollow inside. They're balloons. Buildings? Also frequently hollow and empty inside. Air resistance? Wind? That definitely isn't being simulated. A human using a hand to pick up a coffee mug, and take a sip? Chances are all of that is pre-animated and none of it is left to physics, and if you want them to do something different with that mug, like pick it up with three fingers instead of two, shake it, dump it out, juggle with it, hang it from one finger, probably all animated. None of it is physics between the fingers and the mug. If I take my hand and grab my arm, you can visibly see my skin stretch, freckles moving towards where my arm is grabbed. My flesh also bulges a bit as it's pushed away from the grab spot. Unlike water I can't think of any games that even TRY to do any of that graphically. Maybe, maybe, if you're playing a very polished game the hand will exactly touch the arm without passing through. Honestly, game water seems pretty good by comparison. There's games where they let you interact with water in lots of ways and it all looks pretty reasonable. But can you name a game where they let you do anything you want with human hands and it looks good? Nearly every game is like "oh god, oh fuck, oh no, we're not doing that! Here's a list of animations you can have the hands play. NOTHING else!"
I had to uninstall this game that employs ads that has too small hitbox for their X button. My finger moved 0.01cm off the centre of the X and the popup brings me directly out of the game every single time.
A reminder once again. The final bit that makes something GOOD versus ok...is always sound. Sound carries SO much more than people realize. It makes or breaks many many many things.
@@dbptwgEspecially acoustic and analog sounds that are completely natural beyond our control. You can't just go up to a thunderstorm or hurricane and find a volume switch and turn down the noise, that doesn't work like that lol.
@@innerarts4091 Interstellar without the iconic soundtrack would be equivalent of watching a silent film, which can be annoying after awhile because the soundtrack is what helps define a movie besides the actors, scripts, etc
Something I would like to see in a game is the wavelength of light being scattered as you get deeper Meaning colors fades away slowly starting from red up to blue
Yeah… Looks like right now the water in their game is absorbing some red light, but it’s absorbing absolutely zero green or blue light, which makes the water an unnatural cyan that never gets darker. I think all it would take is making a tiny bit of the green and blue channels get absorbed over distance.
You ever see some of the behind-the-scenes with Finding Nemo? That's actually the sort of thing they did -- farther-away objects/creatures were more blue, and the fading order was red, then green, then blue. Fascinating stuff.
The plural of vertex is not vertexes, its vertices. The craziest water lie I can think of is in the Build engine that games like Duke Nukem 3D, Shadow Warrior, and Blood used. That engine still wasn't fully 3D, but actually 2D info projected into a 3D simulation using digital witchcraft. So the way water worked was, unsurprisingly, super weird. One of the limitations of those old pseudo 3D engines was that you couldn't have a room above another room. Each sector could only have a single floor and ceiling height value. But these games had areas with what seemed like rooms over rooms. The way the did that was by placing the rooms next to each other in separate sectors, instead of above one another, and sneakily teleporting you between them. usually, climbing a staircase or riding an elevator would actually teleport the player, instead of simply connecting the areas like they seemed to. This allowed for more complicated level design than previous games like Doom were capable of, and even some real physics defying stuff too. And the way water worked was similar. When you were on the surface of a pool of water, you were actually simply standing on the floor of the sector. But it had special properties that made your character sit lower on it and bob up and down slightly to make it feel like you were chest deep in water. And to let you go underwater, when you hit crouch, you would actually teleport to the ceiling of a different sector that was the underwater area. This sector had more special properties like adding a blue filter to the screen, muffled the sound effects, and putting the player in a special flying mode that simulated swimming. And if you touched the ceiling again, it would teleport you back to the surface sector again. It sounds crazy, but especially in 1996, it was totally convincing.
Put a transparent soft blue layer effect in your game while underwater or just reduce the red color chanel by deep. In real life, the red color cannot get deep in the water. That is why blue is the main color underwater.
Suggestion: Make a bubble spell so that players can fly the broom under the water, so if you need to make more areas to explore, make them underwater and I know it would make the breathing potion useless but make the spell temporary so when it runs out the person can't re-apply the spell until on land?
Unless a game is built from the ground up with voxels water is technically just an outline with transparency and a slew of complex shaders and interactive physics.
Underwater-broom-torpedo-fishing... Okay hear me out. What if you allow the player to "fly" their brooms underwater, maybe at lesser speed and mobility but it will give you a fairly unique underwater traversal mechanic. And if you have that... the next step is putting a harpoon on the end of the broom and chasing down those fish with it yourself. Pretty unique way to maybe spear some bigger/legendary fishies. Feel free to ignore my rambling.
Its not water, its an actual object oriented abstract implementation of water based physics inside a bunch of code we call program and eventually rendered by a bunch of vec3's and values on the screen that are flowing over your motherboard at high speed around a bunch of chips and gold contacts and wires that creates the developer's insight about what does water looks like in his mind.
One game I remember that tried to heavily feature realistic water physics was Hydrophobia. They had a game engine specifically for simulating the fluid dynamics.
As someone new to the channel: Was I just tricked in to watching an (informative) 15 minute ad for "My Game"? I feels like it, (not a band thing), except without a name it's kinda wasted marketing potential.
I don't know, is water the biggest lie or is the camera the biggest lie? The illusion that our camera/view is moving when it's the only thing in the game that isn't moving.
What game is that at 0:54? The one with the submarine looking thing. I’ve never seen it before despite knowing what all the other games he showed before where
Early versions of Skyrim didn't have the water splitview effect, so you could actually see what was under the water surface and all it's emptiness if you simply remained right at the surface layer where the camera splits... They eventually patched it, and I remember being impressed at how convincing the new effect looked. Because I got to see how it was BEFORE the effect, it made me appreciate how it looked AFTER.
@@AIAdev I DONT HATE YOU AND YOU SHOULDNT EITHER!!! :( But the way you pronounce water different every time was just too much . . . it's me not you! My brain is already broken so hearing you do that just makes my brain spinny in a bad way.
Everything is fake in a videogame (and in all software), not only water. It's all just digital information arranged and updated in way so they convey sense to our cognition. Even when there is hydrodynamics simulation going on, the elements are much larger than the molecules and time is discretized into large timesteps which don't make the simulation any truer than the tricks typically used in interactive interfaces like videogames. So, calling water in videogames a "lie" is an understatement.
Well, at least fire is real in video games, and and those people we kill are real, right, and and that supernova that collapsed into a wormhole ejaculating cyclops unicorn in Final Fantasy 8.5*10³ is real, right?... So why is it the biggest lie in Video Games? Star citizen is the biggest lie. Or maybe the cake ... oh, no wait, there was a cake. Ok, maybe calling the npc's AI, which they never were. But water? Pffff. It's as much a lie as brickwall textured Polygons with single sided rendering...
I wish you talked more about the waterline effect, its something I've been trying to add to my games for forever now. If anyone has any resources on how to make it, please share them.
I love how you did work on water, the result is really good. My question is why spend that time on underwater but not on post process and rendering on the surface? I mean the colors are flat, it's maybe cause you didn't work on it yet because you want to build more the world before rendering it? I don't know, don't want to be rude. But the world is really more beautiful down there then upthere :s sorry if it's hard to hear, it's only my opinion, it is your game, just giving my opinion. (Bad english sorry i'm french)
Here's a fun fact: When you are underwater and looking towards the surface of the water, you'll notice that it acts more like a mirror than a piece of glass. The underside of water's surface will reflect whatever's below the water, at least in regions close to you. It's an interesting observation of mine and it'd be really cool to see it being presented in games.
0:08 A Butter and cheese sandwich? Really? Why not just make it a grilled cheese at that point? Very Interesting video btw, I have always been a bit curious about how water graphics were computed and rendered.
Ocarina of Time's breathing mechanic is stamina-based, too: more heart containers means you can stay underwater longer. I once completed the Water Temple without the blue tunic (because I, uh, kinda forgot to get it first). I'd been diligent about picking up every piece of heart I could, so it wasn't actually that hard.
Evil idea: In the water make a giant gaping hole that's pitch black and you can't see the bottom, if you go into it you are pulled under by something unknown
Fluid simulation is still not water in any sense, it doesn’t boil, it doesn’t react chemically etc. Water is not any more of a lie than anything else in video games.
In _Animal Crossing New Horizons_ a snowman melts away in less than a week even during winter, yet snowflakes seem to last forever in pockets and in storage. The ocean water, rivers, ponds, waterfalls look fairly good for a somewhat cartoonish-looking video game. But there is not bright colors underwater, rather dull and subdued colors.
The one significant headache I'd love to see Game Devs take on is Hydrology. Either water is fixed, never to change, or the "change" dynamics are very simple to things like "water source blocks" the way Minecraft handles water sources. I would love to see a game where water is part of a cycle: it *can* dry up, it *can* flood, lakes *can* and *are* above "sea level," there is erosion, there is actual snow-melt into spring streams, and so on. But so far it seems too expensive. :(
I know no one really cares, but it really annoys me when people make fun of CoD for making a game with the same name when it was Remaster/Reboot of the original game. What else would they have named it.
The dead Minecraft mod, Finiteliquid, was the only thing I've seen in a game where the water was physical, able to flow down hills and collect. It was the coolest mod ever. You could pump water and create lakes and streams.
I remember the devs from bioshock bragging about how their water was the most realistic ever in a game. And although it "looked" good, it was mostly just fancy sprites and light effects.
The main problem with water in games, is that it never looks right at all, when it crashes on the shore or on rocks, cliffs etc. This is why we need fluid simulations. Usually, the water clips through the shore and looks like shit, and with rocks and obstacles, there's no foam and water splitting going on. It's so fake. Underwater and surface water is already made perfect these days, we just need the collisions to be believable.
Right from the start… Water in video games is not hyper-realistic, but usually neither are other things like grass, the sky, the textures on surfaces… All of those things we use different techniques, except for some games that are exceptions: Ghost of Tsushima has the closest thing to real grass in a AAA game,,, but that’s also largely do to the importance of grass in the game. Water is the same way. Some of the best water physics can be found in Sea of Thieves. Water is technically very tricky though: While SOT accomplishes accurate Wave simulation, there are no Water Cycle / Weather Cycle, no rivers/ waterfalls - if there are, then they likely have a disjoint system - which is in a sense a “different water”,,, so there is no accurate “uniform water”… Minecraft does the same for some of its terrain generation: Some terrain is purely perlin noise 4d-heightmapping,,, some caves use perlin worms, etc. Water physics is immensely complicated, and it would be dumb to spend so much of our CPU budget on realistic water in games… its usually purely aesthetically, and players wouldn't appreciate it much anyway. Saying that games are lying to you about water, is the stupidest statement so far today (but it’s early). Why would you expect the water in games to perform hyper-realistically?
So i understand now when back in elementary school my korean friend plays minecraft he showed me something in his world the water he said look “there’s water right?” And then he jumps in the pool that he created and he said “theres no water”
5:40 - instead of taking damage from the water, you could have an enemy spawn after the player has been in the water for a few seconds. That's what Ratchet and Clank 1 and Jak and Daxter did when water was supposed to be a boundary. 👀
Sign up for Codecks here:
www.codecks.io/aia
If you decide to get a paid plan, you'll get 30% off your first 3 months.
Codecks actually seems like a fun tool! Props on the ad placement, that was smooth.
I hate JIRA. I don't want to use anything even remotely like that for my personal projects!
is the game coming to vr
If "It's free to sign up and use, no cc required" then why is there 30% off? Sounds pretty sketchy
@@JolanXBL its for what ever the subscription thing is, made a account for completely free & will never be going back to Trello.
What... 5 Euro? 9 Euro? Free plan that is actually usable?
I genuinely thought that it will be like x10-x20 times that price!
Even someone like me could try it for a single person project!!
The biggest lie in video games are those mobile game ads where the game is not like the ad at all 😭
Nice video bro
Oh. Kinda true.
Well, there is a game called: Yeah! You Want "Those Games", Right? So Here You Go! Now, Let's See You Clear Them!
I’ve seen an ad which tells you to stop believing fake ads and it’s literally a fake ad.
@@The_Command_Centre One of many, and people have made fake ads telling you to stop believing THOSE fake ads about the fake ads
@@AIAdev the biggest lie was actually the cross button on those ads. they take you to the play store no matter where you click them lol
In 1987 I told myself I'd stop playing video games until I could fish on a flying broomstick above fake water
I remember you saying that
@@HedgeByte me too
@@HedgeByte i don't so you're obviously lying
@@creepser1140Nah, I seem to remember it perfectly fine
this reply section is the incarnation of the mandela effect
Of course there's no water in videogames. Water harms electronics, no way they would put it in your computer
😅
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Or dirt, i think i dont have entire minecraft world in this way
It’s not water it’s pixels silly
Exactly
🅰️ chain
@@Dirt975ex🅰️ctly
🅱️ chain
@@suspicioussand mane shut up
literally *NOTHING* in a game is real, not just water, water is usually over-analyzed like this because it looks cool and for a long time it was always a "novelty" to have it done correctly.
But the tricks that we do in waters are no difference than fog, smoke, grass and even collision detection. almost nothing in a game is "real" if we follow your fluid simulation logic.
yeah
Yeah its a silly statement to call it real
The money I spent on all those skins was real though...
Also, it doesn't make any sense to make the game more real (i.e use physics simulations) if you can make it appear realistic without it. When memory and clock cycles are at a premium, you don't want to waste it on essentially useless 'real' physics simulations.
Coming up: "How games lie to you about air", followed by "Games lie to you about rocks" and "Games lie to you about humans". Can't wait.
Lol😂
"Why half life 2 is so scary," "why older games gives you that feeling..", "why american subburbs are so scary.."
The entire art of video game development is pretty much making things look convincingly not what they actually are
I'm a game dev and I thought it was common knowledge that water isn't real. It's often shaders, if it was real then no one not even on a Nasa computer could play games.
now you gotta add a huge horrifying fish creature that eats you if you wander too far out and traumatizes the player for life
i love this idea
@@AiNotions1 it was in spore too
Or add a Kelpie that eats you as a nod to the developer @AIA
Wasn't this is Elder Scrolls Legends Redgaurd?
in.
7:03 "under water areas also create the expectation that there's something to do" So Fallout 4 with it's cut content of an underwater vault where you fight a kraken at the end. There was at least one person who spent several hours swimming through every inch of Fallout 4's waters to see if there were any secrets and found nothing. It's a travesty we didn't even get under water content in a DLC
I thought that was Far Harbor (I haven't played it yet; I still haven't even gotten to finish the base game).
Was that person Oxhorn by chance? I remember him doing that in one of his secrets of Fallout 4 videos
I found a sunken ship with a single lootable container in the deepest part of the ocean. It was surprising because I had expected nothing.
@@FlamingElmo haha don't feel bad, I first played fallout 4 RIGHT after it had come out and got to meeting the institute and going down most of that questline. Then I got distracted by my fiance's oblivion game on xbox and never finished fallout 4. I've come back to it here and there but with mods. I feel kinda confused on when to start FH or NW, am I supposed to beat the whole main questline then play FH and NW? It feel like they notify you of them at kinda weird spots, where automatron you can accidentally just come upon it while wandering around the map.. haha
@@PanicLedisko Yeah
"Video games lie to you. This is not water"
The ground is also often just a mesh with no volume, and some behavior that prevents you from falling through. The water is just as real as that.
If Minecraft tells me that block is water, it's water. As long as it's implemented in a way that looks consistent with the rest of the world, there's no reason to label it a lie.
Every game has the freedom to choose how realistic it's going to be. Expectations like "Water is only water if it looks and behaves identical to real-life" are really not fair.
It's nice to see an effort of explaining certain mechanics under the hood of game engines, but labeling them "lies" really does not sit well with me.
Then again video games are never going to be 100% realistic in any regard whatsoever. That's not what they're designed and built for. I mean sure there are people who play devil's advocate for opting for more realism in games, but I personally don't see the point in that when we're talking about an entertainment sector that has worldwide influence.
yes. i havent done much developing myself but i used normal maps and animations to make waves (2d game) so its nice to explain how water can be made in games but saying its lie implies everything else is also a lie
agreed. saying this is a lie makes OP sound like a baby who thinks video games are supposed to be showing you a video feed of something that is physically happening somewhere...it's all 1's and 0's in a graphics buffer
@@Quantris That summarizes every video game in a nutshell right there. Video games are a highly complex algorithm of 1s and 0s but such that you can interact with them as the player. I can think of it like this: amongst the gaming community there are users who merely play games for the sheer fun of it whether it be from modding, testing new features, etc. Then on the other side of the spectrum you have the toxic try hards who no life the hell out of a game and do anything in their power to gain the upper hand on everyone.
@@Anvilshock Bro repeated the same comment multiple times. Don't be spamming here.
The only thruth in video games is that lightbulbs in games use real electricity
omg fr
6:17 The main character, Arthur, actually can swim in RDR2. You don’t play as John, who can’t swim, until the epilogue.
In the clip he shows it’s John in the water
Everything in videogame graphics is "lies" by this standard. Those people? They're hollow inside. They're balloons. Buildings? Also frequently hollow and empty inside. Air resistance? Wind? That definitely isn't being simulated.
A human using a hand to pick up a coffee mug, and take a sip? Chances are all of that is pre-animated and none of it is left to physics, and if you want them to do something different with that mug, like pick it up with three fingers instead of two, shake it, dump it out, juggle with it, hang it from one finger, probably all animated. None of it is physics between the fingers and the mug.
If I take my hand and grab my arm, you can visibly see my skin stretch, freckles moving towards where my arm is grabbed. My flesh also bulges a bit as it's pushed away from the grab spot. Unlike water I can't think of any games that even TRY to do any of that graphically. Maybe, maybe, if you're playing a very polished game the hand will exactly touch the arm without passing through.
Honestly, game water seems pretty good by comparison. There's games where they let you interact with water in lots of ways and it all looks pretty reasonable. But can you name a game where they let you do anything you want with human hands and it looks good? Nearly every game is like "oh god, oh fuck, oh no, we're not doing that! Here's a list of animations you can have the hands play. NOTHING else!"
Jesus you guys are so insufferable. It's a clickable title and idea. It's not that serious
@@Ihelpertricks *manipulative and dishonest title
The biggest lie in video games when you get a mobile ad with a fake X that opens the app store 💀
That should be a capital offence.
@@weregoat529 For real 😂
I had to uninstall this game that employs ads that has too small hitbox for their X button. My finger moved 0.01cm off the centre of the X and the popup brings me directly out of the game every single time.
@@MollyHJohns Yep, mobile games are so annoying; they definitely did that intentionally to get more views on their store page 🙄
lol I hate those monsters
A reminder once again. The final bit that makes something GOOD versus ok...is always sound.
Sound carries SO much more than people realize. It makes or breaks many many many things.
@@dbptwgEspecially acoustic and analog sounds that are completely natural beyond our control. You can't just go up to a thunderstorm or hurricane and find a volume switch and turn down the noise, that doesn't work like that lol.
My enjoyment of a game or video primarily depends on the music and sound. That's what creates the atmosphere for me and the atmosphere gets me hooked.
This absolutely true, like imagine interstellar without it's iconic soundtrack.... I can see the movie in my mind just listening to the score...
@@innerarts4091 Interstellar without the iconic soundtrack would be equivalent of watching a silent film, which can be annoying after awhile because the soundtrack is what helps define a movie besides the actors, scripts, etc
Bro saying "whut-er" the whole video killed me 💀
I was looking for the comment lmaoo
The emphasis got me focused on that the whole vid
Something I would like to see in a game is the wavelength of light being scattered as you get deeper
Meaning colors fades away slowly starting from red up to blue
That would actually be neat to see, I don't think it'd be too hard to implement
Yeah… Looks like right now the water in their game is absorbing some red light, but it’s absorbing absolutely zero green or blue light, which makes the water an unnatural cyan that never gets darker. I think all it would take is making a tiny bit of the green and blue channels get absorbed over distance.
I think you can make a gradient zone where the lower you are the more the ambiant light is blue
You ever see some of the behind-the-scenes with Finding Nemo? That's actually the sort of thing they did -- farther-away objects/creatures were more blue, and the fading order was red, then green, then blue. Fascinating stuff.
Gta 5 has this..
5:31 *PINEABBLE ON PIZZA SPOTTED*
I'm honestly very impressed to see it show up on this video lmao
Song that plays at 0:30?
Late, but its soul wars by Magdyy Haddad
@@Cye_Pie thanks bbg
Durade Sandstorm
Abond the ship
1:49 “You can be fully immersed in an experience” That sounds like water to me. 🤔
5:02 „it‘s completely free and you even get 30% off with my link in the description“ 😂
*Goofy:* "Hmmm... summin' wrong here."
"if you decide to sign up for a paid tier"
*if*
Came for the water, stayed for the funny witch game development logs.
"Water in video games isn't real"
"Here's a 15 minute video about it"
The plural of vertex is not vertexes, its vertices.
The craziest water lie I can think of is in the Build engine that games like Duke Nukem 3D, Shadow Warrior, and Blood used. That engine still wasn't fully 3D, but actually 2D info projected into a 3D simulation using digital witchcraft. So the way water worked was, unsurprisingly, super weird.
One of the limitations of those old pseudo 3D engines was that you couldn't have a room above another room. Each sector could only have a single floor and ceiling height value. But these games had areas with what seemed like rooms over rooms. The way the did that was by placing the rooms next to each other in separate sectors, instead of above one another, and sneakily teleporting you between them. usually, climbing a staircase or riding an elevator would actually teleport the player, instead of simply connecting the areas like they seemed to. This allowed for more complicated level design than previous games like Doom were capable of, and even some real physics defying stuff too.
And the way water worked was similar. When you were on the surface of a pool of water, you were actually simply standing on the floor of the sector. But it had special properties that made your character sit lower on it and bob up and down slightly to make it feel like you were chest deep in water. And to let you go underwater, when you hit crouch, you would actually teleport to the ceiling of a different sector that was the underwater area. This sector had more special properties like adding a blue filter to the screen, muffled the sound effects, and putting the player in a special flying mode that simulated swimming. And if you touched the ceiling again, it would teleport you back to the surface sector again.
It sounds crazy, but especially in 1996, it was totally convincing.
Build engine 💕
Wow. That's cool.
Put a transparent soft blue layer effect in your game while underwater or just reduce the red color chanel by deep. In real life, the red color cannot get deep in the water. That is why blue is the main color underwater.
Ah is that why red fish don't usually look red in deep water? Learn something new all the time
that might mess with the weird underwater and abovewater split effect
Suggestion: Make a bubble spell so that players can fly the broom under the water, so if you need to make more areas to explore, make them underwater and I know it would make the breathing potion useless but make the spell temporary so when it runs out the person can't re-apply the spell until on land?
7:22 there are briefcases with cash and weapons in the water if you know where and when to look for them
Unless a game is built from the ground up with voxels water is technically just an outline with transparency and a slew of complex shaders and interactive physics.
10:25. I wish the comparison without caustics would not also remove the turbid/fog effect.
I love the game dev community on RUclips. By far some of the most underrated channels
Underwater-broom-torpedo-fishing... Okay hear me out. What if you allow the player to "fly" their brooms underwater, maybe at lesser speed and mobility but it will give you a fairly unique underwater traversal mechanic.
And if you have that... the next step is putting a harpoon on the end of the broom and chasing down those fish with it yourself. Pretty unique way to maybe spear some bigger/legendary fishies.
Feel free to ignore my rambling.
Its not water, its an actual object oriented abstract implementation of water based physics inside a bunch of code we call program and eventually rendered by a bunch of vec3's and values on the screen that are flowing over your motherboard at high speed around a bunch of chips and gold contacts and wires that creates the developer's insight about what does water looks like in his mind.
One game I remember that tried to heavily feature realistic water physics was Hydrophobia. They had a game engine specifically for simulating the fluid dynamics.
Oh yeah, I remember that Oboeshoesgames video on it. It was basically Uncharted and Gears Of Water, but with water.
As someone new to the channel: Was I just tricked in to watching an (informative) 15 minute ad for "My Game"? I feels like it, (not a band thing), except without a name it's kinda wasted marketing potential.
I don't know, is water the biggest lie or is the camera the biggest lie? The illusion that our camera/view is moving when it's the only thing in the game that isn't moving.
Good, my computer isn't waterproof
7:33 "There's also no sex." 💀💀💀
Was looking for this
What game is that at 0:54? The one with the submarine looking thing. I’ve never seen it before despite knowing what all the other games he showed before where
No clue 😭
Under the Waves
@@mattb.7713thank you!!!
Subnautica
Early versions of Skyrim didn't have the water splitview effect, so you could actually see what was under the water surface and all it's emptiness if you simply remained right at the surface layer where the camera splits... They eventually patched it, and I remember being impressed at how convincing the new effect looked. Because I got to see how it was BEFORE the effect, it made me appreciate how it looked AFTER.
I wanted so badly to watch this but hearing you switch between saying "water" and "wudder / wutter" was breaking my brain.
Don't worry. I hate myself too.
@@AIAdev I DONT HATE YOU AND YOU SHOULDNT EITHER!!! :(
But the way you pronounce water different every time was just too much . . . it's me not you! My brain is already broken so hearing you do that just makes my brain spinny in a bad way.
Watching this video just makes me more realise that Crysis 2007 was ahead of its time
Everything is fake in a videogame (and in all software), not only water. It's all just digital information arranged and updated in way so they convey sense to our cognition. Even when there is hydrodynamics simulation going on, the elements are much larger than the molecules and time is discretized into large timesteps which don't make the simulation any truer than the tricks typically used in interactive interfaces like videogames. So, calling water in videogames a "lie" is an understatement.
There is only one thing which is not fake: the lightbulbs in videogames use real electricity to emit light 😉🤣
crazy how the video never mentioned mario sunshine
2:35 Speak for yourself looks beautiful to me.
Well, at least fire is real in video games, and and those people we kill are real, right, and and that supernova that collapsed into a wormhole ejaculating cyclops unicorn in Final Fantasy 8.5*10³ is real, right?...
So why is it the biggest lie in Video Games? Star citizen is the biggest lie. Or maybe the cake ... oh, no wait, there was a cake. Ok, maybe calling the npc's AI, which they never were. But water? Pffff. It's as much a lie as brickwall textured Polygons with single sided rendering...
In Red Dead Redemption 2 the main character is Arthur Morgan and he can swim
I wish you talked more about the waterline effect, its something I've been trying to add to my games for forever now. If anyone has any resources on how to make it, please share them.
7:17 there ARE underwater money cases though
I love how you did work on water, the result is really good. My question is why spend that time on underwater but not on post process and rendering on the surface? I mean the colors are flat, it's maybe cause you didn't work on it yet because you want to build more the world before rendering it? I don't know, don't want to be rude. But the world is really more beautiful down there then upthere :s sorry if it's hard to hear, it's only my opinion, it is your game, just giving my opinion. (Bad english sorry i'm french)
Step 1: Pour Water onto Motherboard.
i imagine, once you reach an area you don't want your player to reach, you should make it very stormy, and make your witch lose control of its broom.
You're telling me the pixels in a video game isn't real water??? Wooooow! Shocker!
So game devs are magicians
Psychologically I wanna hold my breath when I dive underwater in a game
Here's a fun fact: When you are underwater and looking towards the surface of the water, you'll notice that it acts more like a mirror than a piece of glass. The underside of water's surface will reflect whatever's below the water, at least in regions close to you. It's an interesting observation of mine and it'd be really cool to see it being presented in games.
Hi AiA I started watching you last year and you channel has grown a lot since then. I’m exited to see you grow even more
implying water irl is real
0:08
A Butter and cheese sandwich? Really? Why not just make it a grilled cheese at that point? Very Interesting video btw, I have always been a bit curious about how water graphics were computed and rendered.
Ocarina of Time's breathing mechanic is stamina-based, too: more heart containers means you can stay underwater longer. I once completed the Water Temple without the blue tunic (because I, uh, kinda forgot to get it first). I'd been diligent about picking up every piece of heart I could, so it wasn't actually that hard.
In separateness lies the world's great misery, in compassion lies the world's true strength.
im just here bc i like his voice, I learned nothing :)
The person on 4:44 is very cool
So is the lil fella at 9:20
Evil idea: In the water make a giant gaping hole that's pitch black and you can't see the bottom, if you go into it you are pulled under by something unknown
Me when I accidentally solve chaos theory so my game’s water looks 0.01% more accurate
Sounds sick. Gotta crank that fidelity somehow
2:58 vertices, not vertexes
both forms are correct.
I am also going to learn game dev and animation after my exams and want to make games just like u
Touching water kills you? AHA! They told me never taking a bath is insane. VINDICATED!
Funny how, despite all the years of 3d games, no one has added a slip-and-fall mechanic other than Oddworld.
The analysis you did is very good, all video games are created on lies xD the more efficient the way of lying is, the better the game will run.
next video, "there is no air in video games" "that cloud is not really there"
Fluid simulation is still not water in any sense, it doesn’t boil, it doesn’t react chemically etc. Water is not any more of a lie than anything else in video games.
did you know this guy is making a game? because he only shills it 100 times
Woah!! It’s almost like the video is partially about game development!🤯
In _Animal Crossing New Horizons_ a snowman melts away in less than a week even during winter, yet snowflakes seem to last forever in pockets and in storage.
The ocean water, rivers, ponds, waterfalls look fairly good for a somewhat cartoonish-looking video game. But there is not bright colors underwater, rather dull and subdued colors.
Minecraft: the best I can do is animated textures and biome tints
It's just colored pixels on a screen. None of it is real. This is as bad as the "fake frames" debate. They're all fake. It's not real.
"wutr
Woatrr
Oh man, the nostalgia that just hit at 2:27 was so real. My family loved that game.
water in video games serves one single purpose: turn off the water quality to get more fps. nothing else
The one significant headache I'd love to see Game Devs take on is Hydrology. Either water is fixed, never to change, or the "change" dynamics are very simple to things like "water source blocks" the way Minecraft handles water sources. I would love to see a game where water is part of a cycle: it *can* dry up, it *can* flood, lakes *can* and *are* above "sea level," there is erosion, there is actual snow-melt into spring streams, and so on. But so far it seems too expensive. :(
The paintbrush was angry at the color the artist chose to use.
I know no one really cares, but it really annoys me when people make fun of CoD for making a game with the same name when it was Remaster/Reboot of the original game. What else would they have named it.
The dead Minecraft mod, Finiteliquid, was the only thing I've seen in a game where the water was physical, able to flow down hills and collect. It was the coolest mod ever. You could pump water and create lakes and streams.
Meanwhile Minecraft laughing at other games for needing grafics to be good
I remember the devs from bioshock bragging about how their water was the most realistic ever in a game. And although it "looked" good, it was mostly just fancy sprites and light effects.
I remember planetside 2 taking a magrider into a lake finding out it was nothing more than a semi-transparent texture with no collision.
3:00 its funny.. Wave Race 64 was one of the first games to come to mind when thinking of water. Felt so good! Love that game so much.
Wait till he finds out there are also particles *in the air*
Video games lie about water ❎
Self Promotion ✅
"Faking it" has been the cornerstone of gamedev since the beginning
Next up, you're going to discover all objects in videogames are hollow, and not made of particles.
What a stupid video premise.
Never thought i'd ever see a video of someone telling "the water is not real in video games"
Game lied to me by not calculating acceleration due to gravity by modeling an entire solar system and instead just using a constant value
Man, RUclipss compression really doesn't like water haha
The main problem with water in games, is that it never looks right at all, when it crashes on the shore or on rocks, cliffs etc. This is why we need fluid simulations.
Usually, the water clips through the shore and looks like shit, and with rocks and obstacles, there's no foam and water splitting going on. It's so fake.
Underwater and surface water is already made perfect these days, we just need the collisions to be believable.
Right from the start…
Water in video games is not hyper-realistic, but usually neither are other things like grass, the sky, the textures on surfaces… All of those things we use different techniques, except for some games that are exceptions:
Ghost of Tsushima has the closest thing to real grass in a AAA game,,, but that’s also largely do to the importance of grass in the game.
Water is the same way. Some of the best water physics can be found in Sea of Thieves.
Water is technically very tricky though: While SOT accomplishes accurate Wave simulation, there are no Water Cycle / Weather Cycle, no rivers/ waterfalls - if there are, then they likely have a disjoint system - which is in a sense a “different water”,,, so there is no accurate “uniform water”…
Minecraft does the same for some of its terrain generation: Some terrain is purely perlin noise 4d-heightmapping,,, some caves use perlin worms, etc.
Water physics is immensely complicated, and it would be dumb to spend so much of our CPU budget on realistic water in games… its usually purely aesthetically, and players wouldn't appreciate it much anyway.
Saying that games are lying to you about water, is the stupidest statement so far today (but it’s early). Why would you expect the water in games to perform hyper-realistically?
So i understand now when back in elementary school my korean friend plays minecraft he showed me something in his world the water he said look “there’s water right?” And then he jumps in the pool that he created and he said “theres no water”
Bethesda seemed to have watched this video and decided it was too much to simulate, so Starfield doesn't have it.
5:40 - instead of taking damage from the water, you could have an enemy spawn after the player has been in the water for a few seconds. That's what Ratchet and Clank 1 and Jak and Daxter did when water was supposed to be a boundary. 👀