Bullets in video games: the principle of work and various mechanics
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"How to shoot correctly?" – a question often asked by gamers, and"how it shoots at all and how it all happens?" – a question of a different nature. Are any physical calculations really made in the game, while the bullet reaches point B from point A? Is it true that this is just a static line that instantly reaches its destination or it exists in the game space as an object with its speed and trajectory? Personally, I consider this topic to be quite interesting and that is why we will talk about it and we will talk about it. Greetings all Stopheimogorod residents and guests of the SG site!
Our small team, including, indeed, I was so good at a good thing, taking the material from the network under a clean copy, which reasonably caused a wave of indignation from everyone who wandered into that article. We are sincerely apologized for such, to put it mildly, fierce hacks. Guys, we really really hope for your understanding, we are to blame. Let Stopgame forgive us, this will not happen again.
Many of us are very drawn to video games, and especially to the shooters, since the developer allows us to survive those situations in which we could hardly be in reality, for example, to visit the skin of a formula or military rider, but on this, possibly, in one of the next blogs. The fighting in reality, by the way, is very different from the game reality. As for example, fighting can take place for days, weeks, or even months, without a single shot, but we need an action, though? Therefore, the developers provide us with simulations of such atmospheres in which the player needs to keep his ear almost every second and shoot off the enemies.
The technology "Ray Casting" or Hitscan
If you compare old games, about 10 years ago and new ones, then you can not really think that the mechanics of the work of bullets and shells have changed significantly over more than two decades, but there are new games that use the old, primitive and more familiar players of the technology of pools of bullets. So let’s look at it! For this, we will turn to the first CS. Still, they know exactly about games such as Doom and quake. Did you know that the world famous Counter-STRIKE Once there was only a fan modification for Quake? So, there was a similar mechanics of the flight of a bullet, and in general a physicist. Everything has changed since that time, including game physics and the aforementioned bullet flight, but this technology was only a little finalized, but the basis remained the same as in the first version of Counter-Strike.
For the first time, in 3D aztecparadise-casino.co.uk/ shutters, she was an invisible “ray”, instantly reaching the point of purpose. There was only one criterion: whether you got it or not. This is what is called Hitscan(Hitskkan), which was used in almost all old shooters, but new games are no exception. That is, a line is modeled, which can have an unlimited length, but if this “line” collides with a repentance of any object (even the same collider (in the common people- This is an invisible obstacle denoting the boundaries of the map)), then the signal will immediately go back and we will see the same bullet hole in the wall or at any object, which can be someone’s head (the main thing is that it does not belong to our ally). That is how this system works in old and some new shooters from the 1st and 3rd persons. Khitskan has some conventions, such as you cannot dodge the bullets flying in you, since it, in fact, has no speed and space in space, respectively, it instantly reaches you. Even the conditions of the environment do not affect what is happening, for example, wind or water, passing through which the bullet does not change its trajectory and speed.
Spotlight and a little about the scatter
There is also such an interesting thing as PROBECTIL(for the correction separate thanks to Irvindness). This is a simulation of the flight of the projectile that flies at the final speed. Most often used in archery, use of throwing weapons, well, or tank shells. There is also a false spotlight, which is the same hitskan, just after a complete miscalculation of the “beam”, the game shows the spray or traser of the bullet along this path, such as the thousandth time mentioned CS: GO.
The period in games when you can just shoot at one point without scatter ended in the time of the same doom. Scatter – an important component of shooting (both aimed and from the hip). The scatter itself is the property of weapons to group the downtime points of the shells on some limited area. In the game, the scatter is limited to the numerical values set in the engine parameters, which determine the area of random hit of the bullet. The scatter itself often depends on the position of the player (for example, he stands or sits), on the speed of his movement and the temporary interval between the shots.
Bullet/shell, as a full -fledged physical object
The developers began to use the actual shells existing in the virtual 3D space as an object. New aspects appeared with such technology, on which the pool trajectory depends, which, by the way, was not in technology with a static “ray”. A great example of this technology is shown to us by a series of games Flashpoint. Let’s take a part as an example Dragon Rising(Dragon razing). In it, we could clearly observe the ballistic of the bullet thanks to tracer shells (bullets with backlight). On Wikipedia, bullet ballistics – this is its movement after the cessation of powder gases on it. Having flew out of the barrel channel under the influence of powder gases, the bullet moves by inertia. That is, if you shoot from a Marxman rifle at an angle of 45 degrees, then the bullet will fly in an arcuate line, since the acceleration will turn into a slowdown. In general, many factors can now affect the bullet, as in real life. And yes, I almost forgot to tell the most important thing, while the projectile is in space and flies to a certain point, calculations occur, allowing you to determine whether the object has encountered for the purpose or not. If not, then the movement continued, subsequently and the calculation too. It is not necessary to be a bullet, as an example, the famous World of Tanks, where it would be impossible to do without a technology where the shell would be an object. For the realism of what is happening, the simulation of ballistic of tank shells is simply necessary. Now imagine how clumsy it would look with the technology of "rays". Perhaps we are already near the moment when new ways of simulations of shots with new parameters appear that will help to provide the game proper realism, but this is a matter of taste, since the technology of “rays”, for example, makes the game more arcade and dynamic, so despite the antiquity of this technology, it will live for many more years long and long years. An example of the fact that “rays” have a place to be to this day – all parts Call of Duty, The aforementioned CS: GO, Quake Champions(since it is not much different from the first parts, except graphics), 7 days to die And so on, suel.
Bullet mechanics in Fallout 3, NV, 4
By the way, a rather interesting situation is formed with Fallout. In the game, on the same firearms, the bullet may be present as an object, or may be present as a beam. But the question is: “How to understand this? Is it possible?". Yes, this is very possible, but with some conventions. Nevertheless, who played in 3 part and subsequent ones, except 76, remember the regime IN.A.T.WITH.? For those who do not know, I will tell. IN.A.T.WITH. (English. Vault-Tec Assisted Targeting System) – a step -by -step aiming system in Fallout 3, Fallout: New Vegas, Fallout 4 and 76, which serves as an addition to the main combat system. "Automated guidance system of Volt-TEC", Or v.A.T.WITH., Allows you to suspend the game during the battle, evaluate the tactical situation in battle and aim at certain parts of the body of visible opponents (the definition is taken from the Wikia website.com). So, when shooting in this mode, there is a certain likelihood of critical damage (in 4 parts of Crete it is applied not randomly, but is used by filling out a specially designated scale for this), when applying which a scene is lost with a focused on the projectile (whether it is a bullet, a rocket or what else) a camera that exists as an object in the same case, but it has absolutely the same mechanics as it is exactly the same as it is the same as it is the same.and the “beam”, that is, it simply flies from point A to point B in a straight line, and there is no “gray zone”, as such, because this scene is lost when the time is completely stopped and nothing but the likelihood of hitting the target will prevent the shell from reaching point B.
Ballistics in Worms 3D
A great example of ballistics is the game Worms 3D, released in 2003, studio Team17. In it, their speed, charge force and direction, regarding the wind, influenced the flight of shells. Yes, there is wind in all parts, but in the three -dimensional space it is realized better. Only now, again, bullets in the same UZI had a “beam” mechanics, but otherwise, the wind had a greater influence on the weapon. Pomegranates seemed to not depend on the direction of the wind, but the “holy grenade” (in the original “Holy Grenade”), I was so amused by this “Hallelujah” before the explosion that I used it as soon as possible.
What about Wolfenstein?
Wolfenstein, in the very first parts, had a sooo primitive shooting system. By itself, this game was nothing between the 2D and 3D project, that is, the walls, floor and other static objects represented with them a three -dimensional prospect with the texture, and the enemies were only 2d sprops, but now not about that. The shots were made there so that if the enemy is in a certain screen area, namely in the center, then the player ensured a guarantee that the enemy would be defeated or at least stuffed with lead. Then, to the miscalculations as in Hitscan technology, it was far away, but no one really objected.
Conclusion
So the article has come to an end. Thank you very much for your attention. I can’t bypass the topic of the past post about hackers (yes, in the beginning I hid a speech on this topic under the spoiler, but … no matter). I don’t know how the guys from the AR team relate to this portal, but for almost 4 months of stay here, I realized that I fell in love with this community, despite the fact that I had already affected enough remarks in my address, but definitely not Hayt. Thank you for understanding, I hope that we will all push off that situation and AR will continue to make articles on SG. Thanks again.