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How Do Bullets Work In Games?

Thousands of video games have guns and bullets in them, but between rounds of Apex Legends, Fortnite or Call of Duty, have you ever considered how your shot goes from barrel to bad-guy?

The earliest forms of interaction with video games involved shooting and, while the medium has evolved in significant ways, pointing a gun at something and pulling the trigger remains an overwhelmingly popular method of playing in virtual worlds.

However, the way players shoot and how games react to that has diversified. The design principles that govern everything that happens from the moment a player pulls the trigger right up until the projectile sinks into a target varies from game to game. While most people don't think too much about how game designers and developers make shooting work, the subject is nevertheless interesting to consider--so that's just what we did.

In the video above Dave Jewitt delves into the technical side of firing a gun in games, exploring the different methods that designers have come up with over the years to make the mechanic work, and laying out how some of the most popular shooters of today do it.

Not only is this a cool peek behind the curtains of game development, but having this knowledge means you can also think about the way you play and perhaps adapt to improve your own performance. Maybe you'll even get that coveted Champion award in a game of Apex Legends.

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illegal_peanut

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I always prefer the physics-based shooters, then scan hit. Considering. It's more rewarding to hit someone with a physics shoot bullet than a scanned one.

Also, all sniper rifles in shooters need to be physics based. Because when they're scan based. It leads to too much quick scoping. Also, it makes no sense to have a sniper scope readout on the shown. If it's not going to be utilized.

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nintendians

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i probably prefer the hit scan instead of the physical ones, i wanted to play for fun and not real realistic.

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lorddaggeroff

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Edited By lorddaggeroff

Each gun has a invisible laser (rays) that shoots random geometry along a thread to its destination (if it hits a wall and is true, the wall damage texture either appears or some form of damage or vise versa) if it hits a car same thing applies, however if it hits s player blood would appear. Each character would have a detection of size of projectory, if it's speed is wither greater it could mean death(however that formula totally up to the discretion of the development team(because all guns could react the same but the speed of the bullet could indicate the type of death, and then the detection of bullet that can result in death with out a level of accuracy.)

All that data is in the guns class system that makes it react accordingly via a template system that allows vthe development team to call on a gun glass when migrating to a new franchise and simply twerk the settings.

Creating a real bullet to go through body tissue and detect organs bone(while leaving behind the gore )while passing into another victim only to hit the wall is really hard work to calculate because bullets can enter into any crevis of a body. A 50cal could leave towards 500meteres into 5 victims and into a tank that is. But to truly Calculate all that is something we wouldn't see in today's games if it's goal is to hinder the experience of the gamer.

Just like real world water simulations you just don't see it in games for good reason.

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OpenMind23

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I like technical talk. I like computing and enjoy learning new stuff. Good video on the learning side. Just one request, add a few more jokes in there, I like humour too lol :)

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bbq_R0ADK1LL

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I'm pretty sure Ghost Recon: Wildlands use both on the same weapon. Sniper rifles don't have any drop off up to a certain distance, then is suddenly increases quite rapidly. Exactly one notch on the scope, funnily enough.

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Frostblind

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Edited By Frostblind

This is seriously a thing? Why can’t we keep things simple and just say that bullets kill the things we want dead :) Aim and shoot. Run and gun. All the same.

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bigruss51

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So the more we change, the more we stay the same.

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deactivated-5c9cbf62c19be

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And i though the modern new game start making bullets exist :\

Just imagine on fortnight game to interrupt the bullets with wight weapons :p

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Mur000

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Hi Dave--I really appreciate this segment. It's one of few I've seen on the site that explains a technical aspect of game design in an accessible way. I would love to hear more from you guys on game mechanics and other behind-the-scenes game development type stuff. I think there's an audience for it among gamespot regulars. Keep up the good work! -Ryan

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DaveJewitt

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DaveJewitt  Staff

@Mur000: Thanks for the comment Ryan!

You may have already seen some of the videos, but the show Reality Check that Lucy and Cam used to produce always did a fantastic job on that! If I can emulate something similar while also educating and entertaining you, then I'm happy :)

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