Ahmed Hilmy (@the0gamer) 's Twitter Profile
Ahmed Hilmy

@the0gamer

I like TO PlaY
m.facebook.com/The2021GAMER

ID: 1431535765482348548

linkhttps://www.twitch.tv/gaming00time calendar_today28-08-2021 08:35:20

13,13K Tweet

3,3K Followers

1,1K Following

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bungie in 2007 had to render two separate 1152x640 buffers stacked just to simulate HDR lighting on the 360s limited edram they traded a few vertical pixels for that cinematic glare and we never noticed until the pixel counters went crazy online #Halo3

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[LIVE] GHOST OF TSUSHIMA: SAMURAI PATH! ⚔️🌸 Honor in Ep. 123! ⚡👊 Watch live on TikTok NOW! #GhostOfTsushima #Gaming #PC x.com/i/broadcasts/1…

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bungie in 09 had just 14 months to build odst so they took the peter jackson film team and turned them into game devs they had to rewrite the ai from scratch because the covenant had to patrol open streets and react to attacks from any direction thats why the city feels alive

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bungie in 2001 didnt have budget for alien voice actors so they just reversed marine voice lines go go go became the elite wort wort wort and we still hear it today #HaloCombatEvolved

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[LIVE] GHOST OF TSUSHIMA: HONOR! ⚔️🛡️Samurai action in Ep. 129! ⚡👊 Watch live on TikTok NOW! #GhostOfTsushima #Gaming #PC tiktok.com/@gaminggttime/…

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bizarre creations in 96 built their own engine from scratch instead of using psynosis wipeout code but the wild part is they strapped a dat recorder to a real f1 drivers chest just to get the authentic engine sound inside the car for us #Formula1

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Shadow of Destiny (2001) konami in 01 hired charles martinet the voice of mario to play the homunculus but they made him drop his cartoon style for a creepy whisper that still haunts me #ShadowOfDestiny

Shadow of Destiny (2001)
konami in 01 hired charles martinet the voice of mario to play the homunculus but they made him drop his cartoon style for a creepy whisper that still haunts me #ShadowOfDestiny
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Binary Domain (2012) - PS3/Xbox 360 Sega used a custom engine in 2012 to create a unique procedural damage system for robots Every bullet can blow off specific metal parts or limbs and the robots change their AI behavior based on what they lost during the battle #BinaryDomain

Binary Domain (2012) - PS3/Xbox 360 
Sega used a custom engine in 2012 to create a unique procedural damage system for robots Every bullet can blow off specific metal parts or limbs and the robots change their AI behavior based on what they lost during the battle #BinaryDomain
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ea canada in 99 actually built a whole track called millenia and then cut it before release but they left its minimap and car shadow data deep in the files on the disc data miners found it twenty years later sitting right next to snowy ridge #NeedForSpeedHighStakes

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LucasArts delivered a technical masterpiece in 1997 by engineering a seamless open world map without a single loading screen between zones which was an insane feat for the hardware back then especially with those unique hand drawn sprites #HERCSADVENTURES

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Freedom Fighters (2003) - PS2/Xbox/PC IO Interactive redefined squad-based tactical combat in 2003 by engineering a revolutionary "Squad Command" engine that dynamically calculated NPC pathfinding and cover logic in real-time, allowing the game to seamlessly manage large-scale

Freedom Fighters (2003) - PS2/Xbox/PC 
IO Interactive redefined squad-based tactical combat in 2003 by engineering a revolutionary "Squad Command" engine that dynamically calculated NPC pathfinding and cover logic in real-time, allowing the game to seamlessly manage large-scale
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Full Spectrum Warrior (2004) - Xbox/PC Pandemic Studios used a custom engine in 2004 to create a realistic squad simulator based on US Army training logic Instead of direct shooting you give tactical orders to two teams while the AI calculates cover and suppression in real time

Full Spectrum Warrior (2004) - Xbox/PC 

Pandemic Studios used a custom engine in 2004 to create a realistic squad simulator based on US Army training logic Instead of direct shooting you give tactical orders to two teams while the AI calculates cover and suppression in real time
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Toei 1972 gave us the super robot origin Mazinger Z transformation flash frames held for 4 counts instead of the usual 2 a raw weight you cant fake #MazingerZ

Toei 1972 gave us the super robot origin Mazinger Z transformation flash frames held for 4 counts instead of the usual 2 a raw weight you cant fake #MazingerZ
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Code Geass: Lelouch of the Rebellion (2006) Sunrise 2006 Code Geass animated Lelouchs mask reflections to show his real eye underneath in exactly 4 frames per episode a blink or you miss it chess move #CodeGeass

Code Geass: Lelouch of the Rebellion (2006) 
Sunrise 2006 Code Geass animated Lelouchs mask reflections to show his real eye underneath in exactly 4 frames per episode a blink or you miss it chess move #CodeGeass
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Rockstar San Diego pushed the hardware in 2005 by implementing a proprietary asset streaming system that allowed for those insane speeds through Tokyo and Detroit without the engine choking on the massive licensed vehicle customization data #MIDNIGHTCLUB3

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Echo Night: Beyond (2004) FromSoftware delivered pure dread in 2004 by using a unique lighting system that creates ghost silhouettes based on your specific movement patterns which makes every room feel alive with restless spirits and creates an unmatched sense of isolation

Echo Night: Beyond (2004) 
FromSoftware delivered pure dread in 2004 by using a unique lighting system that creates ghost silhouettes based on your specific movement patterns which makes every room feel alive with restless spirits and creates an unmatched sense of isolation
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Vanquish (2010) - PS3/Xbox 360 PlatinumGames used a custom engine in 2010 to create the fastest action game of its time The ARS suit lets you slide across the ground at high speeds while the engine handles hundreds of bullets and massive bosses without any lag #Vanquish2010

Vanquish (2010) - PS3/Xbox 360 
PlatinumGames used a custom engine in 2010 to create the fastest action game of its time The ARS suit lets you slide across the ground at high speeds while the engine handles hundreds of bullets and massive bosses without any lag #Vanquish2010
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Rodimus Prime vs Galvatron (Stan Bush - Touch) The Transformers The Movie (1986) the touch and rodimus transformation are epic but the galvatron fight feels rushed

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MDK (1997) - PC/PS1 Shiny Entertainment engineered a custom engine in 1997 that allowed the game to run on weak hardware while rendering huge open worlds The game introduced the first true sniper zoom in 3D history using a clever 100x magnification system #MDK1997

MDK (1997) - PC/PS1
 Shiny Entertainment engineered a custom engine in 1997 that allowed the game to run on weak hardware while rendering huge open worlds The game introduced the first true sniper zoom in 3D history using a clever 100x magnification system #MDK1997