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КОМЕНТАРІ: 379
@WohaoG
Garbaj is Garback!
@fireaza
"Why don't we have both?" -TF2
@literally_ramiel
0:24
@noahthompson95
One disadvantage about stair-stepping is that it can be jarring to have your camera snap up whenever you climb a step, and it can cause motion sickness - this is part of why I prefer ramp stairs.
@NonisLuck
With almost infinite examples of walking in games, they chose to start with double horny bait
@amydoesart3724
Something interesting about Doom stairs is that the marine can climb any sector that is 24 units or lower, so a bunch of time you can Go up places you don't look like It would, modders uses this + the thin stairs exploit to make ladders with out the fancy scripting some sourceports (like GZdoom) gives you
@ZairotOne
For anyone curious, have 2 raycasts - 1 for the bottom of the collider and another slightly above that. Both casts should be pointing forward. The bottom raycast checks if a wall is encountered, the higher one checks if the player could/should be able to climb over it. If the bottom one hits but the higher one doesn't, apply negative gravity. This makes it look like the player is actually stepping up stairs in first-person. This setup requires some tweaking obviously.
@haassteambraker9959
Years and years ago I played a 2D flash shooter that had a level editor. The game did stair stepping, but the stair step detection was taller than the smallest unit of measurement in the level editor.
@skaruts
Usually when people suggest ramps is when they're not really seeing the full scope of the problem: stairs are not just staircases: stairs can be everywhere. The same code that can climb a staircase is what will climb a sidewalk, or a small box, or any kind of small prop model, or a stepped rock, or any kind of steps you might have in your geometry. Ramps can only be feasibly used in very simplistic levels, if steps are few enough that mappers can be relied to not forget any.
@Calinou
Stair smoothing is best done on the camera only, so it doesn't make stair stepping unnecessarily slow. id Tech 3 has a very good implementation of this that still stands the test of time today (much better than it was in the Quake 1 and 2 engines).
@thevalarauka101
I instantly thought of Minecraft's cake staircases at
@SJrad
Mine is when the devs forget to put a negative speed cap combined with a way to build up negative speed.
@relt1554
I want a new game mechanic where if you aren't looking at the stairs you trip on them.
@kamillatocha
GOD FORBID ANY VR developer doing this
@samschellhase8831
Huh, I wonder what the most replayed part of this video is going to be
@andrewgraham2546
And yet one of the things we see commonly done in CS for the last 10 years has been adding clip brushes over stairs so they all act like ramps. Heck, I even do this in my HL2 maps.
@MechMK1
It's interesting that you mentioned CS:GO, where developers deliberately turn most stairs into ramps, specifically to give that smooth feel and avoid throwing off your aim
@Cunnah101
I use godots physics server to test if the body of the player can sit on the stair then teleport up. This covers a lot of edge cases. I also have the camera lerp to the new position to smooth out the transition as you can get some jittering on un-even surfaces. You also have to be aware of ramps, had a bug where the player began accelerating up the ramp as the character controller was handling the ramp and the stair step was handling the ramp.
@GreatCollapsingHrung
I've recently started working on my first 3D game, and hadn't looked into how others handle stairs, but only gave them a little bit of thought.
@kezif
my personal favorite is ability to recover from 1km fall by grabbing the edge. Characters in games have really great upper strength