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
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.......
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 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!)
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.
hi guys, I am making a 3D open world videogame in Unity. I am working on the door opening and closing animations. Would you recommend me to leave the full animations as it is (it takes about 2-4 seconds to open and close doors) (some say it is frustrating to wait) ...second optinon would be short animations, where you click the open button and the camera will change view into inside view and character will be inside or outside the building.....or leave the doors open all the time and not deal with any animations at all???.....what do you recomend???
If that is true, why doesn't the same happen with cameras when people record stuff? Doors always seems the correct scale when seen in footage. I'm sure the problem lies with how FOV is managed in games. If FOV is increased to give players a wider view, everything will look smaller and more distant.
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
Thank you! It would be great if you can share it. It will definitely help to grow it in TH-cam algorithms. I'm going to make new researches in the recent future.
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.
Здесь следует учитывать баланс размеров всего окружения. Работа разработчиков по построению естественного баланса и пропорций объектов удивляет конечно
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.
@@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.
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.
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
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
Well spotted man! hope he sees this as help and not you being rude! (Language can be tricky!)
A.I. and Games recommended your vid, congrats!
This is amazing content, and the editing of the video is professionally done. Great work
It would be cool to mention the difference of doorways in VR.
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.......
Great note. I have to consider this in other videos
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!
Tnank you! I have more to share in future videos. I hope it will help people to build great games and to know more
@@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!)
I've seen many tutorials but I have to admit that yours are on another level 🔥
Fantastic! I’ll never be unable to see this. Great work.
Thank you!
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.
Thanks for the professional quality video. It answered a rather confusing question.
Great video! Really well made, thank you!
Thank you
hi guys, I am making a 3D open world videogame in Unity. I am working on the door opening and closing animations. Would you recommend me to leave the full animations as it is (it takes about 2-4 seconds to open and close doors) (some say it is frustrating to wait) ...second optinon would be short animations, where you click the open button and the camera will change view into inside view and character will be inside or outside the building.....or leave the doors open all the time and not deal with any animations at all???.....what do you recomend???
In rpg maker mv, the character sprite size (one frame) is 48x48, but the door sprite size (one frame) is 48x96
Thank you so much for that video. Really. Truly interesting.
They also always open both ways lol
Good note to continue "doors research"
I think this explains why the player character seems super short in game. The doors are huge.
Good content! I need more of this (I'm not demanding anything lol)
Really dude, you write sm for the centimeter?
Lol
Yeah, a little trick. Thank you for the note. I should pay more attention to right spelling
Anyway, it's an interesting finding, never realized the real scale of the doors in games.
Thank you
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).
Do you think this would apply in VR?
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
@@nikolayshamaev My guess is because we use both eyes for VR, it would be more similar to real dimensions.
love this , i thought i was wrong when i made the doors bigger due to collision issues .
Thank you
Класс, а высота потолков?
Тему высоты потолков тоже рассмотрели в этом видео на канале:th-cam.com/video/tw6NhwMuwew/w-d-xo.html
How tall did you make the character in your test maps?
The character is 180 cm in height in first person example and in third person as well
i never noticed this to be honest, still doesn't bother me :D
interesting video
If that is true, why doesn't the same happen with cameras when people record stuff? Doors always seems the correct scale when seen in footage.
I'm sure the problem lies with how FOV is managed in games. If FOV is increased to give players a wider view, everything will look smaller and more distant.
Everywhere in hitman looks like they would have those huge luxury doors anyway
Yeah. definitely true
How about doors in VR FPS games?
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
It would be great to test the doors with VR
underviewed video
Thank you! It would be great if you can share it. It will definitely help to grow it in TH-cam algorithms. I'm going to make new researches in the recent future.
I noticed this too !!! 😂
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.
Здесь следует учитывать баланс размеров всего окружения. Работа разработчиков по построению естественного баланса и пропорций объектов удивляет конечно
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.
Average door specifications IRL are 3ft wide & 200cm high for residential, 3ft wide & 210cm high for commercial.
But by no means is it a minimum ore requirement. They can change size to whatever they want.@@Drayken
@@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.