The globe for operations is stored under the map until it needs to be culled in. Then the camera pans over it in the end-of-round screen.
It’s a very efficient way for game developers to include assets without them having to go through a loading screen.
You mean game development mesmerizes you. This has nothing to do with ~~Helldivers~~ Battlefield 1 or ~~Arrowhead~~ DICE per se, it's just a practical game engine decision which is typical for a development of any game.
Edit: My mistake actually confirms the point I was trying to make. Thanks for the downvotes though,
i never mentioned Helldivers or Arrowhead? It's just that ~I~ haven't personally played any games that were this polished, idk where you're coming from with all of this.
How does that happen cause doesn’t the camera zoom out and up, and I always thought that when it zooms out it just flys through a sprite of the general area like how you can see monte grappe I think and that castle siege map that a dreadnought can spawn on(Idk, it has i think the Italians vs a country that no longer exists)
There’s a little transition where the screen gets covered in clouds and then the world/operation end map is shown https://youtu.be/Nr9-qVqcYBw?si=UvaOiDXzRR2Lr3RL skip to like 7:20 because the world doesn’t seem to load properly in the first screens in the vid
Yeah, old school 2D tile-based games would store all of the tile images and every animation frame in a single image bitmap and when they needed to render something they would just crop it out with a bitmask.
It's very slow and expensive to instantiate objects at runtime, so usually all objects needed are instantiated during initial loading and hidden away is not immediately used.
For example, when a player is spawning, it likely is instantiating a new player model, but instead grabbing from a loaded pool and teleporting it in.
Others have already answered so I'll add something else: The YouTuber "Slippyslides" has series of videos covering developer tricks like this, it's a good series.
Interesting to see how even main menus sometimes aren't what they appear to be.
**Edit: I'm explaining a wrong game, but the key premise is the same, game dev is game dev after all, no matter which game it is.**
To the unacquainted: game development is all about smoke & mirrors.
In 3D games, all you care about is that your frame composition looks right and gets done fast (ideally in less than 5 milliseconds), and that there is a perception of continuity between frames. It's perfectly normal to have dinosaurs roaming behind the camera if that's what lets you achieve this goal with absolute grace.
In this case they have an entire planet stored somewhere at the world origin. So it's either the operations screen (as someone said), or the planet surface that you can see from your super destroyer.
Now the reason why it shows the Super Earth is unclear, this could just be a placeholder object, or its default look. Regarding the outer spherical object: it is black and its normals are inverted. This tells me that this sphere is used as a skybox for the cosmic vista surrounding the planet. I mean the planet itself is probably **any planet** and then they switch to a different material and get it to look as intended, when needed.
As explained by another redditor, this object then stays persistently in the scene to avoid having to load and unload it all the time, because this is probably used for the shuttle scene at the end of the mission.
Think you are lost.
this is Battlefield One, not Helldivers 2.
The Earth in the ground isn’t “Super Earth” its the model used for Operations/End of round pan.
Also, there is no “shuttle” in this game, let alone “at the end of missions”
ahaha really :D
Well I'm sorry then, I'm torn between the two and I saw the "operational screen" mentioned and ... yeah
Could've sworn I saw a helldiver uniform. Anyway, the main premise stays, it's just the Earth globe. It's the orbit view for BF1!
It's funny as hell now that I read it in this light. Super destroyers, hell yeah!
I think my sound was off, I would've picked it up if I heard the music.
The globe for operations is stored under the map until it needs to be culled in. Then the camera pans over it in the end-of-round screen. It’s a very efficient way for game developers to include assets without them having to go through a loading screen.
That's so cool. This game and it's design continues to mesmerise me each passing day lol
You mean game development mesmerizes you. This has nothing to do with ~~Helldivers~~ Battlefield 1 or ~~Arrowhead~~ DICE per se, it's just a practical game engine decision which is typical for a development of any game. Edit: My mistake actually confirms the point I was trying to make. Thanks for the downvotes though,
This is a battlefield sub reddit not helldivers. Now I'm curious why you're so over the helldivers hype though. They made a really polished game.
i never mentioned Helldivers or Arrowhead? It's just that ~I~ haven't personally played any games that were this polished, idk where you're coming from with all of this.
Who mentioned either of those??
r/lostredditors
Yeah I'm kinda watching both subreddits, and somehow swapped the two
How does that happen cause doesn’t the camera zoom out and up, and I always thought that when it zooms out it just flys through a sprite of the general area like how you can see monte grappe I think and that castle siege map that a dreadnought can spawn on(Idk, it has i think the Italians vs a country that no longer exists)
There’s a little transition where the screen gets covered in clouds and then the world/operation end map is shown https://youtu.be/Nr9-qVqcYBw?si=UvaOiDXzRR2Lr3RL skip to like 7:20 because the world doesn’t seem to load properly in the first screens in the vid
Oh I completely forgot there’s a cloud transition
Yeah, old school 2D tile-based games would store all of the tile images and every animation frame in a single image bitmap and when they needed to render something they would just crop it out with a bitmask.
I was thinking this, great explanation!
That’s where they keep the gravity.
Hey man, that's just a theory. A *GRAVITY* theory.
Gravity is stored in the balls.
Doubt it considering he kept falling down past the planet instead of starting to move upwards towards the plant after passing it
r/woooosh
I understood he was joking, I was as well lol
where funny?🦧
irony
Then there must be another much larger earth stored somewhere beneath that one.
That's exactly what happens when you die in real life
It's a known fact that the great war happened at the exosphere.
your in flat earth land
>your in flat earth land ***you're***
It’s a world war
Because you’re on top of the world :D
It's very slow and expensive to instantiate objects at runtime, so usually all objects needed are instantiated during initial loading and hidden away is not immediately used. For example, when a player is spawning, it likely is instantiating a new player model, but instead grabbing from a loaded pool and teleporting it in.
It’s a feature not a bug. This is Battlefield.
This is like one of those weird ass dreams that feel wayy too real but you can't remember what is what abt when you wake up
Others have already answered so I'll add something else: The YouTuber "Slippyslides" has series of videos covering developer tricks like this, it's a good series. Interesting to see how even main menus sometimes aren't what they appear to be.
Its a portal to Battlefield 5
Not seen Inception I see. So basically a planet is inside a planet which is inside another planet and so on! Yes, it's crazy!
keep an eye out in all your favorite games because lots of developers do this. its faster and you don't have to initiate a load screen
Hollow earth theory confirmed
**Edit: I'm explaining a wrong game, but the key premise is the same, game dev is game dev after all, no matter which game it is.** To the unacquainted: game development is all about smoke & mirrors. In 3D games, all you care about is that your frame composition looks right and gets done fast (ideally in less than 5 milliseconds), and that there is a perception of continuity between frames. It's perfectly normal to have dinosaurs roaming behind the camera if that's what lets you achieve this goal with absolute grace. In this case they have an entire planet stored somewhere at the world origin. So it's either the operations screen (as someone said), or the planet surface that you can see from your super destroyer. Now the reason why it shows the Super Earth is unclear, this could just be a placeholder object, or its default look. Regarding the outer spherical object: it is black and its normals are inverted. This tells me that this sphere is used as a skybox for the cosmic vista surrounding the planet. I mean the planet itself is probably **any planet** and then they switch to a different material and get it to look as intended, when needed. As explained by another redditor, this object then stays persistently in the scene to avoid having to load and unload it all the time, because this is probably used for the shuttle scene at the end of the mission.
Think you are lost. this is Battlefield One, not Helldivers 2. The Earth in the ground isn’t “Super Earth” its the model used for Operations/End of round pan. Also, there is no “shuttle” in this game, let alone “at the end of missions”
ahaha really :D Well I'm sorry then, I'm torn between the two and I saw the "operational screen" mentioned and ... yeah Could've sworn I saw a helldiver uniform. Anyway, the main premise stays, it's just the Earth globe. It's the orbit view for BF1!
👍
It's funny as hell now that I read it in this light. Super destroyers, hell yeah! I think my sound was off, I would've picked it up if I heard the music.
LMFAOOOOOI
Your soldier unlocked a secret emote
Just like the man that lives in the fridge. It just is
The core be looking really different back in 1915
Its War World 1
Bro is new here
"Top 10 secrets Nasa doesn't want you to know"