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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    Thanks for watching. Like if you enjoyed and subscribe for more videos like this one. Au revoir.
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Комментарии • 38

  • @Bozothcow
    @Bozothcow 5 лет назад +74

    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.

    • @s4videos
      @s4videos  5 лет назад +5

      Thanks for the complements.

  • @SuperBrassBender
    @SuperBrassBender 6 лет назад +27

    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.

  • @Qrani
    @Qrani 4 года назад +12

    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.

    • @HalfAsleepSam
      @HalfAsleepSam 2 года назад +4

      it was probably to optimize the map in tf1 aswell

    • @mfaizsyahmi
      @mfaizsyahmi Год назад +1

      then it's because it's optimized for TFC

  • @Testsubject276
    @Testsubject276 6 лет назад +4

    i love these "Yo did you know this is how this thing we take for granted works" type of videos.

  • @rojaosucks
    @rojaosucks Год назад

    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. :)

  • @Tergative
    @Tergative 3 года назад +1

    dude this video is fricken amazing. You describe it perfectly and you don't take years to do it. Thank you so much!

  • @SeriouslyNotTom
    @SeriouslyNotTom 3 года назад

    thank you for this video, you explained everything in a concise and informative way. the use of graphics really helped understanding too. great job

  • @aliinuurkadyruulu353
    @aliinuurkadyruulu353 Год назад

    the best video about source engine ive watch!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! THANK YOU!!!!!!!!!!!!!!!!!

  • @WallaceMoura
    @WallaceMoura 6 лет назад

    Interesting video! Thanks!

  • @mexoc5006
    @mexoc5006 3 года назад

    Great video. Big thank

  • @Daburubareru
    @Daburubareru 2 года назад

    Useful tutorial thank you so much!

  • @David_LG092
    @David_LG092 3 года назад

    Great video!

  • @Die-Coughman
    @Die-Coughman 4 года назад +2

    Otherwise known as the bane of my existence.

  • @capitalofTX
    @capitalofTX Год назад +2

    Oh, Visleafs, thank you for the 200+ fps.

    • @charlieking7600
      @charlieking7600 Год назад +1

      And 30 fps in any space a bit wider than three school corridors.

  • @Yazoon_S
    @Yazoon_S 6 лет назад +1

    Great

  • @bioman1hazard607
    @bioman1hazard607 Год назад +1

    I noticed that quake uses visleafs too, infact when compiling maps, its 1 of 3 options you get

    • @mfaizsyahmi
      @mfaizsyahmi Год назад +1

      because Source is a descendant of Quake. Quake → Half-Life (GoldSrc) → Source.

    • @golarac6433
      @golarac6433 Год назад +1

      Pvs (possibly visible set) which is the technique described in this video was invented for Quake

  • @Alaxe_
    @Alaxe_ 6 лет назад

    Pretty interestin'

  • @MaruskaStarshaya
    @MaruskaStarshaya 4 года назад +1

    so as I understood it is a culling maps

  • @eljestLiv
    @eljestLiv 6 лет назад +2

    dude how did you get the isometric view at 2:14

    • @s4videos
      @s4videos  6 лет назад +6

      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.

    • @eljestLiv
      @eljestLiv 6 лет назад

      wow thanks, i didnt know this was possible :D

  • @zOOpygOOpert
    @zOOpygOOpert Год назад

    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

    • @s4videos
      @s4videos  Год назад

      You make an interesting argument.

  • @cms213
    @cms213 2 месяца назад

    how redduce visleafs

  • @tristenarctician6910
    @tristenarctician6910 4 года назад

    But aren't area ports and hints the same?

    • @Die-Coughman
      @Die-Coughman 4 года назад

      No

    • @reptiliannoizezz.413
      @reptiliannoizezz.413 2 года назад

      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

    • @charlieking7600
      @charlieking7600 Год назад

      Areaportals also may disappear on some distance, having the space behind them replaced with static image.

  • @Darshao
    @Darshao 6 лет назад

    3klickphilips just made a vid on the same thing for CSGO are u guys the same person hahah

  • @greenlemon9155
    @greenlemon9155 6 лет назад

    and then come the CPVSFilter, wich no one understand XD

  • @Ribulose15diphosphat
    @Ribulose15diphosphat 2 года назад

    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.

    • @Ehal256
      @Ehal256 2 года назад

      ruclips.net/video/1AUxDCHaw84/видео.html this video might give you an idea :)