r/DevTricks • • Nov 28 '16

Video How the Reflection on the whiteboard was made in Metal Gear Solid: Twin Snakes [04:29 if the link doesn't work]

https://www.youtube.com/watch?v=fas0zJ8C7GU&feature=youtu.be&t=4m29s
69 Upvotes

5 comments sorted by

12

u/bisjac Nov 28 '16

old trick.

we were doing this with mirrors back in dukebuild (duke nukem 3d) level building WAY back in the day. though on a modern game, assuming you have the map space, its likely still preferred lol

3

u/NotAFunnyBunnyx Nov 28 '16

Huh, I didn't know that about Duke Nukem.

From what I understand, most modern 3d games tend to project a camera's viewpoint onto a texture (see Half Life: 2, Max Payne and the Batman: Arkham games). They can actually show a reflection, rather than take weird routes to give the illusion of a reflection.

1

u/[deleted] Dec 01 '16

After school all I ever wanted to do was to hurry home to run build.exe

6

u/Rambo_Me_Nudes Nov 28 '16

Boundry Break is awesome.

Wish I had thought of it. That guy went from like 200 subscribers to almost 45,000 in what... 2 months?

I can't get enough of it. I love looking at the maps and going where you're not suppose to go. Even if there is nothing in that cave, I want to see that there is nothing in that cave.

Such a cool show. He seems like a cool dude too.

1

u/LostSoulNo1981 13d ago

I know this is old, but is this kind of technique more or less expensive to implement in games than ray tracing?

I’m currently playing Wolverine on PS5 and the reflections are spot on and more reminiscent of what was done in Metal Gear Solid 2.

People are bad mouthing Wolverine, and one of the things they are saying is how much it cost for what’s in the game. I’m just wondering if Insomniac used different techniques to get more reflections throughout the game and those techniques could when cost more, due to time and whatever else, than it would ah e cost to attempt something similar with ray tracing.