A Small Peek Under The Hood

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Garbaj

Garbaj

Рік тому

Twitch: / garbajcan
Twitter: / garbaj2
2nd Channel: / garbajgaming

КОМЕНТАРІ: 388
@victor_creator
@victor_creator Рік тому
There should be a game mode where there is no limit to the number of bullets you can fire, but they move really slowly
@TheMCCraftingTable
@TheMCCraftingTable Рік тому
Sounds like a bullet hell game
@victor_creator
@victor_creator Рік тому
@@TheMCCraftingTable I guess it is, I didn't think of that!
@salvadorian3288
@salvadorian3288 Рік тому
Lets call it "Game Dev"
@OmikronOverload
@OmikronOverload Рік тому
They should also ricochet/bounce with every hit on a wall they get faster until a say if: velocity=>(2000) destroy.bullet;
@minerva474
@minerva474 Рік тому
Sounds like a recipe for 1 FPS
@Aulsalt
@Aulsalt Рік тому
I love how your NPC’s just fly away with a water drop sound when shot at.
@6ixstoneymusic
@6ixstoneymusic Рік тому
Garbaj has such a unique channel, they're one of the reasons i believe indiegame devs can actually go places
@ironbonk11
@ironbonk11 Рік тому
fr
@pistocchio3847
@pistocchio3847 Рік тому
No?
@puppyqueen5688
@puppyqueen5688 Рік тому
Their Twitter says they use they/them
@6ixstoneymusic
@6ixstoneymusic Рік тому
@@puppyqueen5688 i don't use twitter, i'll edit the comment ty for informing me :)
@shawnio
@shawnio Рік тому
what the fuck are you talking about
@mzsolt
@mzsolt Рік тому
To make your bullets not go through walls, you will need to sweep those spheres, so you're back to raycasting anyway. Placeholder sounds are the best sounds, always. :)
@randomcatdude
@randomcatdude Рік тому
actually, he's almost certainly using the slide/move methods that godot offers, which effectively function like raycasts but with actual collision shapes. those spheres ain't gonna be passing through anything
@garbaj
@garbaj Рік тому
I'll be talking about how I do bullet collisions in a future video
@mzsolt
@mzsolt Рік тому
@@randomcatdude Yeah, dunno about Godot, I roll my own engine, but I thought the reason was that it's conceptually simpler to do collision detection between shapes, but at high velocities you need sweeping or very many steps that would be a waste of processing power.
@mzsolt
@mzsolt Рік тому
@@garbaj Looking forward to it.
@randomcatdude
@randomcatdude Рік тому
@@mzsolt i use godot, it has sweeping. i've used it to make projectiles and it works perfectly.
@pjf674
@pjf674 Рік тому
Video idea: Doors. Hear me out. Hinged doors in games always open away from the player. I assume this is to avoid awkward animations and potential clipping issues. Is there more to it than that? I'd be curious to see just how hard it would be to implement realistic hinges in 1st and 3rd person.
@mdd4296
@mdd4296 Рік тому
door that always open away save on animation (need only one where you push the door) but need to detect where the player are relative to it (this is barely more effort however). And it let the player have a smoother gameplay experience where they can go through the door the same time they open it door that open realistically might need atleast 2 animation (push and pull. Or just a general "interact" one) but dont need to detect player relative location. However either player have to manually move out of the way or locked into an animation or the door can push them. It make player less in control overall.
@kipchickensout
@kipchickensout Рік тому
There's games that only pull doors, or let you control the direction by sliding your mouse
@pinkliongaming8769
@pinkliongaming8769 Рік тому
@@mdd4296 Laughs in Minecraft
@Quasindro
@Quasindro Рік тому
Insurgency: Sandstorm
@Cyberfishofant
@Cyberfishofant Рік тому
if the door smacks u, u should fly
@Dylan-no3nu
@Dylan-no3nu Рік тому
I've been following your content for quite a while and I'm really excited about how far it's come and I can't wait to eventually play the game that you release! You may already know this but if you give those variables the export attribute they can be edited from the inspector instead of having to go back and forth between your code and the scene. This also allows you to tweak the values while running the game so you and tweak it and test it without having to restart.
@squid_army8624
@squid_army8624 Рік тому
Thanks for the great videos Garbaj! Someday I hope to be a game developer and these videos are really inspiring and educational. Keep up the great work!
@somethingsimple2223
@somethingsimple2223 Рік тому
So happy to get these vids
@Joel-pl6lh
@Joel-pl6lh Рік тому
Question: How do the projectiles make collision with the players? Like if it's moving from 0 to 2000 units, but a player is at 1000 unit how does the bullet hit if it's "teleporting" behind him?
@maybeanonymous6846
@maybeanonymous6846 Рік тому
Maybe there's a script that makes a line between the initial and final positions and sees if it overlaps with something
@abear1044
@abear1044 Рік тому
its not "appearing" every 2000 units. its going to the speed of 2000 units per sec/min idk exactly but thats gives an idea.
@abear1044
@abear1044 Рік тому
to answer more to your question, the game is projectile based as he said in the start of the video, so the bullets travel a certain amount of units until affected by gravity, obstacles etc. if collisions with player it will deal damage and maybe pierce if its fast enough.
@Kevin-nm8hn
@Kevin-nm8hn Рік тому
@@abear1044 it actually IS only appearing every 2000 units every frame if thats the speed. How they do it is to calculate if there is a collision between the projectile's current position and the position it will arrive at the next frame. So if it's supposed to move 2000 units, and theres a player 1000 units away, it will then run a script for hitting that player and destroy the bullet
@Kevin-nm8hn
@Kevin-nm8hn Рік тому
A simple script showing this is if (collision_line(x,y,z, x_target, y_target, z_target) = false) { x = x_target y = y_target z = z_target } else { Destroy bullet Hit object } So if the collision line argument is false then theres nothing in between the current location and the target location (target meaning where the bullet wants to be next frame) and the bullet will move there
@the-gamer2070
@the-gamer2070 Рік тому
i hope i can see this game soon, it looks really cool keep up the good work
@wolfqy
@wolfqy Рік тому
Thanks for what you do btw I've watched so many of your videos in such a short time and you seem really cool, and your game looks really good so far from everything I've seen of it, keep up the good work, can't wait to play it someday
@kelsierii4747
@kelsierii4747 Рік тому
thought you were gonna talk about the fact that, at limited fps, the higher the speed the more likely collisions are to fail
@CannibalCake
@CannibalCake Рік тому
I always love watching your videos, best of luck with your game ^^
@ardxncy
@ardxncy Рік тому
im interested to see how all these things across the videos are stitched together to make a game!
@AgentGilded
@AgentGilded Рік тому
the sound combined with them being absolutely yeeted made me laugh way more than it should have 🤣
@truderung98
@truderung98 Рік тому
Hello. Been watchng your videos for quite a while now, great stuff as always. I just wanna mention, as you already went to the projectile-based weapons that you could simulate rl ballistics by taking real initial velocities of the guns (715m/s or 2350ft/s for ak-47 for example) and use a constant 1g gravity acceleration. Also add drag so the bullet slows down over time. Keep your passion and wish you good luck!
@simonandersson7067
@simonandersson7067 Рік тому
One thing to keep in mind, if this is going to be a multiplayer game at least, is how this is going to affect the netcode. It, at least to me, seems a bit tricky to implement with hundrereds (if not thousands) of small, fast-moving particles being simulated and synced between multiple clients.
@nikoldol
@nikoldol Рік тому
the sounds adre great, love em
@alex.g7317
@alex.g7317 Рік тому
cant wait to play it when its done! But it seems we have a long, long, long way to go!
@anonymous-de3mn
@anonymous-de3mn Рік тому
I'm getting more and more excited about your game. Seems like you're getting real comfortable with the tools you're using.
@azfarahsan
@azfarahsan Рік тому
the bloop death sound makes me happy
@qwertyuiopwastaken
@qwertyuiopwastaken Рік тому
Congrats on 420k subs!
@nathanmitchell7961
@nathanmitchell7961 Рік тому
love this stuff
@jerrardaris-sutton7803
@jerrardaris-sutton7803 Рік тому
those bloops man, I just can't...
@Krishnagamerz
@Krishnagamerz Рік тому
your tutorials used to make my day I want those back bro
@FirstJSecondJ
@FirstJSecondJ Рік тому
i'm enjoying seeing this game grow ngl
@sebycastellano5011
@sebycastellano5011 Рік тому
So hyped for this game to come out
@DoctorDoody
@DoctorDoody Рік тому
the sound for the al sound really nice and powerful. you should keep a sound a lot like that for the final product
@etiennepalitza4814
@etiennepalitza4814 Рік тому
If the bullets travel that fast, why not using raycasts to determen the hitpoint and play some "bullet fly visual". This way you don't have to keep track of each Bullet, which can could cause some potential problems in a multiplayer game. You would just need to send the hitpoint and gunpoint and every client can create the visual. Just my guess. Please correct me if iam wrong.
@rominkivela9351
@rominkivela9351 Рік тому
an interesting way Rising Storm 2: Vietnam handles that issue is bullets are hitscan up until a specified distance, before becoming projectiles, and a dead player's projectiles are deleted. this way, in CQC the bullets dont need to be simulated, since it wont matter at that range anyways. not sure how hard that would be to implement, but it could be a way to streamline things a little better
@plasmophage
@plasmophage Рік тому
@@rominkivela9351 That's how halo does it too IIRC. Pure hitscan weapons aren't as fun because leading your shots makes for a more dynamic and interesting firefight-but at short distances you can get away with being hitscan
@etiennepalitza4814
@etiennepalitza4814 Рік тому
Thanks for the explanation. Now I am curious. At what range would you switch between methods? Is there a rule of thumb?
@rominkivela9351
@rominkivela9351 Рік тому
@@etiennepalitza4814 iirc for most rifles and lmgs in RS2V, it's hitscan up to 50/75 meters, and closer for smgs, shotguns, and pistols. I can make 3 (extremely) generalized categories for which games use what method, and there are likely outliers: CQC [little to no engagements beyond 50 meters. e.g. COD and CS:GO], Long Range [most engagements beyond 75 meters. e.g. Sniper Elite 5], and Hybrid [engagements very likely at any ranges. e.g. RS2V] as a general rule of thumb, i'd say tailor the transition from hitscan to projectile to each weapon category, and think about what ranges you expect to often use which weapons at. for example, a rifle would have a higher transition range, as it would be used for a larger variety of engagements, but a pistol would only be useful in close. transition ranges can also potentially be tweaked to encourage players to use weapons differently. hopefully this helps, and as a disclaimer, i am not a professional game developer or designer, so take my statements with a grain of salt. though i am going to hopefully start uni next year for game development
@badideagenerator2315
@badideagenerator2315 Рік тому
Hitscan makes cheating easier
@LandisGames
@LandisGames Рік тому
this is so freaking cool and awesome keep it up sport
@jebus456
@jebus456 Рік тому
dope!! keep it up!
@dreampiece3828
@dreampiece3828 Рік тому
Don't you also need to add a raycast to check if the bullet hit something to prevent it from going through objects because of the speed and frames per second?
@Bombastian1230
@Bombastian1230 Рік тому
That depends you can make a bullets hitbox or (allenast in unity) you can change collision detection to continuous this makes it Chek if it phased through something but it takes more reasores
@shubhambisht9311
@shubhambisht9311 Рік тому
Love the placeholder sound btw
@twomur_
@twomur_ Рік тому
wow i’m surprised you didn’t go with hit scan and i’d love to know why! awesome video mate they are always a treat!
@Maxyk9
@Maxyk9 Рік тому
Learned this easy new trick from my audio team. Helps for gun fire. When you play your audio clip randomize it's pitch ever so slightly. Keeps the game fresh and makes the gun sound more realistic.
@lol-et1fz
@lol-et1fz Рік тому
Обычное короткое видео со знакомой информацией , но все ровно очень интересное )))
@Splarkszter
@Splarkszter Рік тому
Gravitational acceleration should always be 9.8 m/s The only difference on bullet range is their air resistance and speed. The more speed the less they fall because they have less time to fall. Spinning bullet's only mostly helps them go straight.
@TheInfamousLegend27
@TheInfamousLegend27 Рік тому
the fucking gmod notification sound as a placeholder death sound killed me lmao
@retiredmushroom
@retiredmushroom Рік тому
Awesome video dude
@YOOOOOOOOOOOOOOOOOOOOOOOOOOOO
@YOOOOOOOOOOOOOOOOOOOOOOOOOOOO Рік тому
this guy moves onto a new game every month
@last.journey
@last.journey Рік тому
Thanks god he just changed the velocity value i thought he was going to give us a math problem
@jl6723
@jl6723 Рік тому
For incredibly quick weapons, usually ray-casting is more performant than projectiles, to mimic gravity, you just rotate the ray downwards. Projectile-based weapons, usually not to phase between objects have to do this anyway.
@RaphpowerSGSUModding
@RaphpowerSGSUModding Рік тому
as a young gamedev I love your content man
@HK47_115
@HK47_115 Рік тому
Everyone's talking about the development of this Guy's in the game which, I'm glad it's coming along Garbaj. But personally what I'm really enjoying is all the new stuff I learned about games I never knew before. Never mind just indie games. Because of his video I've been able to understand just video games better especially FPS is in general. Stuff I used to complain about and we're never understood before, I finally get it now all because of his videos. Life certain things are the way they are and can't be changed or are much harder for developers to change than people would think. But at the same time how other fixes are so easy, that a noob can do it. And I can't help but look back at somebody issues many games had and how the communities reacted to them. Sometimes it's really ass backwards. People will defend the issue that can literally be fixed with a simple character fix as in a letter or a number, or complaining about issues that are not so easy to solve. If more people understood the games they were playing then maybe more people would actually understand what they want in a game versus what they need in a game. In order to make a game good for the type of game that it is. As well as the little things you would never think about like how bullets work within video games. Which helped me understand stuff like head glitching in a nutshell and why that can never be simply fixed with an update. Or how unscreen gun models work. Like how the gun that other players see is not the same gun you see on your screen. Depending on the game. Stuff like that I just find so fascinating. All the little things that add so much that we don't think twice about.
@ayoru164
@ayoru164 Рік тому
"Hey everyone garbaj here" never gets old!
@AnubisDunleavy
@AnubisDunleavy Рік тому
This looks versatile
@zc8673
@zc8673 Рік тому
Dude ik it's gonna be a long time but I'm super excited for this game
@unfa00
@unfa00 Рік тому
I guess controlling a sound with compression before applying this exciter would be a good idea to even out how it'll work? I wonder how would it sound when applied in parallel.
@evan-michael
@evan-michael Рік тому
holy shit this guy knows what he's doing
@velya-_-885
@velya-_-885 Рік тому
demons screaming in ultrakill was a placeholder too...
@Peldonn
@Peldonn Рік тому
" A small peek under the hood " thats what she said
@DerFinder
@DerFinder Рік тому
back when I started playing shooters, the only experience I ever had were Minecraft bows, so naturally I thought the crosshair should aim a bit infront and over the enemies, I never got anyone until I realized my brain was still thinking in Mc Bow
@JoeJohnson-mk4qd
@JoeJohnson-mk4qd Рік тому
SET THE GRAVITATIONAL ACCELERATION TO 1000!
@RegenerationOfficial
@RegenerationOfficial Рік тому
There is a good tutorial for bullet drop that will pretend to simulate a real bullet but is very accurate and can't clip through objects "Better Projectiles with Gravity and Trajectory Prediction"
@bafalosoldja5754
@bafalosoldja5754 Рік тому
If the maps aren't going to be huge there isn't really a point to the gravity acceleration/falloff. Same with the velocity, as there will be no need to lead your shot at short distances or if the bullets are too fast at longer distances. At 2000 velocity it might just be better to make them hit-scan. The slower bullets look really satisfying to shoot as well. But hey, that's just my take!
@badideagenerator2315
@badideagenerator2315 Рік тому
It's just the assault rifle that he's shown firing projectiles so far. Pistol calibre weapons pill probably fire bullets with a velocity between 1000 and 1500.
@bafalosoldja5754
@bafalosoldja5754 Рік тому
@@badideagenerator2315 Good point! I imagine it would be a good idea to make it more difficult to get your hands on/add slight drawbacks to long range and high velocity weapons, as to not make the pistol calibre stuff obsolete.
@badideagenerator2315
@badideagenerator2315 Рік тому
mabye pistol caliber weapons could have higher base damage but more falloff, meaning a submachine gun hits harder than an assault rifle in close quarters, but is much less effective at longer ranges.
@ABEOSSST
@ABEOSSST Рік тому
"thats what she said"
@BetaTester704
@BetaTester704 Рік тому
bullets curve up before they fall
@isaacbunsen5833
@isaacbunsen5833 Рік тому
> initializing constants in ready instead of in the file scope
@LOLpeturs
@LOLpeturs Рік тому
A fun addition, to the finished game, would be to have some of the same guns you use in your videos saved as they looked and felt, would be a fun easter egg
@saviolima7800
@saviolima7800 Рік тому
This hit sound shold be in the final game
@MFKitten
@MFKitten Рік тому
That's a very roundabout way of making a hitscan weapon system :p
@sillybcsot9002
@sillybcsot9002 Рік тому
There should be a game mode with a cap of ten players that just goes on forever, when somebody leaves another person can join.
@positivepizza1768
@positivepizza1768 Рік тому
I seriously hope the sound effects can be modded so that I can replace the kill sound effect with "Baba". apart from that I wonder if the whole experience can be changed if you allowed custom lobbies with abilities to change weapon behaviors. Looking forward to your next update on this project.
@paulosk2541
@paulosk2541 Рік тому
The con of using projectile based bullets is that when they are too fast, area nodes don't detect them.
@-aid4084
@-aid4084 Рік тому
I thought there would be something about how when an object moves quickly they can clip through things, and that you would have to make a area where the bullet went as a hit trigger.
@hungryhedgehog4201
@hungryhedgehog4201 Рік тому
I used to develop in unity and I initiality did it like this but if you have geometry check against collision at that speeds especially in multiplay the bullet can pass through someone before the next check happens resulting in bad hit detection. For me the issue was that I was doing a plane game so everyone was moving and the bunllets were moving etc. I solved it by switching from using the basic physics system to making all the bullets a particle system. At least in unity you can give particles physical properties like weight, drag etc. and youn can trigger on hit events with them. The collision checks are also much cheaper engine wise cause the particle is just a point. That way I could have machineguns and flying planes and no hit detections issues. Idk if Godot has particle engines like that but if you ever run into the issue with hit detection it might be because of the collision detection of your bullets.
@shooterdefronvrps2
@shooterdefronvrps2 Рік тому
A cool suggestion but in planetside 2 the bullets have a drop-off but only outside their effective range Ie: a machinegun does 200dmg till 10m and it slowly drop of to 140dmg in 15m distance, but only at 20m that the bullet start dropping, so in effective range I don't have to worry about it, just aim at cross hair but if I'm doin a long range fire suppression them I have to compensate for it
@oliverz144
@oliverz144 Рік тому
By making gravity on/off you would make sniping(long distance shots) harder easier. Oh and, remember you said you wanted upgradeable weapons? An AK 47 has velocity of ~750 800 m/s, a silencer (only those, find out more about guns if interested) add abt 20-50 m/s to the speed. Just fyi, nice work! Keep going!
@notnafiur
@notnafiur Рік тому
Release date of this game : a year of 20s and a month from one of the 12 months and and in a day of 1-31 and in Saturday,Sunday,monday,Tuesday,Wednesday,Thursday or Friday And the time will be 1-12 am or 1-12 pm
@gorlix
@gorlix Рік тому
i wonder how much pain physical engine experiences like, when you set that at 2000 velocity, ragdolls were being hit not first try
@jonsku6662
@jonsku6662 Рік тому
1:27 When your gun gets nerfed
@door4581
@door4581 Рік тому
Good job
@alec_almartson
@alec_almartson Рік тому
That demo looks very nice 🎮👍🏻😄
@bastianpiandersen758
@bastianpiandersen758 Рік тому
Question: would making the guns hit-scan not make more sense if your making the projectile velocity so high?
@hi-i-am-atan
@hi-i-am-atan Рік тому
only if there are never maps with vistas long enough to require leading high-speed projectiles something esp. worth considering if different guns have different muzzle velocities - we're seeing only the assault rifle's projectile, after all. it's not exactly improbable that, say, the shotgun has significantly lower projectile speed on its pellets to make it even less effective at long range and to require leading shots at short distances than the rest of the arsenal
@DerrickJolicoeur
@DerrickJolicoeur Рік тому
Waiting for the follow up on ray tracing the bullets each frame to avoid 'teleporting' past the target.
@yeoremuthare677
@yeoremuthare677 Рік тому
Now apply coriolis force based on what hemisphere you're in on each map
@kalimbasax2108
@kalimbasax2108 Рік тому
huh i didnt know adjusting the bullet drop (i forgot if its called that) was so easy, although i guess i depends on the engine as well. also if the projectile bullets are going at such a high speed, would it not be better to use hitscan? unless coding hitscan would be harder/longer?
@raidenshultz2954
@raidenshultz2954 Рік тому
This is just a guess, but I imagine using projectiles like this will make it easier to add things like bullet trails/tracers in the future.
@crovvww
@crovvww Рік тому
id use the gravity thing to make some kind of puzzles
@anhvuquang7906
@anhvuquang7906 Рік тому
Sometimes a simple value change can impact the game tremendously
@fredlance7282
@fredlance7282 Рік тому
This is how i edit weapons in fallout 4
@phantomdeath1285
@phantomdeath1285 Рік тому
Let’s go 24 minute gang
@armin3419
@armin3419 Рік тому
Looks like your bullets are immediately affected by gravitational acceleration, you could also try to make them fly straight for a certain distance and then let them be affected by gravity only after a certain distance or time.
@constupatedtomuch
@constupatedtomuch Рік тому
WOOO
@atlas2296
@atlas2296 Рік тому
So basically, you like your projectiles to be hitscan
@ShadowClaw_Dev
@ShadowClaw_Dev Рік тому
You need to make bullets faster because when I was testing my game on stream. It was looking like the enemy was dodging them lol.
@trustytrojan
@trustytrojan Рік тому
I'm not sure if this is a good idea, but adding this feature could add a fun challenge for more reflexive players: let players exchange their max HP for some other stat like movement speed or damage. But not in an entirely separate gamemode; this could be a loadout option.
@pacomatic9833
@pacomatic9833 Рік тому
Or at these little spots, like gems... Or something?
@reudigerpfropfen2265
@reudigerpfropfen2265 Рік тому
You could perhaps add that the projectiles fly slower and slower and thus also decrease in damage!
@lemonaidstudios4593
@lemonaidstudios4593 Рік тому
you're a big inspiration to me to keep trying harder learn how to get good at coding
@groovyboytube
@groovyboytube Рік тому
There may be some collision detection issues at high speed. And may be even more problems in pvp with tickrate and stuff
@leonzspotg
@leonzspotg Рік тому
naisu
@elijahnorth6303
@elijahnorth6303 Рік тому
The new Booty Blastin’ update is pretty good 👍
@IvanKravarscan
@IvanKravarscan Рік тому
Giving objects high velocity make me dread if physics engine will register collisions correctly or fly through solid obstacles.
@Smaxx
@Smaxx Рік тому
I now want a new hitmarker/kill sound in Battlefield series…
@user-og6hl6lv7p
@user-og6hl6lv7p Рік тому
Here's a challenge Garbaj: Make bullets fire towards a position that is clamped within the crosshair on screen. So bullets should not be fired outside of the crosshair's radius/bounds.
@duseifert
@duseifert Рік тому
Those should be the oficial sound in the game
@drakesayshi3321
@drakesayshi3321 Рік тому
Bloop
@imaadhaq540
@imaadhaq540 Рік тому
I think that having really fast projectile bullets might be a bad idea unless the maps will be large. It seems like it would barely make a difference at that point, only something that subliminally might annoy people who could be unaware that they are projectiles that were ever so slightly off. It also seems more computationally inefficient than a raycast. If there will be large maps then nevermind
@sowtank9114
@sowtank9114 Рік тому
if you want hitscan bullets, its better to draw a raycast to the enemy and then just an animation of the bullet
@Verchiel_
@Verchiel_ Рік тому
Have you thought about streaming recently? And if so A question most twitch streamers get these days What do you think of doing it on UKposts? The couple's streams I have joined previously were really fun. Game development stream sounds lovely
@orenong
@orenong Рік тому
a lot of delay before the person reacts to being hit
@ShahbazGames
@ShahbazGames Рік тому
Noice
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