Physics-based puzzles are rigid setups. #GameDev #VideoGames
Physics-based puzzles are rigid setups. #GameDev #VideoGames
Boss fights are often scripted sequences. #GameDev #VideoGames
Shiny floors are reflection probes. #GameDev #VideoGames
Timers drive cooldown logic. #GameDev #VideoGames
Hit markers are UI elements. #GameDev #VideoGames
Pause menus freeze time with a flag. #GameDev #VideoGames
Crouching scales the character collider. #GameDev #VideoGames
Falling through maps is a missing collider. #GameDev #VideoGames
Fog is used to hide poor draw distance. #GameDev #VideoGames
Spawn points are hidden coordinates. #GameDev #VideoGames
Camera shake is just a transform offset. #GameDev #VideoGames
Explosions are mostly sound and particles. #GameDev #VideoGames
Jumping is velocity math, not real physics. #GameDev #VideoGames
Walk animations are looped and scaled. #GameDev #VideoGames
Day-night cycles often rotate the skybox. #GameDev #VideoGames
Games cap particle counts for performance. #GameDev #VideoGames
Dynamic lights are expensive—static lights are baked. #GameDev #VideoGames
Enemies walk along pre-set waypoints. #GameDev #VideoGames
Health pickups are invisible colliders, not items. #GameDev #VideoGames
Doors are usually just scene transition triggers. #GameDev #VideoGames
Glowing objects are tagged as important by devs. #GameDev #VideoGames
Footstep sounds are timed, not based on foot movement. #GameDev #VideoGames
Invisible walls stop players from breaking the game. #GameDev #VideoGames
Characters usually float above ground slightly. #GameDev #VideoGames
Water is often a textured plane with fake reflections. #GameDev #VideoGames
Hitboxes are simple shapes, not complex meshes. #GameDev #VideoGames
Damage numbers are often randomized slightly. #GameDev #VideoGames
Game physics are usually fake but feel right. #GameDev #VideoGames
Shadows are usually faked with simple meshes. #GameDev #VideoGames
Most enemy AI is just raycasts and timers. #GameDev #VideoGames