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/r/DevTricks
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/r/DevTricks
3,488 Subscribers
57
A Sneaky Trick Most FPS Games Use
3 Comments
2021/09/05
15:12 UTC
12
How does procedural generation work? | Bitwise
1 Comment
2020/04/19
11:08 UTC
43
Celeste dev showcases subtle tricks in their game's jump mechanics
2 Comments
2020/03/13
20:52 UTC
51
How does Terraria handle thousands of tiles? | Bitwise
1 Comment
2019/12/05
19:04 UTC
44
How scrolling textures gave Super Mario Galaxy 2 its charm
5 Comments
2019/09/22
15:58 UTC
81
School project trick
1 Comment
2018/12/20
22:46 UTC
62
This place is super dead, but this twitter thread from Fullbright has a bunch of dev tricks in them.
2 Comments
2018/12/19
18:59 UTC
23
Motocross Madness solved the end-of-map without invisible walls, but with cannons
5 Comments
2017/12/29
21:11 UTC
87
SONIC 3D's Intro Sequence Is Impossible To Fit On A Cartridge
2 Comments
2017/11/07
03:14 UTC
34
Clever way of skirting game code quality tests from the 90s (x-post /r/Games) - [03:03]
3 Comments
2017/10/01
21:17 UTC
40
In Ratchet & Clank some TV screens use a shrunken animated character model, instead of using a video
3 Comments
2017/06/30
17:19 UTC
102
In Horizon Zero Dawn the world is culled when outside of the player's field of view
25 Comments
2017/04/18
12:38 UTC
50
In Conker's Bad Fur Day reflections are created by duplicating the world behind the mirror.
4 Comments
2017/02/01
16:19 UTC
65
How the Reflection on the whiteboard was made in Metal Gear Solid: Twin Snakes [04:29 if the link doesn't work]
4 Comments
2016/11/28
17:46 UTC
23
redditor devs use inventory GUI for everything
1 Comment
2016/10/29
19:39 UTC
39
RE4 - Cutscene from another angles show behind the scenes animations
4 Comments
2016/10/26
21:04 UTC
96
In Super Mario Sunshine some maps project a rectangle with an effect attached in front of the player in order to create a hazy effect
9 Comments
2016/10/22
18:26 UTC
31
First person mod gives a brief insight into the composition of a cutscene!
0 Comments
2016/10/21
15:28 UTC
34
Super Mario 64 - Hitpoint system
8 Comments
2016/09/29
19:22 UTC
54
Third person animation in Firewatch
12 Comments
2016/09/23
19:19 UTC
133
In Super Mario 64 a certain room uses a forced perspective in order to make three different distances look the same
7 Comments
2016/09/22
18:09 UTC
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