The Weird Thing About Lasers In FPS Games

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  • @haavikwood290
    @haavikwood2902 жыл бұрын

    Kinda funny to think the eyes of many FPS characters are the real weapon and the gun is just there to look pretty

  • @garbaj

    @garbaj

    2 жыл бұрын

    i've been appreciating games where the bullet comes from the gun a lot recently, but nothing beats the consistency of shooting from the eyes

  • @ZVLIAN

    @ZVLIAN

    2 жыл бұрын

    @@garbaj battlefield (except 2042) 🙏🙏🙏

  • @1893Mauser

    @1893Mauser

    2 жыл бұрын

    Reminds me of holding a soda can between you and a turret in half life 2.

  • @RhodokTribesman

    @RhodokTribesman

    2 жыл бұрын

    @@garbaj Consistency for the shooter but not the shootee haha

  • @MrMegaMetroid

    @MrMegaMetroid

    2 жыл бұрын

    @@ZVLIAN 2042 shoots from the gun???

  • @Dondlo46
    @Dondlo462 жыл бұрын

    I think old Serious Sam games had that issue solved, it has a dynamic crosshair, (you could turn it off) when you get close to a wall crosshair slowly gets bigger and goes closer to the weapon's barrel.

  • @mdd4296

    @mdd4296

    2 жыл бұрын

    which is pretty weird attention to detail for what supposed to be a fast paced horde shooter. PUBG also has that kind of dynamic crosshair in 3rd person if i remember right

  • @garbaj

    @garbaj

    2 жыл бұрын

    yeah, I've noticed this as well!

  • @SeekerGoldstone

    @SeekerGoldstone

    2 жыл бұрын

    @@mdd4296 When it was released, fast-paced horde shooters were the only type of shooting game that existed.

  • @antiStrikerS

    @antiStrikerS

    2 жыл бұрын

    @@poleve5409 half life was the odd one out, changing the fps genre to what it is today.

  • @mdd4296

    @mdd4296

    2 жыл бұрын

    @@SeekerGoldstone Nah. halo, rainbow six, ghost recon, desert storm, soldier of fortune, system shock also released around the same time. Not to mention mgs2 which had fps aiming Boomer shooters were the most popular in that era, not the only genre. Beside, Sam was very different from the "fast paced horde shooter" of that era. Since they are only horde shooter in certain level. They more often use tricky enemies, placement, traps, ambush, tight vertical level layout... rather than horde of enemies in an open field.

  • @jbritain
    @jbritain2 жыл бұрын

    I think an interesting example is in Totally Accurate Battlegrounds where there is no crosshair and the gun does just shoot where it's pointing, which is not necessarily where you're pointing.

  • @susa_6629

    @susa_6629

    2 жыл бұрын

    also, it is interesting because the gun is a real physical object. that makes stuff like recoil a lot more interesting, since it affects your whole character, not just the aim of the gun

  • @nobleradical2158

    @nobleradical2158

    2 жыл бұрын

    wish more games did this tbh

  • @bagelmeat1146

    @bagelmeat1146

    2 жыл бұрын

    Hey great to see people talking about the tabg, it literally has some of the most original gunplay of any fps games

  • @badideagenerator2315

    @badideagenerator2315

    2 жыл бұрын

    @@bagelmeat1146 its one of the few games where a minigun actively gives you more mobility than lighter weapons.

  • @sakib6258

    @sakib6258

    2 жыл бұрын

    @@susa_6629 It's fun modding a minigun and turning it into a jetpack

  • @Pattamatt1998
    @Pattamatt19982 жыл бұрын

    Be cool to look at Insurgency's hipfire mechanics if you haven't already. Basically, your bullets will always go exactly where your barrel is pointed, but when you're not aiming down sights, your point of aim sort of floats around the center of the screen instead of being held in one fixed place. This makes it so that, while hipfire will never be as reliable as a well aimed shot, with some practice in close quarters engagements you can flick your point of aim to a target and take them out from the hip pretty well, especially if you equip a laser sight (which, unlike most games, is a fairly expensive attachment in this game)

  • @MrDrumStikz

    @MrDrumStikz

    2 жыл бұрын

    This is actually my favorite thing about the game. Getting good a hip firing in that game actually requires you to watch the end of the barrel. It's completely in your control, but it isn't center screen. It's a beautiful system.

  • @gimmethegepgun

    @gimmethegepgun

    2 жыл бұрын

    Red Orchestra 2 has something similar as well. Your gun will fire where the gun itself is pointed, not the center of the screen, but when you move your camera around it will also move the gun (and it can go VERY far away from the center of the screen), so hipfiring is essentially impossible except at close range. Also, when aiming down sights, the camera stays mostly still while the gun moves, until it gets far enough in one direction that the camera needs to turn. Beginning the aim does center the gun sights on the screen but basically your head stays pointed the same direction while you move the gun around.

  • @darenlobo3038

    @darenlobo3038

    2 жыл бұрын

    I strongly believe that this is how FPS games "should" work, and I'm a huge fan of games where ADS gives you a precision advantage over range, and hipfire gives you a mobility advantage in CQC

  • @escalator9734

    @escalator9734

    2 жыл бұрын

    @@gimmethegepgun RO2 was amazing, the gun movement and gameplay was so good.

  • @NILSOMOV

    @NILSOMOV

    2 жыл бұрын

    Escape from Tarkov had the same system in its early days. They removed it for some reason tho.

  • @Drazer012
    @Drazer0122 жыл бұрын

    2:35 the new game Ready or Not also does lasers like this and it feels really good, because you dont have a crosshair so it makes it possible to actually hipfire, albeit its much harder to control the recoil. Without a laser you just have to memorize roughly where your gun is pointing. The game also does something really cool when you're moving side to side, as the optic of the weapon ( a red dot optic for example) will actually go off center as your characters gun is slightly lagging behind the movement. Its a great game in terms of weapon feel and you should totally check it out if you get a chance!

  • @rascoon

    @rascoon

    2 жыл бұрын

    Is this game worth buying? I've heard alot about it.

  • @Danyaveltan

    @Danyaveltan

    2 жыл бұрын

    @@rascoon Yes

  • @Drazer012

    @Drazer012

    2 жыл бұрын

    @@rascoon If you enjoy the idea of games like SWAT 4, its an amazing product with a slight lack of replayability. The game feels and looks good, running through a new map for the first time is super tense and stressful. That said depending on the type of person you are if you arent into playing the same...6 maps over with slightly different game modes it may not be for you. That said the modding community is already going crazy on it and i expect tons of custom maps, and weapons in the future.

  • @garbaj

    @garbaj

    2 жыл бұрын

    i might give this game a try

  • @Drazer012

    @Drazer012

    2 жыл бұрын

    @@garbaj I'd love that! The game has a public discord as well that im sure would be super welcoming to a content creator like yourself.

  • @goodjokerforyou6730
    @goodjokerforyou67302 жыл бұрын

    Actually in TF2 the rocket is missing the centre of the screen, you can see it by standing next to the door way, by using the "Original" which is in the middle of the screen it will hit the middle

  • @ViciousVinnyD

    @ViciousVinnyD

    2 жыл бұрын

    Yeah tf2's rockets actually do fire from your side to where your crosshair is aiming, unless you're using original.

  • @aboveaveragebayleaf9216

    @aboveaveragebayleaf9216

    2 жыл бұрын

    Pretty sure the originals projectile actually comes from a different spot on the screen.

  • @snazzyjovialwyrm3314

    @snazzyjovialwyrm3314

    2 жыл бұрын

    @@aboveaveragebayleaf9216 It does, in fact that's why some people recommend it over stock for rocket jumping as it's presumably easier to pull off rocket jumps with it.

  • @DOOT_II

    @DOOT_II

    2 жыл бұрын

    @@ViciousVinnyD both fire from the same position (physics-wise).

  • @HevonCZR

    @HevonCZR

    2 жыл бұрын

    @@snazzyjovialwyrm3314 exactly, it is based on the "original" rocket launcher from Quake after all ;)

  • @csdgay
    @csdgay2 жыл бұрын

    bit of a smaller game, but SCP: Secret Laboratory does laser sights the "right way" as you mentioned

  • @Zhaobowen
    @Zhaobowen2 жыл бұрын

    I once scripted the gun to point at where you were aiming, but it got really buggy in a few edge cases. For example, if the wall was behind the emitter, the gun would point back at the player.

  • @cintron3d
    @cintron3d2 жыл бұрын

    Yeah, soldier's ultimate really looks weird sometimes with bullets flying out of the barrel in odd directions.

  • @RoiGBoi

    @RoiGBoi

    2 жыл бұрын

    That's just the nature of his ult tbh, and imo even if it's to make it balanced, it just turns into rng bs

  • @Thr3leven

    @Thr3leven

    2 жыл бұрын

    I mean, it's only as rng as the player using it's tracking skills. It'll lock on to anyone on screen but favors ones closer to the cross hair.

  • @charKT-7461

    @charKT-7461

    2 жыл бұрын

    Well he does visually aim his gun but not enough so that it makes sense.

  • @classified3794
    @classified37942 жыл бұрын

    It would be cool if they were able to detect how far a surface is, and in game you could see the guns angle change depending where the crosshairs is Edit: yes I know it’s possible

  • @TheGoldenDragonDev

    @TheGoldenDragonDev

    2 жыл бұрын

    I tried to do that once. Not the best at programming and I failed spectacularly.

  • @haavikwood290

    @haavikwood290

    2 жыл бұрын

    @@TheGoldenDragonDev Hey but it's a good idea, I give you tons of credit for giving it a try

  • @DrunkGeko

    @DrunkGeko

    2 жыл бұрын

    That's what i'm doing with my game but i can only do that thanks to me not really using a realistic character model (weapon is held by floating hands) If i had arms and stuff it would require inverse kinematics and a ton of fine tuning to look right which would be a mess and super hard to get just right

  • @MFKitten

    @MFKitten

    2 жыл бұрын

    Totally doable, you just have to start sorting everything so it doesn't want to collide with absolutely everything. Like what if there's a thin little bar or pole? What if there's a leaf of grass? You need to know all the things that it has to ignore. Then there's the adjustment time that may have to scale depending on camera movement speed.

  • @harrangkhalsa7408

    @harrangkhalsa7408

    2 жыл бұрын

    I actually did that in one of my old unity projects! I projected a ray from the center of my screen to see where it *would* be pointing and based off of that used it to either angle my gun or whatever it fired :)

  • @anders_x3
    @anders_x32 жыл бұрын

    team fortress 2 sniper always has a laser pointer where you can only see the dot (when he's scoped in so enemies know they are being watched)

  • @Screwypone
    @Screwypone2 жыл бұрын

    The soldier's rockets from TF2, for example, functions somewhat differently but similarly to lasers. Differently, because the rocket is drawn from the barrel of the launcher in third person, which allows users to "peak the corner" even if the whole cursor is covered by the wall. Similarly, because the rockets will angle to the cursor irregardless of distance, with exception where it will take a fix distance (10 metres for example) if the cursor is too close.

  • @darthdangermouse1453
    @darthdangermouse14532 жыл бұрын

    I remember Jedi Outcast and Jedi Academy had solved this issue with a crosshair that moved accurately to where your weapon would actually hit, it wasn't noticed much since well...for most of the games you were freakin' Jedi and didn't use the guns that much.

  • @PedroLarock
    @PedroLarock2 жыл бұрын

    "foockin lasersights" thatcher, probably

  • @tarabelle7716
    @tarabelle77162 жыл бұрын

    Your breakdowns of visual mechanics like this is always interesting, I've noticed this but never could put my finger on exactly what was going on.

  • @andycopeland7051
    @andycopeland70512 жыл бұрын

    You co consistently come up with fascinating topics to discuss within video games. Love your channel man keep it up

  • @selagia
    @selagia2 жыл бұрын

    When I was making a shooter using Unity (I didn't finish it due to issues with my models and rigging) I had a raycast come from the camera that an invisible point would teleport to if it was within a certain range (if not, it would default to being a fair distance from the player). I used IK to make the gun point towards this invisible object because the gun being off center bugged me so much lol

  • @ishashka

    @ishashka

    2 жыл бұрын

    Same here. It's not hard and makes the game just a bit nicer to look at

  • @Justowner

    @Justowner

    2 жыл бұрын

    @@ishashka It can be hard to make look right if you don't consider how people actually hold and manipulate weapons vs how your view is set-up to look. For instance, the rotation point for adjusting aim is basically your shoulder, not all game devs would think about that.

  • @DandKGames
    @DandKGames2 жыл бұрын

    This topic has been sitting in my head tent for years, thank you for answering it!!

  • @AJ213Probably
    @AJ213Probably2 жыл бұрын

    I made a bad fps a long time ago and it's cool seeing you mention the problems I had when making it. It was really confusing for me to figure out how to do the shooting

  • @IndieLambda
    @IndieLambda2 жыл бұрын

    This is also how the bullet tracers work in Valve games, leading to the funny AF, if you shoot at someone very close to you with a weapon held lower, like a shotgun or a minni gun, the bullets will look to be going straight up from the gun in third person.

  • @coyo_t
    @coyo_t2 жыл бұрын

    Quake 3 (and other games that descend from it, like Jedi Knight 2) do actually have a dynamic crosshair that remedies this If you get closer to a wall the crosshair moves to adapt to where the gun would actually be aiming, as well as the crosshair shifting back and forth as you move (which is an interesting way to discard the need for movement-based bloom penalties, since that comes for free with the crosshair being tied to the model) its a shame i haven't really seen it in any other games since

  • @Sk8erBoiALX

    @Sk8erBoiALX

    2 жыл бұрын

    When you switch to 3rd person in Jedi Outcast or Jedi Academy, your character will wave the weapon towards the ground when running and the crosshair will even reflect that and bob to the ground. Kinda annoying if you prefer to play in 3rd person but also really accurate.

  • @travcollier

    @travcollier

    2 жыл бұрын

    That sounds cool and would be a great fit for settings where the crosshair/hud is supposed to be an in-game thing. Lean into it marking where your sight/helmet/implant/pipboy/whatever thinks the projectile is going to go... Which might even intentionally be a bit wrong.

  • @bp9696
    @bp96962 жыл бұрын

    you should make these longer, very entertaining to watch!

  • @Dusky_Mqn
    @Dusky_Mqn Жыл бұрын

    2:40 SCP: Secret Lab has lasers like this, also it’s a really fun game.

  • @MekaniQ
    @MekaniQ2 жыл бұрын

    Always good when Garbaj uploads

  • @lukebortot7625
    @lukebortot76252 жыл бұрын

    This is why in a lot of old fps games, like quake for example, the guns have center models. Back then most weapons were not hitscan, so it was much more noticable when the projectile or lazer was coming out of the gun sideways.

  • @arekkrol9758

    @arekkrol9758

    2 жыл бұрын

    back then weapons were not hitscan? it was realy common thing in videogames back then with few exceptions like rocket launchers, hitscans were bread and butter of shooters with few exceptions like quake and unreal which had much more projectile weapons like nailgun and stinger especialy when military shooters dominated the market, where you no longer had guns shooting balls of plasma or nails, everything what was not rocket or grenade launcher was pretty much hitscan

  • @lukebortot7625

    @lukebortot7625

    2 жыл бұрын

    @@arekkrol9758 I was talking about shooters from the early 90's. Military shooters didn't even exist yet. Pretty much the only fps games that existed were quake or doom clones. Call of Duty and Counterstrike were still years away.

  • @riba2233

    @riba2233

    2 жыл бұрын

    @@arekkrol9758 quake 1 barely has hitscan (only sg and lg)

  • @drwhothehell
    @drwhothehell2 жыл бұрын

    Ready Or Not does the same thing with the laser, making it really useful to use on pistols if you’re running the shield, but not as required to use with rifles

  • @CricetoFunni
    @CricetoFunni2 жыл бұрын

    To be clear, in TF2 the rockets do actually come out where they're supposed to, there's a specially coded offset.

  • @TwilightPiercer
    @TwilightPiercer2 жыл бұрын

    A FPS in Roblox actually does render lazers right. Same thing goes for how the bullets go. If you are too close to a wall there the bullet will land where it should and not at the center of your screen.

  • @pedaledur
    @pedaledur2 жыл бұрын

    I was expecting a rant about how in many games laser [bolts] are portrayed as slower moving than ballistics ammunition, despite actually moving at c...

  • @ionpopescu3167

    @ionpopescu3167

    2 жыл бұрын

    Same lol

  • @kiyu3229

    @kiyu3229

    Жыл бұрын

    at c?

  • @pedaledur

    @pedaledur

    Жыл бұрын

    @@kiyu3229 c = "the speed of light"

  • @ZaHandle

    @ZaHandle

    Жыл бұрын

    @@kiyu3229 C is just what physics people use for speed of light (it’s shorter)

  • @kiyu3229

    @kiyu3229

    Жыл бұрын

    @@pedaledur thanks

  • @jorisd6584
    @jorisd65842 жыл бұрын

    Arma III also uses the laser dot woth no visible ray, except when you turn on nightvision, then the rays become visible.

  • @NovianLeVanMusic
    @NovianLeVanMusic2 жыл бұрын

    FREAKIN’ LASERS

  • @BabzaiWWP
    @BabzaiWWP2 жыл бұрын

    phantom forces has the bullets physically come out of your barrel, even if it would shoot off center or actually shoot to the side cause of the inspect animation

  • @luislombardi9658
    @luislombardi96582 жыл бұрын

    but tf2's rocket launcher shoots from the side, in fact if you switch your viewmodel to the left the rocket will launch from the left side

  • @jimrhea5484
    @jimrhea54842 жыл бұрын

    You rock dude. Thank you for the vids. I have something I have been wanting to implement but kinda just recently found the math for. FPS's have too narrow of a FOV. We see out of our peripheral vision, but don't know exactly what it is until we turn to look at it. Code Parade has a vid called Non-Euclidean Geometry Explained - Hyperbolica Devlog #1. My idea is, to lens the whatever is in front of you clear, but at the edges of the screen, lens it so the last pixels of the edges of the screen have a FOV of 130degs (as they say humans have). That way, you have the full 130degs of vision, but the peripheral view winds up being fuzzy while what's in front of you is clear. In other words, you can see it just like your peripheral vision (fuzzy), but you still have to turn to make out what it is. The lens would kinda be shaped like a really old CRT screen where the edges bow in sharply, but the relative middle has a gradual radius. Impressed with your vids. Figured I'd throw it out there. I'll do it sooner or later, but you rock man. Give it a looksie.

  • @gusta4865
    @gusta48652 жыл бұрын

    thats why i never make visible lasers, because i feel like people notice it like i do, same reason why i never use actual projectiles when making fps games lol, just use a raycast and ggs

  • @arekkrol9758

    @arekkrol9758

    2 жыл бұрын

    also the issue of cliping of laser when off center like in halo clip, it could easily be fixed by making player laser render allways on top of level geometry (maybe excluding the player weapon

  • @GUMMY_MKII
    @GUMMY_MKII2 жыл бұрын

    I now realize just how much care went into designing Metroid Prime and Splatoon : In Metroid Prime, the Arm Cannon will actually tilt when you aim at a distant target and adjust when pointing at a wall. In Splatoon, there is a pointer always at the center of the screen, and one for your weapon that will be occluded by targets and obstacles. With dualies, you end up with 3 cursors and it's pretty satisfying to watch honestly.

  • @SomnathRoyGrimfangs
    @SomnathRoyGrimfangs2 жыл бұрын

    I'm glad you mentioned Rainbow Six Siège here. I'd always played the older Rainbow Six games and one of the tradeoffs of using laser beams was that they would also give away your position very easily. I was sad to see that it was removed it removed in Siege later as I had always found it to be a fair price to pay for the ability to always know where your next shot is going to land.

  • @snazzyjovialwyrm3314
    @snazzyjovialwyrm33142 жыл бұрын

    Metro Exodus also has a laser dot that is simply just a dot while the laser can only be seen in night vision, meaning enemies with night vision goggles can see the laser. Additionally, there's a more traditional "game laser dot" that is visible to the naked eye and can be seen by enemies even without night vision, as well as a laser dot that is a green one which can't be easily seen in night vision. It's kinda interest how much complexity goes into Metro Exodus's weapons and their respective modifications. I've no idea how accurate they are to their real world counterparts, though.

  • @breadfan9159
    @breadfan91592 жыл бұрын

    Sniper dot from tf2 is a good example of the scenario in the R6 clip

  • @BonnCanlasGaming45
    @BonnCanlasGaming452 жыл бұрын

    The TF2 rocket launchers (except for the Original) slightly shoot from the side of the screen, this is a good strategy for dealing sentries if you have cover and has a opening in the right side.

  • @spiceforspice3461

    @spiceforspice3461

    Жыл бұрын

    You can also use left handed viewmodels to shoot from the left. It actually flips, funny enough.

  • @menmouzumaki7951
    @menmouzumaki79512 жыл бұрын

    fun fact about siege. the laser light does not in any capacity correlate with where your gun is aiming. It just increases the hip fire accuracy

  • @karadara9215
    @karadara92152 жыл бұрын

    Here I thought he was going to talk about how lasers aren't continuous damage, just really fast machine guns or something like that. Especialyl firing at the wall in Halo made it look just that way.

  • @evilMissRune
    @evilMissRune2 жыл бұрын

    elite dangerous does a fun thing where each gun on your ship will shoot from its own barrel, and each weapon has their own dot for where its going to hit which changes dynamically if something is in front of it

  • @impguardwarhamer
    @impguardwarhamer Жыл бұрын

    It's worth noting that while Siege has a laser that follows where the gun is pointing, the bullets don't and are just normal RNG hitscan.

  • @Vlad-1986
    @Vlad-19862 жыл бұрын

    I guess that some games go one step further with the expression "where you put your eye, you put your bullet"

  • @TheDOOR55
    @TheDOOR552 жыл бұрын

    This is something I’ve never noticed and now I’ll never forget

  • @Cyanoh
    @Cyanoh2 жыл бұрын

    Back in the day i used to have a super slow hard drive with overwatch installed on it meaning sometimes when I went into a game none of the character models would be loaded, other players and my own. If you pick zarya and fire when this happens you will see the beam is rendered or shown as coming from the centre and only as the you load more stuff is the beam shown to be coming from where her gun is

  • @truettvanslyke8528
    @truettvanslyke8528 Жыл бұрын

    I am programming a Lazer FPS game. The way I do is it cast a ray from the cross hair, and find the point where it hits a wall. Then, I cast another ray from the tip of the gun towards the place where you are aiming. If there is a wall between the gun and where you are aiming, it will hit that position instead of the place you are aiming at

  • @MrBLARG85
    @MrBLARG852 жыл бұрын

    Fun fact: In _CSGO_ your bullets come out of your eyeballs. (Even though the gun is off-center)

  • @isakthabro8233
    @isakthabro82332 жыл бұрын

    The fact that valve took the effort to change how to rockets from the original come out when you shoot makes this 10x cooler

  • @lukeskalwolker
    @lukeskalwolker Жыл бұрын

    actually, if you looked close, you would notice that laser isnt continuously cutting wall, but is shooting dots, like an accurate machinegun

  • @nathanedmond8312
    @nathanedmond83122 жыл бұрын

    interesting info, good job on the video :)

  • @Germ357
    @Germ3572 жыл бұрын

    Insurgency sandstorm is a unique example, where it’s laser sight is actually representative of where the gun will hit, as well as the game lacking a crosshair/center point where guns aim at

  • @reddeadassumption3246
    @reddeadassumption3246 Жыл бұрын

    in tf2 the snipers gun is kind of similar in laser realism to real life, only projecting a dot (more looks like a small flat sphere in game) onto the surface it is pointing at. but only when the sniper is in ads

  • @cloudownage666
    @cloudownage6662 жыл бұрын

    as far as my knowledge with how most of these games handle bullets and how they spawn, usually the bullet comes from between your eyes, but the visuals are set to come out of the gun. ofcourse this isnt the case in everygame i.e. battlefield games from the past 10 years but for the most part this is how games handle shooting

  • @SteveMacSticky
    @SteveMacSticky Жыл бұрын

    I recall seeing this with the phasers in Elite Force Voyager

  • @romandegtiarev
    @romandegtiarev2 жыл бұрын

    Man, I love how you pronounce Garbaj!

  • @socialdamage
    @socialdamage2 жыл бұрын

    As far as i know, Rainbox Six also uses a different technique where the shots are actually calculated from the Scope/ Sights of the weapon, not from the gun barrel itself and not from the head as most games do. Pretty interesting

  • @ishashka
    @ishashka2 жыл бұрын

    I've always wondered why don't games (or at least no game I've heard of does) make the gun model always rotate towards the point you're aiming at. It doesn't seem too hard to do, and I doubt it'd be computationally expensive either.

  • @sharpshark1158

    @sharpshark1158

    2 жыл бұрын

    Raycast and trigonometry. No idea why they don't do it either.

  • @ishashka

    @ishashka

    2 жыл бұрын

    @@sharpshark1158 exactly. I did a system like that once when I was trying to make an FPS. Granted, I never got too far with the game itself, but I managed to implement the aiming thing easily despite my poor skills

  • @randomcatdude

    @randomcatdude

    2 жыл бұрын

    adds complexity to what may already be a complex animation system, that could be why

  • @manecube3810
    @manecube38102 жыл бұрын

    This VR game called H3VR (Hotdogs, Horseshoes, And Handgrenades) is a game that portrays lasers as such.

  • @IlSharmouta
    @IlSharmouta2 жыл бұрын

    This part of a larger concept in game design (and code design in general), which is separation of model and view. The long and short of it is you want the logic to take precedence over visuals, and the visuals to just represent it. You don't want them to be too linked to each other, otherwise, in this example, your crosshair would be on an enemy but your laser would be stopped by a wall and you miss your hit. That would suck. If you're a real badass you make this work with projectiles too. BOTW somehow makes your arrow get to your crosshair even in an offset third-person view, it's nutty. You don't want your games to adhere to "what it should look like." That would suck in so many situations. The less realistic option is usually best.

  • @wes8190
    @wes81902 жыл бұрын

    Another solution is to render the laser at a fixed angle and perspective on its own layer between the gun and the background. The drawback being lack of scale if the camera is very close to a wall.

  • @armorhide406
    @armorhide406 Жыл бұрын

    Realistic-ish lasers show up in Fireteam Elite. The turrets have laser beams that are semi visible, but are very choppy to denote the dusty and smoky environments. Although it doesn't match perfectly, it's a pretty cool portrayal

  • @theimperfectgod7140
    @theimperfectgod71402 жыл бұрын

    In GTAV the mini gun tracers comes from the players head, as the weapon is held bellow the hip.

  • @artisanfps
    @artisanfps2 жыл бұрын

    2:30 another game that does this is Insurgency Sandstorm, where the laser is so accurate you can pull out a bipod and wont need to aim down the sights, you can just align the laser with your target

  • @colecohen4581
    @colecohen45812 жыл бұрын

    It's sometimes very noticeable in Apex when seeing someone else slide while shooting at a close target that the gun and the bullets are oriented in quite different directions.

  • @jacksons.
    @jacksons.2 жыл бұрын

    In Insurgency Sandstorm, the gun doesn't point towards the crosshair unless you're in ADS. laser sights are super useful because you can't just hipfire when the enemy is in the center of the screen, so just like irl, you have to use the laser to correct for this

  • @TheFlashinPulsar
    @TheFlashinPulsar2 жыл бұрын

    2:39 RUST. This is your reminder for the week. Bullets always go exactly center of the screen with some bloom. Laser can go all sorts of places.

  • @BS-bd5uq
    @BS-bd5uq Жыл бұрын

    Old Negev in CSGO was very funny. The gun points to your crosshair instead of the actual firing direction. So you would see bullets go at a great angle from the gun because recoil is just too much.

  • @Ade-ow5hb
    @Ade-ow5hb2 жыл бұрын

    Fun fact, Tf2 has all the projectiles coming out from the weapons not the players eyes so you can shoot around corners with soldier

  • @JoakimfromAnka
    @JoakimfromAnka2 жыл бұрын

    Another thing is that games often render the laser beam as part of the weapon model, in front of the rest of the world.

  • @marvinmuller1085
    @marvinmuller10852 жыл бұрын

    In Star Wars Battlefront 2 they show your crosshair which is always in the center of your screen and a second cross which appears when you're close to a wall or an object to show where you are actually pointing at

  • @reddeadassumption3246
    @reddeadassumption3246 Жыл бұрын

    we ever gonna talk about how lethal lasers in some games let behind perfect bulletholes when moving quickly instead of a heated up line?

  • @Fezezen
    @Fezezen Жыл бұрын

    Left 4 Dead 2 laser sights point at the crosshair most of the time, but do move with the gun. So if you reload you see the laser realistically go off to the side where the barrel points.

  • @FlynnTheRedhead
    @FlynnTheRedhead2 жыл бұрын

    2:41 My game actually. Had no idea how to centre everything to a crosshair in the middle of the player’s view, so ended up creating a dynamic laser sight that creates an indicator at the end of where the laser would hit when aiming

  • @theldraspneumonoultramicro405
    @theldraspneumonoultramicro4052 жыл бұрын

    fun fact: if movies and games was to do lasers right you would not see a beam of light, only a dot on what you are aiming at, in case of laser weapons, it would be a bright dot at your target and they would suddenly burst into flames or a melt a small hole or just leave a burnmark, no beams unless there is smoke or something similar between you and your target the light has to travel thru.

  • @Teh_Bean
    @Teh_Bean2 жыл бұрын

    Another weird thing about some lasers, but on the Sentinel Beam in particular, is the visual effect isn't necessarily a continuous beam, this effect is much more obvious on the Halo 2 version, but it exists with the Infinite variant as well.

  • @AntiHamster500
    @AntiHamster500 Жыл бұрын

    I remember ins Fear 2 Project Origin the Shark FL-3 Laser doesn't have a crosshair on your HUD. Instead, depending on the range of your target, you'd have to aim slightly top left or bottom right of where the center crosshair would be in order to hit your target.

  • @du0lol
    @du0lol2 жыл бұрын

    One thing people don't seem to realize is that laser beams in Siege also give away your position. Like, not like they used to, or like Nomad's laser, but I've lost count of how many times I was approaching a door and saw a laser dot floating towards it, which told me that someone was probably running straight to it, and it's true more often than not.

  • @crunch.dot.73

    @crunch.dot.73

    2 жыл бұрын

    The way that the old laser used to literally draw a line showing directly where you were was terrible omg

  • @oldGanon
    @oldGanon2 жыл бұрын

    in early versions of overwatch zaryas beam actually hit where it hit visually. they changed it to always shoot center screen because it felt better to play.

  • @dadmitri4259
    @dadmitri42592 жыл бұрын

    The "connect the dots" method is clever, but when the gun shakes around too much from recoil, the misalignment between the gun barrel and the laser becomes way more apparent, appearing like a rubber band stretched between the tip of the gun and the crosshair. while it's plausible for some kind of electricity arc gun (where the arc is like tethered to your target anyway) it doesn't look great for laser light weapons

  • @pedrobelluzzo
    @pedrobelluzzo Жыл бұрын

    Insurgency have 2 options for lasers, one that is only a point where you're aiming at, and the other is only available on night mode. The second is viewed only when using NVG, and it shows the entire beam, which i believe is accurate for RL

  • @crimmy838
    @crimmy838 Жыл бұрын

    The difference with r6:seige is that the bullets and damage do in fact go exactly where the gun is pointed, and it so happens that when you aim the gun lines up with the center of your screen, causing them to behave very similarly to any other game

  • @QraQrJaq
    @QraQrJaq Жыл бұрын

    Being able to see the laser beam is actually more realistic based on ambient particles.

  • @psyRhen
    @psyRhen Жыл бұрын

    @garbaj check out the laser from FEAR 2. it actually shoots from the view model and only hits center of the screen when from a specific distance.

  • @HaltoxTV
    @HaltoxTV Жыл бұрын

    In regards to other games with the laser being just a dot. Tarkov will for the most part also just show a dot unless you use the UV laser with night vision.

  • @svensk007
    @svensk0072 жыл бұрын

    the game deadline(a roblox game but dont let that fool you) has lasers like siege but with nvgs on there is a beam if you're using a ir laser (red or green laser)

  • @jesse291
    @jesse2912 жыл бұрын

    Csgo also has your bullets come straight from between your eyes (your crosshair). I prefer this because if they came from your gun some angles it would be possible to see an enemy but not shoot it... But when the bullets come out of your face you can always shoot what you see

  • @glitchCapri
    @glitchCapri2 жыл бұрын

    in games that i played, call of duty mobile and pubg , there are two types of laser sights... one with its path visible (can give your location away to enemies) and one with just the dot where its pointed at. both has its own advantages and disadvantages.

  • @nico_qwer1732
    @nico_qwer17322 жыл бұрын

    Scp secret lab has the same lasers as r6, however, it completely replaces your crosshair.

  • @zer0nix
    @zer0nix2 жыл бұрын

    Having weapons point off to the side is something that I really wish would disappear. It does mess with 'hipfire' snap aiming and yet is strangely common even in games without 'aim down sights.'

  • @inc3843
    @inc38432 жыл бұрын

    The Darkness kinda takes it to another level. They do something in between where there is a red dot that shows up where the gun is pointing, but that dot acts as the crosshair for the gun. So there are visually accurate laser-like things(even if the gun doesn't have a laser) and the gun shoots where the bullet should go! Honestly that is my favorite version of the crosshair/laser.

  • @StarKnight54
    @StarKnight542 жыл бұрын

    I KNEW I WASN'T TRIPPIN PLAYING ZARYA

  • @simonfriedo
    @simonfriedo2 жыл бұрын

    The sniper in TF2 projects a red dot at wherever he is targetting

  • @devforfun5618
    @devforfun56182 жыл бұрын

    the fix is kinds easy, make a ray cast from the center of the screen, then a ray cast from the gun to the point the previous ray hit, this will make the laser hit any obstacle in the middle, i think metal gear does that, when you shot and there is an object in the way a second reticle appear on the object that is on the way, but only after you fire to show that your shot didnt hit where you were aiming in a game i was making i just didn't have a fixed recticle, the character had 3 guns, with lasers so there was a 3 point aim like in predator, and you knew were each gun was aiming

  • @Themightyallah
    @Themightyallah2 жыл бұрын

    In r6 siege it would be more realistic if there was a visible line because the enviorment is an enclosed dusty area

  • @paradox3875
    @paradox3875 Жыл бұрын

    The red dot on a wall rendition is also present in Deus Ex :HR and MD =)

  • @JustAFurrylol
    @JustAFurrylol2 жыл бұрын

    In a roblox Game called phantom forces this is corrected, the bullets get shot where the barrel is aimed to (hipfire only)

  • @blackm4niac
    @blackm4niac2 жыл бұрын

    I think the reason why the Halo Laser looks so weird is because the guns in the game technically shoot from where the crosshair is, not where the model is. Whereas in Overwatch the laser matches the 3rd person model where Zarya is clearly holding her gun off the side. That's where the actual beam comes from.

  • @MonkeyShark
    @MonkeyShark2 жыл бұрын

    In my game I've experimented with bullets coming from the actual gun but it just looked off, I might revisit it at some point but for now I've just decided to go the eye route lol

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