How do games render their scenes? | Bitwise

Ойындар

I'm a professional programmer who works on games, web and VR/AR applications. With my videos I like to share the wonderful world of programming with everyone!
How do games render their scenes? We'll discuss how oldschool 8-bit games rendered their scenes and gradually move our way towards modern 3D rasterized games. You'll learn about rasterization, anti-aliasing, shadow mapping and more!
A lot has happened the last year in my life regarding moving, a new job and health issues, which is why I have not been able to make a lot of videos, but all is fine again now and I chose to work part-time so that I can spend more time on making videos more regularly! :)
I also created a Patreon page on which I release e.g. source code and have a tier option that includes having a personal chat with me!
My patreon: / digidigger
References
OpenGL Game Rendering Tutoria; How Shadow Maps work • OpenGL Game Rendering ...
8-bit guy • How "oldschool" graphi...
Doom WASN'T 3D! • Doom WASN'T 3D! - Digr...
3D Graphics: Crash Course Computer Science • 3D Graphics: Crash Cou...
How real time computer graphics and rasterization work • How Real Time Computer...
Doom engine wikipedia en.wikipedia.org/wiki/Doom_en...
Doom engine techniques qzx.com/pc-gpe/doom.txt
Doom engine source code review fabiensanglard.net/doomIphone...
Doom wiki doomwiki.org/wiki/Doom_render...
Rasterization in one weekend tayfunkayhan.wordpress.com/20...
Rasterization a practial implementation www.scratchapixel.com/lessons...
Ray casting tutorial permadi.com/1996/05/ray-casti...
Music in in outro:
Besus y Abrazor - Rolemusic: freemusicarchive.org/music/Ro... available under a Creative Commons Attribution license creativecommons.org/licenses/...

Пікірлер: 507

  • @unvergebeneid
    @unvergebeneid2 жыл бұрын

    0:09 to be fair, Asteroids looked a lot better back then than what's shown here. It used vector graphics instead of pixels, so this low-res capture doesn't do it justice!

  • @aXYZGaming

    @aXYZGaming

    2 жыл бұрын

    Truth++

  • @energeticyellow1637

    @energeticyellow1637

    2 жыл бұрын

    True. That game actually looks really really good on a vector monitor.

  • @hpt08

    @hpt08

    2 жыл бұрын

    It looked especially good on the horizontal twin table top set up that you could find in some cafes. CRT monitor probably smoothed out a lot and enriched the look.

  • @unvergebeneid

    @unvergebeneid

    2 жыл бұрын

    @@hpt08 again, the CRT didn't have to smooth out anything. It didn't have pixels but instead, the electron beam drew the shapes directly on the phosphor layer. It was basically infinite resolution!

  • @gabrielwildman

    @gabrielwildman

    2 жыл бұрын

    @@Noel-yh4xp I grew up playing an old hand-me-down vectrex. They use an oscilloscope as a display and doesn't use polygons or pixels. Instead it uses vector based graphics.

  • @Frostyflytrap
    @Frostyflytrap2 жыл бұрын

    Hey, props for taking such a broad topic with a long history and condensing it in into a concise overview easy for anyone to understand.

  • @Ashona
    @Ashona2 жыл бұрын

    HE’S ALIVE. THE MAN IS ALIVE. It’s 4am when I got the notification, but this video is more important than sleep

  • @DigiDigger

    @DigiDigger

    2 жыл бұрын

    Please go back to sleep :')

  • @Ashona

    @Ashona

    2 жыл бұрын

    @@DigiDigger hold up, halfway done watching the video. Learning how to Ray Cast Edit: well I’m done the video, see you in another 9 months!

  • @blueninja012

    @blueninja012

    2 жыл бұрын

    4am for me too, I got very excited when I saw the notification

  • @blueninja012

    @blueninja012

    2 жыл бұрын

    will wait until morning to watch though

  • @DigiDigger

    @DigiDigger

    2 жыл бұрын

    @@Ashona I have started to work part-time in order to make more videos so I will upload more regularly now! :) (in my description I have explained now why I have been unable to post a lot of videos)

  • @HerrFlachpfeife
    @HerrFlachpfeife2 жыл бұрын

    Cels are the transparent sheets used in traditional 2D animation. The individual pieces of 2D art are painted on cels and then multiple cels are layered on top of each other to form a single image. Cel shaders are named this way, because they emulate the look of hand drawn toons.

  • @lndozois
    @lndozois2 жыл бұрын

    Also. The “cel” from “cel shading” is not named because the quantized shades form “cells”, but is named after the cartoon shading it was meant to emulate. The shading painted, by hand, onto cellophane sheets or “cels” used in cartoon production.

  • @electromaniacal
    @electromaniacal2 жыл бұрын

    8:35 Cel shading comes from traditional animation. From Wikipedia: "The name comes from cels (short for celluloid), clear sheets of acetate which were painted on for use in traditional 2D animation."

  • @elecblush

    @elecblush

    2 жыл бұрын

    Yes, this is one of many strange assumptions and false statements in this video. It's a "ok" video, and a good general summary but the research is flaky, especially in terminology and several technical details, that are mentioned in various comments here.

  • @electromaniacal

    @electromaniacal

    2 жыл бұрын

    @@elecblush Agreed.

  • @jmalmsten

    @jmalmsten

    2 жыл бұрын

    As a fan of Cel animation I too was a bit bewildered by his strange use of the term.

  • @HerbaMachina

    @HerbaMachina

    2 жыл бұрын

    @@elecblush Cel shading is just a slightly different term in 3D graphics... It's not a false statement or anything. You're making way to big a deal about this. Besides you could use the same logic to justify the name for the original style of animation techniques on hand drawn 2D animation.

  • @foodank_atr817

    @foodank_atr817

    2 жыл бұрын

    @@HerbaMachina no. Its named so because of the shading technique's resemblance to animation cels. It's not an industry specific use of the term to refer to units in a color gradient. The original pixel art of 2d sprites isn't "cel shading" because while colored and animated like original 2d animation, it doesn't _resemble_ it, which is what cel shading is named for. Resembling old school animation cels.

  • @evgenius123_
    @evgenius123_2 жыл бұрын

    "It's just a bunch of triangles" *showing game footage, where rendering based on quads, not traiangles*

  • @izzieb

    @izzieb

    2 жыл бұрын

    This is the comment I was looking for.

  • @elecblush

    @elecblush

    2 жыл бұрын

    @Coder Husk The early sega VR games (as shown in the footage) used quads instead of triangles.

  • @KillahMate

    @KillahMate

    2 жыл бұрын

    @Coder Husk The game shown as illustration (Virtua Fighter) is one of the earliest 'fully' 3D games, and both in its original arcade version and its PC ports it used an unusual custom 3D accelerator chip design that was based on quads. One of those quirky things that happen when a market is new and everyone is trying everything. It's just funny that of all the 3D accelerated games, DigiDigger picked one of the few that _don't_ use triangles 🙂

  • @MDK2k
    @MDK2k2 жыл бұрын

    It's a great video, but there is some misinformation. 3D graphics cards wasn't the thing that enabled true 3D graphics. Quake was released before those and it was a true 3D game with texture maps. A lot of other games used polygons before that as well. some were fully 3D, but were flat shaded. Others were a mix of 2D backgrounds and 3D characters. The game Outcast was released a few years after the first 3D graphics cards and it didn't utilize them at all. However it was one of the most beautiful games of that time. It used Voxels for the terrain and textured polygons for the characters, buildings etc. It also had things like anti-aliasing, depth of field, bump maps, character shadows. It was game ahead of it's time. So no 3D graphics cards (or 3D accelerators if we want to be accurate) didn't enable true 3D. It just made it a lot faster. It's also a bit ironic that the game shown on screen is Virtua Fighter. That game had a PC release in 1995 and it didn't use 3D cards.

  • @Brickolas94700

    @Brickolas94700

    Жыл бұрын

    Soryy but in fact it's not "true" 3D, it's always a 2D screen in fact ^^

  • @cho4d
    @cho4d2 жыл бұрын

    One significant change that was omitted was when fixed function pipelines went away and we started witing our own shader code. A lot of cool graphical effects came about because of this change. I think it was around 2005 but that's just from memory.

  • @PetersKotstube
    @PetersKotstube2 жыл бұрын

    Nice to see you're back!

  • @tollertyp7230

    @tollertyp7230

    2 жыл бұрын

    Nice to see you here💩

  • @pelle560

    @pelle560

    2 жыл бұрын

    wtf peter, du hier?!!?!?!?

  • @peterg.8941

    @peterg.8941

    2 жыл бұрын

    Der Peter ist einfach beste 😉

  • @henheya9735

    @henheya9735

    2 жыл бұрын

    *your

  • @pelle560

    @pelle560

    2 жыл бұрын

    @@henheya9735 🅱️ruh

  • @Chadderbox
    @Chadderbox2 жыл бұрын

    I love when you upload. I always learn something from these videos!

  • @DigiDigger

    @DigiDigger

    2 жыл бұрын

    I hope you'll at least get a bit wiser!

  • @searchformeaning6089
    @searchformeaning60892 жыл бұрын

    Your videos are a fantastic introduction to understand how game mechanics are implemented! I've been trying to understand these mechanics for years, but your videos are the first that really allowed me to understand what's going on. Thank you!

  • @proud22beme
    @proud22beme2 жыл бұрын

    its amazing to see you posting again! your videos always get me so excited! the fact that doom uses a tree structure for level data/rendering is really cool! thanks for going into so much detail in your videos, they are always such a joy to watch~

  • @elecblush
    @elecblush2 жыл бұрын

    09:20 - Missed opportunity talk about baked vs real time rendered shadows. Two really important phases in the history of game rendering. Baked shadows where shadow maps applied to the textures beforehand, to avoid having to do this in real time. Would have loved to see more info on shaders, and some of the more advanced renderpasses we see in modern games as well (some of the techniques that have progressed graphics from the N64 age of graphics to the graphics we see today) The video is an ok sweep through a few rendering methods and concepts, but you are missing some important milestones and you deep dive into things a bit randomly. It would have been better if you made a firm commitment to either go deep on the technical structure in each of the parts, or made it more of a history sweep with links to other deep dives. Also as you see from the comments have quite a few details and terminology wrong. Please don't take my criticism the wrong way. I liked the video, but felt there was room for improvement, especially since the idea of doing such a video (a history of rendering techniques) is great.

  • @aweik4937
    @aweik49372 жыл бұрын

    It’s always a party when you upload. Awesome stuff, keep it up!

  • @EvanOfTheDarkness
    @EvanOfTheDarkness2 жыл бұрын

    No. Confusingly enough "8-bit art style" refers to the "8-bit systems" art style, mainly the NES, that had 16 colors, and could only use 4 of them in each 16x16 tile. Meanwhile the "16-bit art style" is *actually* 8-bit because the "16-bit systems" like the SNES could usually display 256 different colors (or close to) on the screen.

  • @abdallahali2

    @abdallahali2

    2 жыл бұрын

    ?

  • @tanveersingh5423

    @tanveersingh5423

    2 жыл бұрын

    @Nope Nope @

  • @live_cuh_reaction

    @live_cuh_reaction

    2 жыл бұрын

    @@tanveersingh5423 #

  • @samuelepelisseri

    @samuelepelisseri

    2 жыл бұрын

    @@live_cuh_reaction {

  • @aiarch
    @aiarch2 жыл бұрын

    you make all these difficult details look so easy to understand 👍

  • @Sorry-bw6qw
    @Sorry-bw6qw2 жыл бұрын

    This channel is pure gold! Glad to see that you still upload!

  • @ChozoSR388
    @ChozoSR3882 жыл бұрын

    The Sega Saturn game you showed while explaining triangles actually used quads, not triangles.

  • @Codes97
    @Codes972 жыл бұрын

    Thank you so so much for sharing your knowledge and research in a way that everyone can understand! It would be great to have another video of Game Plunge.

  • @Robbe1912
    @Robbe19122 жыл бұрын

    Very good video! You provided a great overview of the different aspects of realtime rendering in a digestible format.

  • @raghurajnair
    @raghurajnair2 жыл бұрын

    The explanation is so technically elegant and concise. I had to sub immediately. Well done!

  • @Yunidude
    @Yunidude2 жыл бұрын

    You explained this very well. I knew nothing about this and now I feel like I understand the basics!

  • @coolbrotherf127
    @coolbrotherf127 Жыл бұрын

    As a computer science student studying 3D graphics, if only it were this simple as what is in this video. There's so much to learn, so so much more.

  • @n00b67
    @n00b672 жыл бұрын

    Just new to your channel but really loving the informational videos. Took me only a few seconds to subscribe and like because I could already tell it was quality content. Keep up the good work!

  • @duckcluck123
    @duckcluck1232 жыл бұрын

    This video is mind-blowingly good. I'm a very visual learner so I heavily appreciate all the visual examples and diagrams

  • @wafi5576
    @wafi55762 жыл бұрын

    Hope this series continues.. It is really insightful

  • @DhampireGirl12
    @DhampireGirl122 жыл бұрын

    Love this video. So good and easy explanation of such complex topic.

  • @3DSage
    @3DSage2 жыл бұрын

    So beautifully explained! :)

  • @martinzeng4168
    @martinzeng416811 ай бұрын

    excellent video, gave me a lot of insights into how the game industry have developed over the years. props to you.

  • @djessy5001
    @djessy50012 жыл бұрын

    I don't understand how you can have so little subscribers with the quality of your explanations, I'm sharing 🙏

  • @Voidload
    @Voidload2 жыл бұрын

    Thank you very much for the detailed vid. I suck at graphics programming, but understanding the system and theory has really helped me

  • @roxferesr
    @roxferesr2 жыл бұрын

    Even though I already know this stuff, I still love watching this kind of videos!

  • @godnyx117
    @godnyx1172 жыл бұрын

    A really amazing and informative video! Thanks a lot man!

  • @abhinav3478
    @abhinav34782 жыл бұрын

    This video is gold. This will remain in our heart forever

  • @gregs6403
    @gregs64032 жыл бұрын

    This is a fantastic video. Thanks so much for uploading and sharing your knowledge.

  • @cineblazer
    @cineblazer2 жыл бұрын

    Yay! So glad this series is still going!

  • @mrburns366
    @mrburns3662 жыл бұрын

    i knew most of this but still enjoyed watching this. subbed!

  • @seccentral
    @seccentral2 жыл бұрын

    i absolutely loved it ! thanks for making this video 😁😁

  • @aetheldan
    @aetheldan2 жыл бұрын

    Love the video! Thanks for uploading again

  • @edrius154
    @edrius1542 жыл бұрын

    Thank you for this concise yet helpful video regarding rendering in general. I feel like a render expert now 😂

  • @EpicDst
    @EpicDst2 жыл бұрын

    Thanks for still trying to explore new topics and making deep and informative content ! I guess it requires a lot of work, and it seems motivation isnt always here (well maybe its is again). Don't give up on this, there is a lot of ppl who would enjoy your content ! Don't focus on the numbers or how it spreads, but the quality of what you create ! It will always bring you positive feedback, from the community but also from yourself ! Great video btw, always simple enough for ppl to understand it, but with enough deep for us to crave for more !

  • @bouncycow3010
    @bouncycow30102 жыл бұрын

    LADS! HES BACK! The legend has returned to reunite us for a few precious minutes, but will soon return to the void again for an indefinite amount of time.

  • @bunggo9914
    @bunggo99142 жыл бұрын

    thanks man, these videos are very educational and insightful

  • @thisrandomdude2846
    @thisrandomdude28462 жыл бұрын

    Yooooooooo, you're alive! So glad you uploaded :D The video is amazing, as expected :)

  • @LEGnewTube
    @LEGnewTube2 жыл бұрын

    Love the content! Excited for more vids!

  • @theblubus
    @theblubus2 жыл бұрын

    Fantastic overview! Definitely subscribing :)

  • @guts-7210
    @guts-72102 жыл бұрын

    Hey this is a really good and well put together video

  • @javisartdesign
    @javisartdesign2 жыл бұрын

    cool to se the evolution. Thanks to share it!

  • @stevenyeh4975
    @stevenyeh49752 жыл бұрын

    I noticed that you are not a frequent video uploader. I just want to tell you that what you sharing is pure gold. Looking for more of your quality videos.

  • @ryonagana

    @ryonagana

    Жыл бұрын

    yup, his example is based on quake/half-life/source engine BSP

  • @vibecheck663
    @vibecheck6632 жыл бұрын

    This taught me a lot, thank you! :)

  • @mackansven3656
    @mackansven36562 жыл бұрын

    Damn such a good informative video, totally love it

  • @al-han3804
    @al-han38042 жыл бұрын

    Never noticed that data structure and tree data sorting would be this useful! Glad i learned them in college

  • @gahowell1
    @gahowell12 жыл бұрын

    This video got me subscribed. Love your style. I learned a lot with this video. Been gaming since 1986 :)

  • @originalnick473
    @originalnick4732 жыл бұрын

    OMG!!! Finally! Love your vids.

  • @DarkGT
    @DarkGT2 жыл бұрын

    That's was cool story, very informative and easy to understand.

  • @aoshinn
    @aoshinn2 жыл бұрын

    one of the best things of texturing coulb be parameter materials, man. You can make SO MUCH with shading through dynamic textures is mind boggling.

  • @BlindBison
    @BlindBison Жыл бұрын

    Incredibly good video, thanks!

  • @eyalbaum1254
    @eyalbaum12542 жыл бұрын

    love your explanations!

  • @mason3872
    @mason38722 жыл бұрын

    Dude I just remembered this channel and wanted more videos like the terraria and portal one and decided to look up the video again. Low and behold there was another video like those.

  • @ScorgeRudess
    @ScorgeRudess2 жыл бұрын

    OMG, long time no see, this channel is pure gold, I wish to patreon you in order for you to create more content... it is extremely good

  • @antwimichael8709
    @antwimichael87092 жыл бұрын

    This is the type of channel we live to subscribe to

  • @Blueberry-rg1ll
    @Blueberry-rg1ll2 жыл бұрын

    YES! He is back!

  • @suplays
    @suplays2 жыл бұрын

    Amazing vid! YT recommendations are Goldmines most times 🎉 Subbed and will be waiting for ray tracing video

  • @srikanthemani9528
    @srikanthemani95282 жыл бұрын

    i learned something new and that is fascinating as i want to be a game programmer. It's really need hard work and patience to create different parts of a game.

  • @coins_png
    @coins_png2 жыл бұрын

    Thanks for the epic content. I will enjoy this.

  • @meshackmaina4247
    @meshackmaina42472 жыл бұрын

    very informative, didn't know alot of terms and meani ngs

  • @not_j.
    @not_j.2 жыл бұрын

    Quality Content! Just SUBSCRIBED!

  • @user-xe2mn5jl3p
    @user-xe2mn5jl3p2 жыл бұрын

    Perfect job!Wait video about v/g history!

  • @lester2dev
    @lester2dev2 жыл бұрын

    Binary Space Partitioning is not even close to what you've shown in the video. It's about compressing surfaces into a binary tree depending on their intersections, thus saving only equation parameters of the surface equation instead of actual vertex positions. What you show is more similar to an octree partitioning, but in 2d.

  • @MrDavibu

    @MrDavibu

    2 жыл бұрын

    I was so confused by that part. I really thought I remembered BSPs wrongly. But I think it's called quadtree in 2D.

  • @lester2dev

    @lester2dev

    2 жыл бұрын

    @@MrDavibu it's fine, since I remember it not that correct as well. To be more precise it's the way planes are sorted depending on what side they are in relation to the normal of the chosen plane. That's why it's called "space partitioning".

  • @TigreDemon
    @TigreDemon2 жыл бұрын

    You made me understand shading and cel shading in less than 2 minutes lmao, thanks

  • @magopoligonal7349
    @magopoligonal73492 жыл бұрын

    Really cool, as a 3D artist those knowledge are essential

  • @philipcox5859
    @philipcox58592 жыл бұрын

    Great vid man keep it up!

  • @dersps5905
    @dersps59052 жыл бұрын

    That introduction really made me laugh!

  • @user-sd4qd3lp9h
    @user-sd4qd3lp9h2 жыл бұрын

    Great video, very inspiring, thanks!

  • @nee3320
    @nee33202 жыл бұрын

    Very good and informative video!

  • @nothingnothing3211
    @nothingnothing32112 жыл бұрын

    I like these explained in basics educational materials.

  • @seubmarine5347
    @seubmarine53472 жыл бұрын

    Glad to see you back :D

  • @AVDONE
    @AVDONE2 жыл бұрын

    This is the best videogame/industry explanation video I ever seen in my whole life. You just understand lots of concepts you always heard about but no really know how they work or what really are. Thank you so so much and please keep going with theese!!

  • @matsv201
    @matsv2012 жыл бұрын

    There is a few errors i the video. Most notable... 8 bit era didnt have 8 bit grapics. It had only 2 bit grapics partitioned into sprites out of a pallet of usualy 16, some Times 32 colors. Even the 16 bit era mostly didnt have 8 bit grapics, but mostly 4 bit grapics put of a pallet of typically 16. Its also worth saying that most older consoles and also some computers in that era did have a 2d grapics chip that was driving the grapics. There was in most cases no cpu involvment in showing the grapics.. It was really mostly PC that lacked that ability... sort of. Pc the cpu renderad pixel by pixel. This pushed pc cpu to have more preformance partly to offset this disadvantage. This was why 3d exploded on pc.

  • @Niv54niv
    @Niv54niv2 жыл бұрын

    Awesome video! Waiting for the next one on Ray Tracing!

  • @Tooth_Fairy
    @Tooth_Fairy2 жыл бұрын

    Congrats on the algorithmic success!!!

  • @MaoSeraphine
    @MaoSeraphine2 жыл бұрын

    looking forward for your next video

  • @TheNameOfJesus
    @TheNameOfJesus2 жыл бұрын

    I just stumbled on this video. It's brilliant. I always wondered how the math for the graphics was done in games like Doom and Wolf3D. This video confirms some of my suspicions. Some effects like anti-aliasing don't impress me very much, but some effects like the holes in the wall in the game "Portal" are so amazing I have no absolutely idea how they implement that. I mean, you can sometimes see multiple copies of your universe when you look through a hole in Portal.

  • @MrDavibu

    @MrDavibu

    2 жыл бұрын

    I don't think it's that complicated, you just need a render to texture, you already know the position of the player, so you know the camera position. You then need to transform this position to the relative camera position to the entry portal and apply this relative position to the exit portal. With now having the new camera position and the direction you are looking at, you can create your view-transform. After that you can then create top bottom left right for the frustum by the dimensions of the entry portal. You can create a bit mask for the non visible pixels and then render the image. And then add the Portal glow effect on top. And do that recursively for every Portal visible in the Portal until a certain depth(you can change this depth in the settings of Portal)

  • @TheNameOfJesus

    @TheNameOfJesus

    2 жыл бұрын

    @@MrDavibu You said "and do that recursively." This is part of what I don't understand. Recursion goes to infinity. How does the rendering engine know when to stop? How does it know to reduce resolution on a reserved image? So many questions.

  • @danielroos5993
    @danielroos59932 жыл бұрын

    Learned a lot and entertaining 💯

  • @rahmaari332
    @rahmaari3322 жыл бұрын

    this is awesome, am enjoying this video

  • @captainchumly960
    @captainchumly9602 жыл бұрын

    Very well put!

  • @publicmmi
    @publicmmi2 жыл бұрын

    In Doom BSP-Tree was used to solve the sort-problem (back-to-front, front-to-back) fast. Sectors were used to determine where the player is and also the adjacent sectors. Sectors also were used for determining the floor and ceiling heights.

  • @afrosamuri05
    @afrosamuri052 жыл бұрын

    I'll have to watch this more than once.

  • @musikalniyfanboichik
    @musikalniyfanboichik2 жыл бұрын

    love your videos, kepp it up mate

  • @Darkry
    @Darkry2 жыл бұрын

    The guy is back!!! I knew my sub was not in vain..

  • @baraahalabi
    @baraahalabi2 жыл бұрын

    Amazing vid... loved it

  • @nabajyotibhattacharjee8871
    @nabajyotibhattacharjee88712 жыл бұрын

    I recently enrolled in a cs course, able to understand your video well.. Nice content..

  • @AirsickDolphin
    @AirsickDolphin2 жыл бұрын

    Very nice summary!

  • @green-retina
    @green-retina2 жыл бұрын

    Really love your channel!

  • @ashpjangde
    @ashpjangde2 жыл бұрын

    One of the best video in the world of gaming history

  • @raghavendraj3758
    @raghavendraj37582 жыл бұрын

    Thanks for valuable information Sir...

  • @nd3324
    @nd33242 жыл бұрын

    Glad I found this channel 😃

  • @mrbigsmile3902
    @mrbigsmile39022 жыл бұрын

    Some feedback: there is a static background noise. You sound like being in a huge room with echo (google fixes, but recording in a closet is a funny and partially crazy solution I heard). A lot of snappy sounds that can be fixed with a shield thingy (no clue what it is in english). Interesting video still! But sadly not something I like having on in the background.

  • @TheIndieGamesNL

    @TheIndieGamesNL

    2 жыл бұрын

    im a sound designer, if i where him id get some acoustic panels to isolate his room

  • @franklindekanter

    @franklindekanter

    2 жыл бұрын

    @@TheIndieGamesNL anything he can do to reduce the static? Also asking for myself

  • @skn__07
    @skn__072 жыл бұрын

    When I was a kid I always wanted to be a Game Developer. Thank God I didn't went that path. I can't wrap my head around even this information. Respect for those developers and whoever work behind a game to make it so good.

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