Math for Game Programmers: Building a Better Jump

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  • Опубликовано: 27 сен 2024

Комментарии • 552

  • @Table53
    @Table53 5 лет назад +248

    Clicked on this to watch a GDC talk about video game mechanics, ended up essentially watching a refresher lecture that I remember taking during first year Physics

    • @zombie_pigdragon
      @zombie_pigdragon 3 года назад +21

      Watched this while procrastinating first year physics homework, am not all too thrilled to learn that people do use this stuff, even if I already knew it.

    • @LOLWHATBRO
      @LOLWHATBRO 2 года назад +11

      @Kalicrowa it doesn't seem at all that this video is directed toward someone who just wants the math numbers and how to implement it. Its not a tutorial. As someone who didn't take any physics classes in my life, it's a good thing that it's explained in detail instead of assuming the viewer is a literal college graduate in the field of the subject. The whole point is to explain it, otherwise why would he go up there and talk? 🤔

  • @NeoAF10
    @NeoAF10 6 лет назад +914

    25:13 Kind of uncool forcing him out the podium.

    • @BloodyOrchidDC
      @BloodyOrchidDC 5 лет назад +79

      Yeah, Kyle didnt finish his talking yet.

    • @MarkusSeidl
      @MarkusSeidl 5 лет назад +97

      I think they are on a tight schedule and the next presentee has to setup things...

    • @SerpongeDash
      @SerpongeDash 5 лет назад +166

      Yeah they're definitely on a tight schedule but that didn't look super well handled
      "one more question" proceeds to basically throw him a way after saying this "we can thanks kyle" ???

    • @MaxskiSynths
      @MaxskiSynths 5 лет назад +306

      If you're on a tight schedule then you duck down, keep a low profile and quietly apologise and maybe explain about the tight schedule. This guy just comes on and grabs the fucking laptop.

    • @RealRushinRussian
      @RealRushinRussian 5 лет назад +157

      Yeah, he closes the dude's laptop down and hands it over to him. Like, really?

  • @konstantinkh
    @konstantinkh 3 года назад +255

    Worth noting that Mario switches to heavy gravity on jump release even if peak hasn't been reached yet, giving you jump height control. That was the original reason for it to be coded that way. But in general, yeah, having acceleration change on up and down movement and with jump key held/released tends to give the nice responsive jumps you see in the platformers we tend to remember. And the specifics of what gravity should be on each segment and whether pressing the jump key again after releasing it makes a difference is up to specific game implementation.

    • @konstantinkh
      @konstantinkh 3 года назад +7

      @@alanx4121 Yeah, but that's technically a reskin of an entirely unrelated game. So the fact that SMB2's controls were different is no surprise. More nuanced air control certainly added to the flexibility of movement for sure. And yeah, I should have specified that I was talking about original SMB Mario in the opening sentence. 👍

    • @casperdewith
      @casperdewith 3 года назад

      I feel like Mario’s jump the way the lecturer described it, is as if you stop holding right (or dash, or jump) as Mario hits the peak of his jump. As far as I know, the parabolas are perfect if you do full jumps and hold right and dash.

    • @valletas
      @valletas 2 года назад +8

      I havent even watched this video but the instant i read your comment i imediately though "so thats how its done" and i opened up my game to try this out
      It isntantely felt a lot better

    • @SurajSharma-uu8tx
      @SurajSharma-uu8tx 2 года назад +1

  • @Ermude10
    @Ermude10 7 лет назад +205

    Short note on the integration methods:
    Euler integration doesn't conserve energy, so what happens is that when we try to approximate a continuous jump curve, in each discrete time step we will travel in a straight line in the same direction as (tangent to) the curve. Over many time steps, the error from choosing a straight line will accumulate and deviate from the "real" curve. Depending on how you do your update function and how it depends on each frame, a frame rate drop might make this error more noticeable.
    Runge-Kutta 4 is very accurate but also doesn't conserve energy, but the error grows very slow and won't be noticeable during a single jump. However, it is a bit expensive to calculate.
    And then comes Verlet, which is cheaper than RK4 and conserves energy. The accuracy depends on the timestep though, so it probably won't be as accurate as RK4, but it generally works better in games.

    • @BackflipBeaver
      @BackflipBeaver 7 лет назад +12

      I'm no programmer, but this does seem like a valid summary :) Might I also add that the reason why the Verlet integration method is so stable, despite it's limited accuracy for a given time step, is that it fulfills the "symplectic condition" in classical mechanics. Basically, the all important energy conservation criterion associated with this "frictionless" jumping shown in the video is nicely approximated if your integrator is symplectic.
      Cheers!

    • @MLPvipiao
      @MLPvipiao 7 лет назад +6

      I actually ran into that problem recently, I'm making a physics engine, but energy just kept increasing or decreasing depending on whether my game loop updated the properties of the objects like this: "acceleration, velocity, position". Or like this: "acceleration, position, velocity". The way I solved it was to go "acceleration/2, velocity, acceleration/2, position".

    • @BackflipBeaver
      @BackflipBeaver 7 лет назад +5

      Interesting! And yeah it's perhaps not the most intuitive approach seen from the beginner's perspective, myself included. I'm actually going to use Verlet extensively for the first time in the upcoming weeks. It's in relation to a Molecular Dynamics (MD) simulation of liquid nitrogen, where friction is (thankfully) absent ;)

    • @Ermude10
      @Ermude10 7 лет назад +1

      +BackflipBeaver Physics student? What is your goal with the simulation? I'm curious, since I'm (also?) doing physics :)

    • @BackflipBeaver
      @BackflipBeaver 7 лет назад +3

      Engineering Physics, so yeah! In summary, I am to model a predetermined set of nitrogen atoms in the microcanonical ensemble, where the pair interactions are described by Lennard-Jones potentials and Periodic Boundary Conditions (PBCs) apply. I implement the rigid-rotator approximation for each N_2 molecule by way of a holonomic constraint. The first goal is to check whether the equipartition theorem holds up (I fix the temperature "indirectly" by rescaling the velocities regularly in-between some predetermined number of Verlet integration steps). Secondly, I want to determine the pressure of the gas from fixed temperatures and densities and hopefully identify some phase transition if I manage to get that far :)

  • @echelon2k8
    @echelon2k8 7 лет назад +583

    4:25, 9:48, 12:58, 16:25, 19:58, 22:37, 25:18

    • @asonael3205
      @asonael3205 7 лет назад +21

      echelon2k8 Calm down, Satan. but no really I wanted rage quit this video every time.

    • @AustinBabineau
      @AustinBabineau 7 лет назад +7

      thank you

    • @WymanandBrad
      @WymanandBrad 7 лет назад +3

      echelon2k8 why is that a thing?

    • @gafeht
      @gafeht 7 лет назад +60

      It's so good. I feel like he's swallowing me.

    • @diggoran
      @diggoran 7 лет назад +13

      so much about this audio bothers me, but these are the particular parts I hate the most. I just imagine the entire live audience being blasted by gulps out of loudspeakers every 4 minutes

  • @jayxofficial5126
    @jayxofficial5126 4 года назад +280

    Bro, that guy was so rude to the guy speaking. Watch till the end to see who deserves the 2016 douche award.

    • @nightwintertooth9502
      @nightwintertooth9502 3 года назад +2

      Guy being a douche never wrote a line of game code in his life! Respect physics and respect math its at the core of what we do!

    • @kuretaxyz
      @kuretaxyz 10 месяцев назад +1

      What a colossal douche. Unbelievable.

  • @gordorodo
    @gordorodo 7 лет назад +221

    Is there an extreme stereo effect on this video or is it just me? If he moves two inches to the right, his voice gets almost completely panned to the right channel, idem for left channel. I wonder if this was recorded with two mics on stereo channels (WHY?!) or the person who did the edit of this video was just bored to hell and decided to pan the speaker's voice each time he moved just a little tiny bit.

    • @manictiger
      @manictiger 7 лет назад +84

      It's pretty bad. You'd think they'd know to use a mono mic for voice.
      _"GDC talks cover a range of developmental topics including game design, programming, _*_AUDIO_*_..."_

    • @sismikkk
      @sismikkk 7 лет назад +3

      i read your comment before the end of the video and now i'm hearing it, THANKS !

    • @HerbaMachina
      @HerbaMachina 7 лет назад

      I listened to the video with one ear bud in so I didn't notice thankfully lol

    • @gafeht
      @gafeht 7 лет назад +1

      I was already messing with my audio settings and had fixed it by switching to mono when I noticed your comment

    • @desktorp
      @desktorp 7 лет назад +2

      Speaking of floating between two points, is the speaker australian or a southern dandy or what? His accent is all over the map.

  • @sirgouki6207
    @sirgouki6207 7 лет назад +24

    I wish I had known GDC had their own youtube channel sooner. This is great. Getting passed the crappy audio, I sat through this entire lecture and both facepalmed at how close I actually got to something similar to this on my own, and learned a great deal at the same time.

  • @manwithbrisk3418
    @manwithbrisk3418 3 года назад +13

    Just happened on this video. As someone who tried to fix the, "floatyness" of UE4's standard jump back in school it was a really interesting talk.

    • @sdrawkcab_emanresu
      @sdrawkcab_emanresu 2 года назад +2

      Did you managed to do it? Would you say its "easy" to make a good jump and run in unreal or should i learn unity?

  • @Estigy
    @Estigy 3 года назад +10

    Nice to see Leonard Hofstadter doing science talks again.

  • @viniciusqueiroz2713
    @viniciusqueiroz2713 6 лет назад +14

    I guess sometimes we keep up with the advanced stuff and forget about the basics... I really needed all that Physics Introduction review. Thank you, Kyle!!

  • @mrslake7096
    @mrslake7096 7 лет назад +53

    if you are using unity, Sebastian lague have a great tutorial & source code available that does this
    just search for
    " [Unity] Creating a 2D Platformer (E03. jump physics) "

  • @merkaba48
    @merkaba48 7 лет назад +147

    Here's my resulting code after watching this and the tutorial series "[Unity] Creating a 2D Platformer" mentioned below. Hopefully this will be useful for someone.
    // Calculate the gravity and initial jump velocity values
    _jumpGravity = -(2 * JumpHeight) / Mathf.Pow(TimeToJumpHeight , 2);
    _jumpVelocity = Mathf.Abs(_jumpGravity) * TimeToJumpHeight ;
    // Step update
    stepMovement = (_velocity + Vector3.up * _gravity * Time.deltaTime * 0.5f) * Time.deltaTime;
    transform.Translate(stepMovement);
    _velocity.y += _gravity * Time.deltaTime;
    // When jump button pressed,
    _velocity.y = _jumpVelocity;
    NB. that is for a simple jump, no double jumping, differing gravity when descending, etc. Those things should be trivial to solve; the meat of the 'better jump' is calculating velocity/gravity from a desired height variable and time to reach it variable, and implementing the "velocity verlet" when calculating the step movement (+ gravity * deltaTime * 0.5). I wish I understood the math behind this stuff a bit better, but just knowing how to implement it is good enough for my purposes.

    • @garryiglesias4074
      @garryiglesias4074 4 года назад +5

      Useful for who ??? What is useful is people doing it THEMSELVES... This is basic maths, you can program this at 14 y/o... So no it's not useful, and if people find this useful, I hope it's for their own education and not to pretend becoming a pro one day.
      Copy paste has NEVER been useful. Unless you're a cheater, lamer, and think more about your programming career as becoming some "unproductive chief" than becoming a real expert programmer.

    • @dampee6
      @dampee6 4 года назад +71

      @@garryiglesias4074 This guy goes two years with zero comments and just some "quiet" likes. Then you come along...

    • @garryiglesias4074
      @garryiglesias4074 4 года назад

      Principle of learning are older than Aristotle... It's not about the writer, but the potential reader who could be tricked to "learn" by Copy-Paste.

    • @UndeadFleshgod
      @UndeadFleshgod 4 года назад +4

      Oof I hope that since you wrote that, you learned that the _ naming scheme is fucking retarded

    • @kaganylmaz3904
      @kaganylmaz3904 4 года назад +32

      @@garryiglesias4074 Geez dude, for someone who doesn't want to watch to video but learn about the topic, this code can be much useful you know he can learn what makes a better jump in seconds. Did we really need a lecture about being successful at programming.

  • @harborned
    @harborned 7 лет назад +39

    Really liked the talk, many thanks! Also, downloaded the game, liked it too :) Jumping felt great - clearly know what you're talking about :)

  • @zoeythebee1779
    @zoeythebee1779 Год назад +4

    boy I wish I had more than middle school level math knowledge

  • @nightwintertooth9502
    @nightwintertooth9502 3 года назад +3

    Parabolics completely smoothed out my moving platform code. I was looking for good parabolic integration over the Euler method I was using and found it! Thank you.

  • @louther1213
    @louther1213 7 лет назад +4

    Wow learned more about physics from this than high school...

  • @jayxofficial5126
    @jayxofficial5126 4 года назад +18

    I suck at math and still program, this is why my games suck! I get it now lol. I really need to consider getting better though, or I will keep making crap.
    Thanks for this video it really helped : )
    No room for lazy!

  • @taylorbird901
    @taylorbird901 4 года назад +3

    Excellent treatment of this material. You Have To Win The Game looks fun and nostalgic also.

  • @MarcCastellsBallesta
    @MarcCastellsBallesta 3 года назад +6

    I learned about the Verlet algorithm while doing Molecular Dynamics. I'm surprised to see it applied to videogames. :-)

    • @flavioryu5922
      @flavioryu5922 3 года назад +1

      I used it to simulate a harmonic oscillator :o I'm surprised too

  • @jacekarino
    @jacekarino 3 года назад +12

    Incredible talk! Also, I love Minor Key Games' projects. Insanely satisfying platformer physics, great work.

  • @benjaminramsey4695
    @benjaminramsey4695 3 года назад +2

    This is great stuff. Just a nerdy nitpick - you're not "momentarily weightless" only at the peak of the jump, but are in fact weightless throughout the entire parabola.

  • @computerrcat870
    @computerrcat870 3 года назад +1

    THANKS IT HELPED A LOT WITH MY PLATFORMER

  • @subliminalman
    @subliminalman 7 лет назад +5

    Thanks for laying this out, I've been messing with different ways of doing jumps in my platformers. I'll have to try this one out

    • @DJ_POOP_IT_OUT_FEAT_LIL_WiiWii
      @DJ_POOP_IT_OUT_FEAT_LIL_WiiWii 7 лет назад +7

      I suggest you try fooplot online.. much easier, less math and pretty much same result.
      For a basic parabola try: -(x-1)^2+1
      You substitute X value for time and the result is the height of the jump at time X. C# would be -Math.Pow(time - 1, 2) + 1.
      Time should be from 0 start of jump to 1 end of jump.
      Height will be from 0 floor position to 1 max jump position.
      When you reach max position, calculate a second parabola for the down jump. This one should work pretty well: (x-1)^4

    • @HalkerVeil
      @HalkerVeil 7 лет назад

      The sarcasm in this comment is amazing.

  • @noname-mw7oy
    @noname-mw7oy 3 года назад +4

    Holy shit that guy at the end was an ass. Great talk broski.

  • @TomKermode
    @TomKermode 7 лет назад +5

    That was really nicely presented and explained.

  • @tightlypackedcoil
    @tightlypackedcoil 7 лет назад +39

    I only have one question.
    What?

  • @neodaltiair8624
    @neodaltiair8624 7 месяцев назад

    So he’s saying use your known values such as height and distance to find initial values like starting velocity and gravity.
    Do that for each scenario/parabola and apply those velocities and gravities given the conditions are met.

  • @hodgey1668
    @hodgey1668 7 лет назад +121

    This guy's accent is wild, he's dropping t's like I would expect from the english but he sounds american?

    • @porteal8986
      @porteal8986 7 лет назад +9

      Hodgey yea, it sounds like he lost a bet and had to do the whole talk in a british accent, but he has no idea how to do a british accent

    • @simonRTJ
      @simonRTJ 7 лет назад +7

      Er..as a Bri-T-ish man, I objec-T to the notion of one dropping ones T's...tha_T is usually a-TT-ributed T-o Lazy American slur!! thank you very mu-T-ch

    • @porteal8986
      @porteal8986 7 лет назад +5

      Simon Rose​ yea, but the american idea of a brittish accent usually involves a specific stereotypical brittish accent that involves alot of dropped t's for some reason

    • @TheBanderolli
      @TheBanderolli 7 лет назад +1

      While, like we all know, it's the H's that get dropped instead!

    • @LunaEqualsLuna
      @LunaEqualsLuna 7 лет назад +4

      Yup it is a very strange accent. It seems like an American accent yet he pronounces about 10% of words with what sounds like a british accent

  • @NeesyPlaysGuitar
    @NeesyPlaysGuitar 7 лет назад +4

    every time he says "back" i think of kyles cousin from NY in South Park. Trolly accent. Grevity.

  • @tear728
    @tear728 7 лет назад +13

    grayvity and paraybolas

  • @preetmokha7002
    @preetmokha7002 3 года назад +6

    Who's here after Pontypants video? xD

  • @bakinto
    @bakinto 2 года назад

    to this date, this is the best gdc talk ever... thak you so much Kyle Pittman

  • @0osk
    @0osk 3 года назад

    The talk that takes place after this one is called "Math for Game Programmers: Juicing Your Cameras With Math"

  • @unvergebeneid
    @unvergebeneid 7 лет назад +3

    Can we get the _Thomas was Alone_ guy to give a talk about jump mechanics?

    • @FreakStyler
      @FreakStyler 3 года назад

      It had some of the worst jump mechanics for such a simple game. He had one job...

  • @divine308
    @divine308 7 лет назад +2

    How about only programming the height of the jump an speed of the character going up the porabula could be just controlled by moving forward at the same speed as the characters standard running or walking speed based on which direction the character runs
    Example:If I run to the right and push space to jump the character should move right at the same speed just traveling up in the air also coming back down

  • @MaxwellsWitch
    @MaxwellsWitch 7 лет назад +1

    Yeah, I used rk4 to simulate projectile motion in curved spacetime.

  • @alessandrodarmiento5131
    @alessandrodarmiento5131 7 лет назад +2

    Very interesting video, I updated my falling system with this. Thank you!
    One question: I didn't get very well how should I update G using the Runge Kutta integrator, given the position offset previously defined.
    Thanks

  • @senpaizuri5166
    @senpaizuri5166 9 месяцев назад

    This is very -chug down liquid- Insightful. Thank you~

  • @marverickbin
    @marverickbin 7 лет назад +2

    i remember all jump possibilities in super mario 3d world, and it is amazing. wamdering how it was programed

  • @tushargupta764
    @tushargupta764 5 лет назад

    I am loving thus channel

  • @cortexai6541
    @cortexai6541 7 лет назад +2

    1:13 lool that fat cat jump thoe, never gets old - Geronimooooo!!! ;'D

  • @princekodjo7798
    @princekodjo7798 9 месяцев назад

    I had an issue I solved where the final height of a jump never quite reached the specified final height. It turns out that it was off by height/t^2. I'm not sure why, but I fixed it by adding that to my initial velocity. Just putting this here in case anyone has the same problem, spent hours in Desmos calculator trying to fix it...

  • @tunmixx
    @tunmixx 3 года назад

    there should be mono sound checkbox next to quality settings @youtube

  • @petersmythe6462
    @petersmythe6462 3 года назад

    One this I can't recommend enough: automatically crouch jump every time you jump. If you want to be able to jump up a meter tall object, what do you do, do you throw your 1.7 meter forehead 20 centimeters deep in your 2.5 meter cieling while moving your center of mass a whole meter vertically? Or do you lift your feet and tuck your head so that a jump that only launches your center of mass 40 centimeters in the air lets you clear a meter high object? I know which option I choose.

    • @petersmythe6462
      @petersmythe6462 3 года назад

      I feel like not automatically crouch-jumping it one of the reasons why games so often throw 20 m/s or 30 m/s G into the game. Look at Minecraft for example?

  • @Nenkos
    @Nenkos 7 лет назад +17

    The audio makes me nauseous.

    • @LittleRainGames
      @LittleRainGames 7 лет назад +1

      Yeah the swallowing is nasty...

    •  7 лет назад

      Exactly, I'm using headphones and the audio is really uncomfortable and makes me a bit nauseous (no problem with other videos). Can't really pinpoint why though. Like the quality is corrupted somehow.

  • @zombiedude347
    @zombiedude347 7 лет назад +1

    They way I'd do it is store the frame(s) when the player pressed/released the jump button when applicable for the jump and the current frame value. Use this with a numerically stable variant of the exact formula instead of integrating.

  • @alfredogodoy6854
    @alfredogodoy6854 Год назад

    Es un genio este péndulo

  • @MaxwellsWitch
    @MaxwellsWitch 7 лет назад +2

    So... I want to make a General Relativity raytracer. I got the maths I want to use, but where do I start with the programming? I can calculate the light paths by hand, on the computer, but I want to make images with this data I can calculate. I know c++, cuda, sfml, and some other stuff, but I need to use some pretty efficient stuff.

  • @indiegamemaster1639
    @indiegamemaster1639 7 лет назад

    Nice talk! I wish I could see your talk right before the starting develop the game.

  • @Ouvii
    @Ouvii 7 лет назад +10

    this guy shatters my knowledge of English phonetics. Where is he from?

  • @michaelvicente5365
    @michaelvicente5365 3 года назад +3

    did he just close his laptop?... really dude?

  • @paulomarcio3133
    @paulomarcio3133 3 года назад

    This is awesome!

  • @091Cash
    @091Cash 6 лет назад

    Does anybody knows where does the example sprites come from?
    I really liked them

  • @codingWithHambone
    @codingWithHambone 6 лет назад

    This dude is awesome.

  • @giviarabidze2287
    @giviarabidze2287 3 года назад

    I don't understand one thing, if someone can make it clear. How can you use V0 in equation on Th considering V0 on Th is 0 and it is gTh + 0 = 0 and not gTh + V0 = 0?

  • @bunnybreaker
    @bunnybreaker 7 лет назад +10

    I found this really interesting, but I fully admit, a lot of it went over my head. I decided to try following along in GameMaker. The first section about defining a jump in terms of jump height and time-to-peak went absolutely fine. When the next section comes along talking about defining jumps in terms of height and distance (my goal) it goes horribly wrong. I followed the substitute calculations at @13:10 and the gravity value is giving me a wildly different number resulting in tiny tiny hops compared to the height/time version.
    Can anyone confirm they have followed this (not necessarily in GameMaker) and had it work?
    I assume I am doing something wrong or GameMaker has a bug, since this guy seems really smart and I'm sure he would have noticed a massive mistake while presenting even if it had slipped into the PowerPoint.

    • @Nicoladen1
      @Nicoladen1 7 лет назад

      Do you have the right settings for your room under the physics tab?

    • @bunnybreaker
      @bunnybreaker 7 лет назад +14

      Nicoladen Hey. I completely forgot I posted a comment here. The problem was identified (by someone else) and fixed. Here is the reddit thread where my code was posted and the solution discussed. www.reddit.com/r/gamemaker/comments/5i9svk/help_following_a_video_about_defining_jumps_from/

    • @error.418
      @error.418 7 лет назад

      Thanks for the awesome reply

    • @SxAde
      @SxAde 5 лет назад +2

      ​@@bunnybreaker I was having the same problem until I found your commentary. Tho I'm implementing it on Unity I found the answer on the link you shared really helpful, thanks.

    • @bunnybreaker
      @bunnybreaker 5 лет назад +1

      @@SxAde I'm glad it could be of use to you. I'm actually in a similar situation, now I've switched from GM to Unity and want to build an action platformer. I will probably have to back and read the thread again too :P

  • @spaderkungskuk
    @spaderkungskuk 3 года назад +1

    Math for those who skipped class, explained in too many words.

  • @hasanshafy_
    @hasanshafy_ Год назад

    How do I apply this in Unreal?

  • @kylestankovich2199
    @kylestankovich2199 7 лет назад

    I am terrible at math, too bad pretty much 100% of this went over my head.

    • @satannstuff
      @satannstuff 5 лет назад +1

      Good thing you don't actually need to do any of this to make a good jump then. Even when you do know the math the iterative approach is faster. Besides you're supposed to build the levels based on what the character can do, not the other way around so there's no real point in aiming for any specific target value.
      Tweaking jumps after levels are already built means you get to redo all of them to make sure they still work, nobody wants that.

  • @thatlonzoguy
    @thatlonzoguy 3 года назад

    This guy gives off huge tim sweeny vibes, he even sounds like him hah. Very good talk and interesting!

  • @Rhino1004
    @Rhino1004 7 лет назад +3

    Is this going to be on the test?

  • @mattsharp6708
    @mattsharp6708 7 лет назад +11

    I teach game development at a university. When my students ask me when we are doing jumping, they are always so confused about why I tell them that will probably have to be in the advanced coding class lol.

    • @automatescellulaires8543
      @automatescellulaires8543 5 лет назад +5

      Oh please. Gravity add one unit of speed vertically each frame. That's it, perfect jump, all equations presented in this video taken account of. Assuming they understand that speed tends to be constant otherwise, and that it is added to the position each frame.

    • @MadBunnyRabbit
      @MadBunnyRabbit 5 лет назад +2

      @@automatescellulaires8543 And you just got yourself the worst, not even a prototype level jump in your game. Have fun redesigning your entire levels when someone changes the physics in the smallest way :3

    • @automatescellulaires8543
      @automatescellulaires8543 5 лет назад +3

      Changing the gravity / friction is exactly the same in either case, because the rules of the world are the same. It's like we are talking about apples, and we say that some variety taste better, and you tell us "have fun when you'll need to peel them". When really it's obvious that the peeling of one is equivalent to the peeling of another. Hey, if you want to believe complex notations and slow computations are better, that's your right. You can. I don't think we really care about that. But maybe, maybe you shouldn't make false claim on the internet without at least pointing to some suppporting evicence.

    • @BaremetalBaron
      @BaremetalBaron 5 лет назад +1

      @@automatescellulaires8543 Sounds like you need this talk more than anyone. It's well known that the "Euler" integration method for solving a jump (just adding gravity to your velocity every frame and then altering the position by the velocity), while the intuitive and obvious first thing you'd try, and one that seems to give good results at first glance, is extremely unreliable and inconsistent under varying conditions. Your jump height can be radically altered by something as silly as a change in frame rate, if I understand correctly. This is why the method you described isn't usually used in professional games, like classic platformers (say, Mario or Mega Man games). That's why people tend to use the Verlet method.
      Having said that, it isn't always necessary, and I do agree that people tend to over-complicate this stuff. I use the method you described all the time for prototyping and trying things out, or when I know it won't be a problem.

    • @automatescellulaires8543
      @automatescellulaires8543 5 лет назад +1

      If the simulation is framerate related, lower frame rate, would mean lower simulation speed, not lower simulation jump height, the simulation would be the same, only slower. Now if you can't have fixed frames, and have no guarantee to be able to tick integrate, then you do have a point. I'm not sure in exactly what kind of use case that would happen nowaday, maybe if you have some complex synchronization code for multiplayer i guess. Still your "wrong jump height" seems just wrong.

  • @uhhmir
    @uhhmir 3 года назад

    i didnt know david wallace joined the videogame industry

  • @heavysaber9431
    @heavysaber9431 7 месяцев назад

    gold

  • @Carbon_Cola
    @Carbon_Cola 3 года назад +1

    Is the audio quality shit for anyone else? It's kind of switching from ear to ear and seems like the highs are like super amplified. I legit can not listen to this talk as a result, it's very uncomfortable.

  • @Chase-314
    @Chase-314 6 лет назад +1

    GitHub example?

  • @DelkorYT
    @DelkorYT 7 лет назад

    How about some maths to fix the audio? :/

  • @27182818284590452354
    @27182818284590452354 7 лет назад +1

    I don't get why would you do incremental approximation if you can just calculate the position (and the velocity) from the last singularity (launch, change of gravity, etc.).

    • @igotdembombs
      @igotdembombs 7 лет назад

      Well with incremental approximation you only need the information from the previous frame so you don't need to remember what happened at the start.

    • @27182818284590452354
      @27182818284590452354 7 лет назад +1

      How is that an advantage? You save on keeping a single time value?

    • @igotdembombs
      @igotdembombs 7 лет назад +2

      I suppose you could do it your way but it makes more sense to keep track of instantaneous velocity and position.
      If there's a platform above the characters head what will you do to compensate? With instantaneous velocity you could have it keep pushing into the platform until your velocity becomes negative, then the character falls down.
      You would also be able to easily add multiple accelerations or forces. You calculate their impact on the instantaneous velocity individually, then add them together.

    • @27182818284590452354
      @27182818284590452354 7 лет назад

      igotdembombs
      This is completely irrelevant. You still have both velocity and position (duh), just without accumulated errors. The way you calculate them has no affect on creation of new singularities or composition with other functions.

    • @igotdembombs
      @igotdembombs 7 лет назад

      Oh yeah I guess it creates a new "singularity" if you bump your head, so then no difference I guess

  • @nilamelody
    @nilamelody 3 года назад +4

    Celeste, the best platformer game I've ever played so far.

    • @alexgeeves7096
      @alexgeeves7096 3 года назад +1

      very strongly agree

    • @bobvella7228
      @bobvella7228 2 года назад +1

      try slime-san

    • @nilamelody
      @nilamelody 2 года назад

      @@bobvella7228 I've tried that, pretty good I'd say but not a huge fans of the physics there haha. The boss battle is fun and challenging tho.

  • @omegapixelled
    @omegapixelled 7 лет назад +2

    Or you could just do it like they did in the old days and get a *deterministic* and *precise-feeling* jump.
    if (jumpkey pressed && grounded) yvelocity = jumpvelocity;
    y += yvelocity;
    yvelocity -= gravity;

    • @PirateHearts
      @PirateHearts 7 лет назад +8

      Fundamentally, our math is the same. This talk is about how to *choose* jump velocity and gravity variables given design constraints. "How high/far can I jump?" is an easier question to answer (and maintain/tune over the course of a project) than "What's my initial velocity/gravity?"

    • @omegapixelled
      @omegapixelled 7 лет назад +3

      Maybe I confused this for being about trying to achieve realistic jump physics.

  • @wtmftproductions
    @wtmftproductions 2 года назад

    Just making sure I follow, this all assumes a kinematic character movement right? As in, we're simulating the gravity, right? I'm wondering because I'm lost on why the latter part of the video deals with updating our acceleration when I'm here just using Unity's built-in gravity. Not sure how to implement any of this. (To be clear, this is in no way a critique of this video. I am, in fact, humbled by just how little I know, and realize this might be a noobish question.)

    • @ondrej_hrdina
      @ondrej_hrdina Год назад

      I just spent like an hour implementing this and had no idea what I was doing lmao, dind't work at all for me.

  • @giraffe357
    @giraffe357 3 года назад

    Why is the audio fucked.

  • @XCATX25
    @XCATX25 2 года назад

    I don't get it, why the thumbnail is WIn the Game which doesn't follow ANY of the rules set in this presentation? LOL. Also it's a good reference for what can be different from this system

  • @jawnsushi
    @jawnsushi Год назад

    What game is in the thumbnail?

    • @dihydrogen
      @dihydrogen 7 месяцев назад

      You Have To Win The Game. it's free on steam, and a pretty nice though small platformer

  • @damiangonzalez_esp
    @damiangonzalez_esp 5 лет назад +2

    I love GDC talks,but this one is kind of boring. You cannot talk about jumps and not give one single example (besides 1:21)

    • @MadBunnyRabbit
      @MadBunnyRabbit 5 лет назад +2

      For more examples, listen to it again.

  • @uncleswell
    @uncleswell 6 лет назад

    Close your eyes... It's Jared.

  • @Boujonzu
    @Boujonzu 3 года назад +1

    What is his accent?

  • @nagualdesign
    @nagualdesign 7 лет назад +1

    I like how he pronounces 'code'. Like, totally.

  • @Thinkyhead
    @Thinkyhead 6 лет назад

    I wonder if he might be from the northern NY - Rochester - or maybe Minnesota region…

  • @farhadhussain9142
    @farhadhussain9142 4 года назад

    Like I am attending physics class in front of my professor..

  • @eddpoxdude3308
    @eddpoxdude3308 3 года назад

    Lol why did I get this on my recommendations I don’t know a shit about programming

  • @error.418
    @error.418 7 лет назад +58

    per-eh-buhluh greh-vih-tee

    • @ShaunDreclin
      @ShaunDreclin 7 лет назад +7

      Anonymous User haha I was looking for this comment. he can't pronounce his damn a's right!

  • @moversti92
    @moversti92 7 лет назад +1

    Opened steam after watching this and the featured game was you have to win the game.

  • @howmuchbeforechamp
    @howmuchbeforechamp 4 года назад +3

    Here is my code for jumping
    (If _jump == not cool
    Then ;don't
    )

    • @AugustBurnsSam
      @AugustBurnsSam 4 года назад +1

      I'm using this in my game, do I need to credit you?

  • @jonathino001
    @jonathino001 3 года назад +1

    This guys accent is throwing me off like crazy...

  • @JustinReinhart
    @JustinReinhart 7 лет назад +1

    TL;DR: Change custom gravity mid jump to add feel. E.g. Original Mario "triples" gravity after reaching peak jump height. Formulas presented.

  • @anthonygibbs9245
    @anthonygibbs9245 3 года назад +1

    I wish I understood this lol

  • @VJFranzK
    @VJFranzK 7 лет назад

    Good discussion. BTW - Say: "Button" or "Buhun"?

  • @coltonmcgraw5328
    @coltonmcgraw5328 7 лет назад

    The only time you will I ever have a practical use for Algebra or the Parabola :P

  • @matthewcasey1703
    @matthewcasey1703 6 лет назад

    Hey cool idea man. I totally agree with using parameters that are more useful to designers than physicists. I do have one question though, typically we use a physics engine and add forces and such to make things move around, with the benefit of them responding to the environment and other physical objects. With this method, everything is isolated in it's own world. Did you have to build your own geometry collision and how did this interact with your jump equations?

  • @VsnsmnGndmd
    @VsnsmnGndmd 23 дня назад

    Walker Kevin Davis Frank Martinez Jessica

  • @JoshBetty-e8c
    @JoshBetty-e8c 10 дней назад

    Harris Melissa White Richard Wilson Gary

  • @Skyrimmit
    @Skyrimmit 3 года назад

    Yup im hiring a programmer holy shit I'm not doing that

  • @alicewithalex
    @alicewithalex 6 лет назад

    Hello, what I'm need to do, if I jump from very high place, how calculate how much I go forward?

  • @gosnooky
    @gosnooky 5 лет назад

    Grayvity

  • @sciencefantastic
    @sciencefantastic 2 года назад +2

    Okay...But what is this supposed to look like in code though? I mean, this is all theory and formulas but it's not useful to me. I mean, I ran into this at school and I had no idea how to actually use this for something useful.

  • @guy3480
    @guy3480 5 лет назад +2

    Feel like this couldve been easily explained in half the time

  • @ScottJoC
    @ScottJoC 5 лет назад +7

    This is the driest talk I've seen in a long time

    • @bendunkley5623
      @bendunkley5623 5 лет назад +4

      I initially read that as "dirtiest" and I wondered what kink you had.

  • @HairyPixels
    @HairyPixels 6 лет назад

    Hello children and welcome to the plan-e-arium.