/r/howdidtheycodeit
"Wow, how did they do THAT?" - Ask here, get enlightened!
This subreddit is for beginner/intermediate programmers to ask about how a specific feature in a game (or other program) was coded, if they can't imagine themselves how they would go about doing it. Answers do not actually have to be what the game was actually coded with, but can explain another method of accomplishing it.
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I created this subreddit because I am a novice coder who has often asked the question to myself when playing even small, indie games how a certain thing was coded. The thing that actually prompted me to actually create the subreddit though was a random, cool game, a Ludum Dare winner, Tangent: I was confused about how the circular transitions between different rooms of the game was accomplished. Example post about Tangent
/r/howdidtheycodeit
Noob to this zone ! hey subreddit(seniors) could someone help me with this coding, honestly have no idea where to begin(all I know is movies, gAmes 😅) TIA
Who is hosting?
How is this being done? I'm guessing they're reading data in (is there an API?) from a site like this
https://www.nfl.com/games/bengals-at-cowboys-2024-reg-14?active-tab=watch
So they take a live broadcast game on TV and show the game in Madden using play-by-play data and feed it into Madden?
For a few years I've had this idea of trying to make a VR Sekiro like game, then Until you Fall released, and it had the perfect recipe in my opinion.
Does anyone have any idea, tips, tricks or videos on how i can achieve similar results? Until you fall does not have physics based combat.
I actually have the code for this. I'm having trouble understanding it.
I'm looking to find a specific area of gameplay in a 1990s PC point and click adventure game. Most of the areas (called "scenes" in the code) get their own script file. The script for this area only has procedures for entering and leaving the scene. The area has unique audio, unique use of conditions, and calls a movie file. I can't find direct evidence of where the area's files are used. Searching gives me 0 results.
But I have found small hints suggesting this area's might be cached in a script for a hub area. At first, I thought this was because the hub changes after this area is visited. Some graphics for the hub area and the area I am looking for are the same. Now, I think the programmers might have created a base scene that's reused for several similar areas. Using indirect asset names means they would not appear in the code when I search for them.
How might I confirm if this is what's happening, or confirm it's not happening?
The code is written in a variant of lisp that used a "yale interpreter." (Googling those terms gives no helpful results for finding the exact language.) Assets (graphics, audio and such) are referenced by ID number. Usually, this number is hard-coded.
I appreciate any help, suggestions, or theories. Thanks in advance!
Basically the title, as google docs are not web pages but web based apps, how do they fetch the data from the google doc canvas?
https://i.redd.it/extvqq080k3e1.gif
Anyone who has played Castle Crashers knows how fun and organic the battles against enemies are. The combat never feels linear or repetitive, and each enemy seems to adapt to the environment and situation. Moreover, even when multiple players are involved, enemies manage to strategically split their focus, targeting different players and taking turns attacking.
I've been trying to implement something similar in my game, but I haven’t been able to achieve a system as robust and natural as the one in Castle Crashers. If anyone knows how they developed this system or can share any tips or similar approaches, I’d be really grateful!
Hi everyone,
My team is developing a game where players can create their own dungeons, which need to be stored and accessed by other players who can raid them, even if the target player is offline. I’m looking for advice on the following:
Any advice, suggestions, or lessons learned from your experience would be greatly appreciated! Thanks in advance!
https://youtu.be/CIrAuLTwaaQ?t=36
Splines? Or lots or points around the map?
https://www.half-life.com/en/halflife2/20th
When you scroll all the way to the bottom and click on the Gravity Gun, you can use it on most of the text, images, and embedded elements on the webpage. They all have their own collision bounding boxes and physics. How was this done?
Another question I have, is: after the Gravity Gun has changed an element on the page, how would I make that element interactable before it was changed? For example, making the YouTube video embed on the page still interactable and play the video. Or text still selectable.
Dagster Labs somehow coded a redirect from an attempted right click save. Here's some more context:
https://www.linkedin.com/posts/dinoscheidt_userexperience-perfection-activity-7262370412271988736-3gGD?utm_source=share&utm_medium=member_desktop
https://x.com/_1mposter/status/1854283366440313258
They took a 3D model and made look like it was ASCII art but how?
I'm curious how did they implement the "whoosh"/"doppler" sound effect in "Need for Speed" games when you quickly drive past an object. For example in Need for Speed, notice the wind sound when the car drives past lamp posts, columns and such (sorry for long videos - see timestamps). I'm especially curious how they handled tunnels as it sounds really good and is exactly for what I'm after:
I'm thinking that they did a sphere physics query centered on the camera to check for an entered object, then they noted the object size and car velocity. Given these parameters they then adjusted the pitch/volume and relayed the audio effect at the query intersection point.
Having said this, I made a quick prototype to test this in Unity:
This approach works decently for small-ish objects, however if I'm roaming around a large object with lots of extrusions, my approach fails as I'm colliding with same object and my trigger doesn't fire multiple times. Additionally, it doesn't sound right in enclosed areas such as tunnels/caves or generally when surrounded by large objects. There must be some more complex system taking place here 🤔
Edit - found a possible way, here's my prototype which simulates this:
how do you code the movements in 2d games like champion island or stardew valley. specifically in godot
I've been seeing <username>@duck.com emails
What I wanna do is build similar for my custom domain which forwards email to my gmail address
What tools and tech is required.
About me: I'm a webdev (intermediate level) I understand frontend and backend.
Please guide me, Thanks. :)
Hi folks. I've always love the build system in Valheim and have just started about implementing something similar myself.
To my question: Do they have separate versions of each build piece at each possible rotation? (or at least many, not including reflections).
I ask this because the length of a 1 meter beam's length needs to change as it's rotated to make sure it ends at the correct spot on the underlying grid layout. Damn you Pythagoras and your Hypotenuse!
If they don't do that, do they scale the piece along its length depending on it's angle. Are they then mapping a new texture onto it or stretching the texture too because I can't say I've ever noticed the texture stretching as I rotate a piece.
Thanks in advance.
How do large scale apps like discord, Instagram, etc handle eventual consistency? I'm sure the database they use in the backend is sharded and replicated throughout several regions and each one needs to be in sync with the other. One of the best apps I see that does it flawlessly is Discord. On the other hand, reddit is one of the worst. Sometimes when I send a chat in reddit, it doesn't show up when I open the chat again for a while.
I know these apps also give the illusion of sending the messages by using optimistic updates but I am still wondering what exactly the frameworks, tools, languages are used to handles this. Especially with the extremely large volume of data
I'm making a game in Unity in where the player can build objects in a voxel style made of cubes. Objects like this L shaped you can see in this image:
But the player has complete freedom to build anything you can imagine:
So, my code is procedurally generating the meshes for these objects, one triangle at a time. Doing this is fairly simple if the game is limited to plain cubes.
The problem is that this is visually too much plain and not very attractive, so I'm planing change the cubes for a model a little more complex, that renders a little more detailed:
This is prettier but, given the triangles needed for this, generating this procedurally is way more complex:
I've tried diffenrent approaches:
So, my question is, before starting to code a complex algorithm to implement this mode, do you have another idea on how to do this? or at least a good idea on how to implement the last concept?
Thanks!
Can anybody on here speak to fast algorithms for checking "shelter" in survival games?
Most survival games I have played do a pretty good job of it instantaneously and I'm just wondering what kind of approach is used because it seems like a tricky problem. Like it's not just a roof over your head, you have to be somewhat totally surrounded by walls, roofs, etc. I couldn't find any generic algorithms.
Looking for actual experience - not just guesses.
The VideoLite app seems using a WkWebView or some other UIView to load the YouTube website. When the app is pushed to background, the video is still playing. There is a movie_player element on the page to play/pause the video. But explicitly calling playVideo() on the element after app is put to background is not working.
A lot of N64 games have gotten decompilations recently, and I have no idea how you even do that. Like if I wanted to try decompiling a game myself, how would I do it? Would I need an emulator for any part of it? Is it all just guesswork?
Not including tools that decompile games for you, like for example Game Maker or RPG Maker decompilers. Curious how people do it without access to anything of the sort.
Also related question: is decompiling even legal in the US? I know reverse engineering is, but does decompiling fall under those laws?
How did they achieve the “endless scrolling” world map that gives that globe type experience? e.g. when you reach the bottom of the map it wraps around back to the top.