What's wrong with doors in games?
Ойындар
We will find what's wrong with doors in games and why the doors are so huge. You might not have noticed, but in most games the doors are much larger than in real life. It is quite interesting game detail. We will take a look at the differences between game cameras and human eyes. We will also test door sizes inside Unreal Engine to understand why real dimensions do not always work in games. We will also discover what door sizes work best for game environment.
0:00 What's wrong with the doors?
0:24 Real door sizes
0:42 Game examples
1:00 Testing door sizes
1:44 Human eyes and camera
2:39 Developers' goal
3:04 3rd person games
3:20 Conclusion
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Пікірлер: 63
At first, I couldn't relate because the door at my house is huge. Then I realized that I'm just short...
0:35 centimeter is cm not sm
@isaaclowe2500
4 жыл бұрын
Well spotted man! hope he sees this as help and not you being rude! (Language can be tricky!)
I never notice this thing until me and some collegues actually started working on a third person game and we made a lot of research about measurement and size of buildings... we were freaking out when we tried move with the character because all looked so wrong XD
It would be cool to mention the difference of doorways in VR.
A.I. and Games recommended your vid, congrats!
This is amazing content, and the editing of the video is professionally done. Great work
I've seen many tutorials but I have to admit that yours are on another level 🔥
never noticed it before but now it's gonna haunt me forever. i blame Jauwn since he directed me to this video from his one about undead blocks.
Narrow passages are also harder for ai agents to navigate.......I have found that sometimes having narrow passages in the level would create gaps in the navigation mesh making it impossible for ai to move through these areas.......
@nikolayshamaev
4 жыл бұрын
Great note. I have to consider this in other videos
Thanks for the professional quality video. It answered a rather confusing question.
I'm gonna be hyper-aware of this whenever I play something from now on, aren't I lol. Great content, concise and very well presented on a topic I never even realized was a thing I wanted to know about!
@nikolayshamaev
4 жыл бұрын
Tnank you! I have more to share in future videos. I hope it will help people to build great games and to know more
@3possumsinatrenchcoat
4 жыл бұрын
@@nikolayshamaev That sounds super cool, I can't wait to see what else you decide to work on! (I subscribed right after watching, while I'm not a developer or anything as involved for making games - I don't really feel I have the aptitude for it - I really love learning about the sheer work and ingenuity that goes into taking bits of code and wrangling them into a game people can play for hours on end. Certainly gives a lot more appreciation for games I already admire too!)
Fantastic! I’ll never be unable to see this. Great work.
@nikolayshamaev
4 жыл бұрын
Thank you!
Thank you so much for that video. Really. Truly interesting.
Good content! I need more of this (I'm not demanding anything lol)
Great video! Really well made, thank you!
@nikolayshamaev
3 жыл бұрын
Thank you
They also always open both ways lol
@nikolayshamaev
4 жыл бұрын
Good note to continue "doors research"
love this , i thought i was wrong when i made the doors bigger due to collision issues .
@nikolayshamaev
4 жыл бұрын
Thank you
In rpg maker mv, the character sprite size (one frame) is 48x48, but the door sprite size (one frame) is 48x96
I think this explains why the player character seems super short in game. The doors are huge.
Thanks for the great video! But it seems to me that the real issue is with the FOV and how the 3D space is projected. Games should move on from this standard model to something like Panini Projection so that real-world dimensions can be used in games, making things like photogrammerty-authored assets viable out of the box.
interesting video
Really dude, you write sm for the centimeter?
@pakistanigamer6525
4 жыл бұрын
Lol
@nikolayshamaev
4 жыл бұрын
Yeah, a little trick. Thank you for the note. I should pay more attention to right spelling
@szabolcsvranceanu47
4 жыл бұрын
Anyway, it's an interesting finding, never realized the real scale of the doors in games.
@nikolayshamaev
4 жыл бұрын
Thank you
@maxb.h.2849
9 ай бұрын
The author of video is Russian, in Russian language it pronounces as "santimetr" (and spelled as "см.", but c is always pronounced as s in Russian).
i never noticed this to be honest, still doesn't bother me :D
How tall did you make the character in your test maps?
@nikolayshamaev
4 жыл бұрын
The character is 180 cm in height in first person example and in third person as well
I noticed this too !!! 😂
underviewed video
@nikolayshamaev
3 жыл бұрын
Thank you! It would be great if you can share it. It will definitely help to grow it in KZread algorithms. I'm going to make new researches in the recent future.
Do you think this would apply in VR?
@nikolayshamaev
4 жыл бұрын
I think VR requires specific approach because the view mode is completely different from the first-person games. It would be great to test in VR
@EugeneLychany
4 жыл бұрын
@@nikolayshamaev My guess is because we use both eyes for VR, it would be more similar to real dimensions.
Everywhere in hitman looks like they would have those huge luxury doors anyway
@nikolayshamaev
4 жыл бұрын
Yeah. definitely true
Класс, а высота потолков?
@nikolayshamaev
2 жыл бұрын
Тему высоты потолков тоже рассмотрели в этом видео на канале:kzread.info/dash/bejne/pqtqsMqwfdjdldo.html
Ок, у меня теория. По логике, показанной в видео, оптимальные размеры отличаются от реальных на 40 сантиметров. Что если замерять реальные здания, но к полученным размерам добавлять по 40 см для реализма в движке? Плюс 40 см с каждой стороны к окнам, стенам и так далее.
@nikolayshamaev
4 жыл бұрын
Здесь следует учитывать баланс размеров всего окружения. Работа разработчиков по построению естественного баланса и пропорций объектов удивляет конечно
How about doors in VR FPS games?
@nikolayshamaev
4 жыл бұрын
Good question to continue research on this topic. Definitely not the same result. I think the approach is different for VR games because in VR we actually have 2 eyes and stereoscopic vision
@nikolayshamaev
4 жыл бұрын
It would be great to test the doors with VR
2cm. centimeter. CM, sm. Idk if anyone already said that. Great video tho
@nikolayshamaev
4 жыл бұрын
Thank you. Yeah, a little spelling mistake
AI and Games sent me here
Pfff. Meanwhile I'm blind in my right eye 😅
LMAO I'm always playing with fov 120-160
Godammit youve ruined it for me now. I can't stop noticing it!
I feel like I have to argue with you here because not all doors are universally the same height. The height of doors in the USA try to be a minimum of 6 feet and 8 inches for homes. The average height for female is under 6 foot and the average height for a male is over 6 foot. When you look at game characters, they almost always do not meet the prerequisites for size comparison every single time and that is because It has always been about feeling good; Even the Unreal model is unrealistically too wide. To fix it, we measure in heads, not feet or meters. This is also why men and women are almost measured to be exactly the same height in video games.
@Drayken
5 ай бұрын
Average door specifications IRL are 3ft wide & 200cm high for residential, 3ft wide & 210cm high for commercial.
@Thesupperals
5 ай бұрын
But by no means is it a minimum ore requirement. They can change size to whatever they want.@@Drayken
@Drayken
5 ай бұрын
@@Thesupperals No shit sherlock, the point is that's what standard IRL unless you want to deal with the headache of sourcing unconventional doors and materials.