Skyrim small tables are actually shelves buried. If you can't see it ...
(Recreating my list of #gamedev tricks thread)
In Jak and Daxter if by any chance the Area/assets ahead aren't fully loaded the game will make you trip to give it more time to fully load. #gamedev
In Super Mario 64 to achieve the infinite stairs effect, Mario gets teleported back. Also the reason why Speedrunners can glitch and skip it using the backwards jump trick. #gamedev
There was a memory exception in Wing Commander on exit, because of the deadline they left it but change the error message to "Thank you for playing Wing Commander!" #gamedev
This #gamedev trick is from Undertale, to prevent NPCs to walk on pits, Magic glass.
In Fallout 3 the Trains are actually a character wearing a train model as a hat. Engine didn't allow for vehicles, so this way they could reuse NPC movement code. #gamedev
In Super Mario Bros. because of memory limitations clouds and bushes are the same sprite but using a different tint color. #GameDev
In Kirby's Dream Land for GameBoy, to save memory some enemies have the same "back" part of the sprite and only change the face. #GameDev
Here's one of my fav, in Zelda: A Link Between Worlds because a true top-down view in 3D would have perspective issues, they purposely tilt the objects, so the perspective looks good to the player from top. #GameDev
Duke Nukem 3D mirrors reflection were achieved by duplicating the room on the other side. If you deactivate clipping you can go to the other side. True reflections are computational intensive even today #GameDev
In NBA Jam: T.E. for Genesis/Mega Drive developers only found out after making the 250k cartridges, that there was a save bug. But playing the game in a certain order fixed it, so it got a day one "patch" in the manual saying how to initialize memory. #GameDev
In Super Mario Galaxy when Mario drowns in a swap his hand reaches out, but because of the size of the head devs had to shrink it so only the hand is visible to the player #GameDev
World of Warcraft rest bonus was made to encourage breaks, half XP gained after a few hours. Players hated, so they made everything take 2x as much XP to achieve but you start at 200% XP and gradually back to 100%. Same thing & players are happy. #GameDev
In Resident Evil 4 during the radio chat cutscenes it's actually a 2D panel with the 3D models behind. Many other games do this too.#GameDev
In Duck Hunt the NES Zapper worked by blacking out screen & drawing white blocks around targets when you fire, for a couple frames. The diode in the Zapper detects the change in light intensity and tells the computer if it’s pointed at a lit target. #gamedev #retrogaming
In Metal Gear Solid 1, another reflection trick. Water puddles are just a transparent texture with the geometry of ceiling and walls duplicated and inverted below the ground. That's why we can't see Snake reflection in puddles. #gamedev
In Prince of Persia (1989) animations looked fluid & realistic because @jmechner used Rotoscope. He filmed his brother doing the stunts, took pictures with a camera, had them developed at Fotomat and then traced them, frame by frame. #gamedev
Sega Saturn used Quads instead of triangles (the industry norm) for rendering, which is good for 2D but not as practical for 3D, devs had to work around that, so games like Tomb Raider had to be built to support quads on Saturn and triangles on PlayStation #gamedev
Paper Mario uses a transparent mesh to simulate door shadows instead of relying on heavy shadow calculations. #gamedev
In Dead Space menus and UI is all made with particle systems so it can sort during render, glow so that they could place it in-game and be more immersive. #gamedev
Katamari Damacy only has support for closed circular paths, so to handle spawn and despawn of falling boulders, they make them travel beneath ground to start point! Also memory efficient. #gamedev https://twitter.com/JasperRLZ/status/1289960052250435584
This is easily one of the best, on OG Xbox, Elder Scrolls III would occasionally reboot the Xbox if they ran out of memory. The user would just see a longer then usual loading screen. #gamedev
Lord of the Rings game needed large areas with a sort of goal at the end, so developers grabbed the Tiger Woods golf game and turned it into LOTR game. #gamedev

@djlink
Todd please  

Todd "It just works" Howard.

@djlink Amazing soundtrack, btw. My favorite is the “Lonely rolling star” cover by the 8-bit Big Band 🎼
@djlink I'm not sure to understand when he said it's particles, how that ?
@vactro it’s a bunch of particles forming the user interface we see in game. He mentions that they had to make a font renderer in the particle system for example.
@djlink that's pretty nuts ! 
@djlink Well we can add that to the extremely clever ideas I’d never think of in a million years.
@djlink that's absolutely genius
@djlink I love seeing all the tricks that come out of gamedevs getting the most out of less powerful hardware! I feel like many games these days just take advantage of the more powerful hardware and don't optimize much at all.
@ima I think as games get incredibly more complex there is less time for issues that hardware can power through sometimes. A cool thing from before is that sometimes limitations led to very creative solutions in also gameplay things.
@djlink The advantage of creating games with a fixed or limited perspective
@bezet limitations often drive creativity
@djlink That's so interesting! Wasn't Virtua Racing and Virtua Fighter 3D engine also based on quad? That may be a SEGA thing, I wonder what other game or system also worked the same way
@djlink That's crazy! How cool a workaround. Thank you for sharing
@djlink right this refers more to the texture mapping technique which really did distort an alighned quad in texture space into a quad in screenspace. more pleasing perspective aproximation in some cases but awful for clipping. both "1st 32bit 3D gen" machines had problems with perspective texture really. grouping 2 tris as a quad can be nice generally. artists try to make clean quad meshes for anim/tetxure control
@djlink its called "forward texture mapping".. i think 3DO did the same, as did one of the very early nvidia 3d cards, with added quadratic curves (very unusual).https://forum.beyond3d.com/threads/how-does-forward-texture-map-work.7254/
How does forward texture map work?

I came across the presentatino here http://www.extra.research.philips.com/graphics/ and the images produced aren't too bad and was interested on exactly how the forward texture mapping actually works.

Beyond3D Forum
@djlink found the saturn interesting in many ways.. kind of regret not actually getting around to doing anything on it (and it would be a great retro dev target - lowpoly 3d+pixel art) - but "triangle machines" were clearly going further .. wasn't worth the effort
@djlink I've read somewhoere that basically Saturn had no native 3D capabilities whatsoever?
@pjperez that's incorrect, Sega Saturn has 3D capabilities, it actually has 2 Hitachi SH-2 CPUs because during dev they realized 1 would not cut it to calculate 3D math etc.
@djlink nice, thank you for the correction!
@djlink I knew that the Saturn was a 2D powerhouse and not so much on 3D but never knew that it used quads instead of triangles, pretty interesting.
@4ScarrsGaming I didn't know that either. I knew they wanted the 2d, but if memory is correct the 3d was slapped on in response to playstation doing 3d.
@4ScarrsGaming @djlink also, the 1st nVidia graphics card, the NV1 experimented with this technique:
https://en.m.wikipedia.org/wiki/NV1
NV1 - Wikipedia

@flateric
@djlink wow! Didn't know this either, thanks for sharing.
@djlink this one is also used in Tony Hawk games! I seem to recall they even went as far as cloning the player so they got reflected too, but my brain might be lying to me as there's a lack of coffee. :)
@TheFunnyBrainGames ah neat gotta check that one
@djlink If you want to see a demo of it in THPS, there's a video of it at 7:46 of this video (sorry, YouTube Vanced isn't letting me link with timestamps) :) Fun video in general, lots of illusions are done behind walls etc. :) https://youtu.be/-1BoG3yPnu0
100 Things You Didn't Notice in Tony Hawk Games

YouTube
@djlink IIRC Spyro Year of the Dragon did the same thing for ice, except they also had a duplicate character rig moving around on the other side to give fake character reflections. That's also how the mirror room in Super Mario 64 was achieved.
@cadellin I didn't know about spyro, that's neat.
@djlink I'd say this trick is valuable even today, if you don't want to mess with real-time reflections, for mobile games for example. Making people "reflect" in them would be trickier though.
@darth_biomech yup absolutely, even desktop and consoles it's an intensive process depending on scene complexity.
@djlink how did it know which duck?
@morganloomis 1 square per duck at each time. notice that 1 only shows at time.
@djlink ah of course. I remember being a kid and seeing the flash of the squares, knowing I was getting a small glimpse behind the curtain, but having no idea what to make of it. Early console devs were so clever.
@djlink @morganloomis Does this mean that it alternated ducks per a trigger pull or did it sequence on screen ducks each pull? This is intriguing.
@djlink @thegrugq there seems to be some magic in knowing which bird was shot. Initially I’d say it was time based from the alternating white blocks but that seems problematic without some kind of timing circuit in the gun
@clive @thegrugq one square per duck if you notice on the gif, it shows 1 square on top of each duck but 1 at a time.
@djlink so you could just shoot light bulbs in your living room and it woukd work?
@corsac theoretically yes. Kinda like you could use a candle to replace the Wii IR receiver if it broke.
@djlink @corsac No, you couldn't. Because the description is missing a crucial step: first the game blanks the screen, and checks the gun for seeing *no light". And THEN it draws a square, and checks for it. Which is why shooting a lightbulb wouldn't work.
@corsac @djlink Not for duck hunt (it needs the black frame before the white frame) but other similar age gun games would work that way.
@djlink That's really smart. I love the way these game devs thought outside the box to make the seemingly impossible possible.
@djlink how does it know where to put the white square
@djlink I was so good at Clay Pigeon mode that one time my score got so high it froze the game 😎
@djlink this was essential to my childhood
@djlink so you just had to shoot at the light bulb in your room. Good ol’ days
@djlink J'ai battu des records en m'éloignant au max de l'écran télé je touchais tout rien qu'en visant la télé