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An Unusual Way to Fix This Common Problem in FPS Games

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121gamers
121gamers
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Wishlist on Steam: https://store.steampowered.com..../app/2280900/Blood_R
Support on Patreon: https://www.patreon.com/OBrooks

Go and subscribe to @garbaj! Do you know of any games that use this technique?

I first learnt about it from the Unite LA talk about the then-new FPS sample. Apparently the new Doom games use it, but I haven't been able to find a definite answer. The way they would allow for interacting with the environment and enemies could be that the projected viewmodel arms leave the screen briefly, then re-enter the frame with a normal shader that doesn't have any FOV magic on it. Then swap back once the animation/cutscene is complete. It's a possibility! One that I may end up implementing.

A Unity implementation can be found in the FPS sample project, released a few years ago: https://github.com/Unity-Technologies/FPSSample
Link to the Unity LA talk that includes details about this method: https://www.youtube.com/watch?v=8chy1aVpiiw&t=2376s

Still working on the game. Some eagle-eyed viewers may have seen a greybox structure in the background. I'll talk about it in the next devlog!

#gamedev #unity

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Music: https://www.youtube.com/c/ProdRiddiman

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