Source Engine Visleafs Explained
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- Опубликовано: 6 май 2018
- A quick explanation of how in source engine games the world is cut up into segments for optimization.
This was a quick explanation so things such as “Valve Visible Information Set” aka “VVIS” which is a process in rendering to test if visleafs can see each other was not mentioned. For more in depth information read the Valve Developer Wiki.
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Oh my gosh a tutorial that isn't
a) 20 minutes long for like 5 seconds of explanation
b) 144p
c) designed for idiots
Seriously though thank you! More people need to make tutorials this concise.
Thanks for the complements.
Love these isometric shots you sometimes do, like the portal ones here or the ones in the sentry bustin' video. It triggers the early 2000s rts nostalgia (tm) part of my brain.
In Dustbowl, the dip at the BLU spawn on stage two isn't for optimization, but because that's how it was in Team Fortress Classic. It was still a good way to optimize the map, though.
it was probably to optimize the map in tf1 aswell
then it's because it's optimized for TFC
i love these "Yo did you know this is how this thing we take for granted works" type of videos.
I was searching for something about how light works in Portal 1, accidentally clicked on your video and it turned out to be so Interesting that I just stayed. Good video, +1 sub. :)
dude this video is fricken amazing. You describe it perfectly and you don't take years to do it. Thank you so much!
thank you for this video, you explained everything in a concise and informative way. the use of graphics really helped understanding too. great job
the best video about source engine ive watch!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! THANK YOU!!!!!!!!!!!!!!!!!
Interesting video! Thanks!
Great video. Big thank
Useful tutorial thank you so much!
Great video!
Otherwise known as the bane of my existence.
Oh, Visleafs, thank you for the 200+ fps.
And 30 fps in any space a bit wider than three school corridors.
Great
I noticed that quake uses visleafs too, infact when compiling maps, its 1 of 3 options you get
because Source is a descendant of Quake. Quake → Half-Life (GoldSrc) → Source.
Pvs (possibly visible set) which is the technique described in this video was invented for Quake
Pretty interestin'
so as I understood it is a culling maps
dude how did you get the isometric view at 2:14
The camera can be made to look 2d in Source games with the 'camortho' command. It makes the camera into an orthographic camera. Here's a guide on it: tf2maps.net/threads/tip-taking-isometric-screenshots.20796/ Additionally I used the setang command to set the camera to perfect 45 degree angles.
wow thanks, i didnt know this was possible :D
Can you make a 1+ hour video explaining the source engine, not cuz i will ever use that info, but cuz i find it interesting
You make an interesting argument.
how redduce visleafs
But aren't area ports and hints the same?
No
Not quite. Hints just split visleaves and that's about it. Areaportals meanwhile *have* to completely separate two areas otherwise they cause a leak and don't work, and they can render and un-render things in real time depending from what angle you're looking
Areaportals also may disappear on some distance, having the space behind them replaced with static image.
3klickphilips just made a vid on the same thing for CSGO are u guys the same person hahah
and then come the CPVSFilter, wich no one understand XD
So Source-Engine is a Portal-engine in a BSP-Engines disguise. You take CAD-Data. Compile it into a Quake level with BSP. And compile it to a Descent level.
I am still curios, how vision is computed ? When does a Segment see another segment ? Vision between points uses the hitscan algorithm. Vision between volume and point uses rendering-to memory. Vision between Volume and Volume ? My math is f*cked.
ruclips.net/video/1AUxDCHaw84/видео.html this video might give you an idea :)