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FaramiraSG
Singapore
เข้าร่วมเมื่อ 28 ก.ย. 2018
Welcome to Faramira SG - Your Cosmic Journey through Space, Time, and History! 🌌✨
Join us as we delve into the universe's mysteries, share the groundbreaking discoveries of the James Webb Space Telescope, explore the enigma of dark matter, and connect the dots with 'On This Day in History.' Plus, for those with a creative spark, we dive into game development using Unity.
Whether you're an astronomy enthusiast, a history buff, or a gaming aficionado, our channel offers a universe of content. Subscribe to become part of our cosmic community and stay updated on cosmic revelations, historical insights, and gaming adventures. Let's embark on this cosmic journey together! 🚀🔭📜🎮
Don't forget to hit that notification bell to stay updated on our latest uploads, and feel free to leave your thoughts and questions in the comments. We're here to fuel your curiosity and expand your cosmic horizons. Welcome aboard!
Join us as we delve into the universe's mysteries, share the groundbreaking discoveries of the James Webb Space Telescope, explore the enigma of dark matter, and connect the dots with 'On This Day in History.' Plus, for those with a creative spark, we dive into game development using Unity.
Whether you're an astronomy enthusiast, a history buff, or a gaming aficionado, our channel offers a universe of content. Subscribe to become part of our cosmic community and stay updated on cosmic revelations, historical insights, and gaming adventures. Let's embark on this cosmic journey together! 🚀🔭📜🎮
Don't forget to hit that notification bell to stay updated on our latest uploads, and feel free to leave your thoughts and questions in the comments. We're here to fuel your curiosity and expand your cosmic horizons. Welcome aboard!
Section 5. Implementing Lane-Changing Functionality - Creating an Endless Runner Game in Unity
Implementing Lane-Changing Functionality (Section 5 of 12)
In this section of the Endless Runner Game Development Tutorial Series, we implement smooth lane-changing mechanics for the player. Enhancements to the PlayerController script include storing lane positions, tracking the current lane, and creating a ChangeLane function for dynamic lane transitions. A coroutine, RotatePlayer, ensures smooth rotations, while the SnapToLane function keeps the player aligned within the lane system.
The Update method is modified to detect player input, enabling lane changes with the Left and Right Arrow keys, while rotation mechanics handle turns at intersections. After testing in Unity, the player can seamlessly switch lanes or turn at road intersections, adding polish and responsiveness to the gameplay.
In the next section, we will introduce obstacles and barriers to enhance the challenge.
Link to assets package: faramira.com/downloads/endless_runner/endless_runner_assets.zip
Unity Asset Store references: (you don't have to download these as the package already contains what is needed for the tutorial)
1. assetstore.unity.com/packages/audio/sound-fx/free-casual-game-sfx-pack-54116
2. assetstore.unity.com/packages/audio/sound-fx/classic-footstep-sfx-173668
3. assetstore.unity.com/packages/audio/sound-fx/collectables-sound-effects-pack-290553
4. assetstore.unity.com/packages/3d/props/gold-coin-indian-goddess-low-poly-231931
5. assetstore.unity.com/packages/3d/environments/industrial/low-poly-city-pack-collection-3d-model-demo-201466
6. assetstore.unity.com/packages/3d/props/exterior/metal-and-concrete-barriers-231794
7. assetstore.unity.com/packages/3d/props/city-props-pack-153581
8. assetstore.unity.com/packages/3d/props/exterior/old-plastic-barrier-182509
9. assetstore.unity.com/packages/3d/environments/urban/lowpoly-modern-city-decorations-set-66070
In this section of the Endless Runner Game Development Tutorial Series, we implement smooth lane-changing mechanics for the player. Enhancements to the PlayerController script include storing lane positions, tracking the current lane, and creating a ChangeLane function for dynamic lane transitions. A coroutine, RotatePlayer, ensures smooth rotations, while the SnapToLane function keeps the player aligned within the lane system.
The Update method is modified to detect player input, enabling lane changes with the Left and Right Arrow keys, while rotation mechanics handle turns at intersections. After testing in Unity, the player can seamlessly switch lanes or turn at road intersections, adding polish and responsiveness to the gameplay.
In the next section, we will introduce obstacles and barriers to enhance the challenge.
Link to assets package: faramira.com/downloads/endless_runner/endless_runner_assets.zip
Unity Asset Store references: (you don't have to download these as the package already contains what is needed for the tutorial)
1. assetstore.unity.com/packages/audio/sound-fx/free-casual-game-sfx-pack-54116
2. assetstore.unity.com/packages/audio/sound-fx/classic-footstep-sfx-173668
3. assetstore.unity.com/packages/audio/sound-fx/collectables-sound-effects-pack-290553
4. assetstore.unity.com/packages/3d/props/gold-coin-indian-goddess-low-poly-231931
5. assetstore.unity.com/packages/3d/environments/industrial/low-poly-city-pack-collection-3d-model-demo-201466
6. assetstore.unity.com/packages/3d/props/exterior/metal-and-concrete-barriers-231794
7. assetstore.unity.com/packages/3d/props/city-props-pack-153581
8. assetstore.unity.com/packages/3d/props/exterior/old-plastic-barrier-182509
9. assetstore.unity.com/packages/3d/environments/urban/lowpoly-modern-city-decorations-set-66070
มุมมอง: 33
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Section 4. Generating Roads and a Basic Scene - Creating an Endless Runner Game in Unity
มุมมอง 2914 วันที่ผ่านมา
Generating Roads and a Basic Scene (Section 4 of 12) In this section of the Endless Runner Game Development Tutorial Series, we focus on building the foundational game environment by generating roads and creating a basic scene. We begin by designing a road prefab that will serve as the main running surface for the player. This involves setting up the dimensions, materials, and textures to ensur...
Section 3. Implementing Character Rotation - Creating an Endless Runner Game in Unity
มุมมอง 3914 วันที่ผ่านมา
Implementing Character Rotation (Section 3 of 12) In this section of the Endless Runner Game Development Tutorial Series, we enhance the PlayerController script to manage smooth 90-degree character rotations. Using a dictionary to track key presses, we implement a Rotate function to adjust the character's rotation and snap it to the nearest 90-degree increment for precise alignment. We also int...
Section 2. Setting up third-person camera controls - Creating an Endless Runner Game in Unity
มุมมอง 3814 วันที่ผ่านมา
Setting Up Third-Person Camera Controls (Section 2 of 12) Welcome to the second section of our Endless Runner Game Development Tutorial Series. In this video, we focus on setting up smooth and dynamic third-person camera controls for your game. A well-configured camera system is essential for providing players with an immersive and engaging gameplay experience. You will learn how to configure a...
Section 1. Configuring the character with animations - Creating an Endless Runner Game in Unity
มุมมอง 5614 วันที่ผ่านมา
Configuring the character with animations (Section 1 of 12) Welcome to the first section of our video series on creating an Endless Runner game in Unity using C# programming! In this tutorial series, we will guide you through building an Endless Runner game entirely from scratch, starting with a blank Unity3D project and leveraging assets from the Unity Asset Store and Mixamo. In this first sec...
Simulating the Sun - NASA's Breakthrough in Solar Dynamics
มุมมอง 24021 วันที่ผ่านมา
NASA recently released a mesmerising 3D simulation of the sun's behaviour, created using data from the Solar Dynamics Observatory and processed by a supercomputer. The simulation reveals intricate details of solar activity, showcasing turbulent flows and complex movements within the sun's layers. Understanding these patterns is crucial for predicting space weather, which can impact Earth's syst...
Stephan's Quintet - Cosmic Collision at 2 Million MPH
มุมมอง 315หลายเดือนก่อน
Using data from several telescopes, astronomers have observed a high-speed galactic collision within Stephan's Quintet. NGC 7318b, a galaxy, is crashing into the group at 2 million mph, creating a shockwave. This event, studied using the new WEAVE instrument, offers insights into galactic dynamics and evolution. The research, published in the Monthly Notices of the Royal Astronomical Society, h...
Defining the Shape of a Single Photon
มุมมอง 1.5Kหลายเดือนก่อน
Researchers at the University of Birmingham have developed a new theory that allows for the visualisation of a single photon's shape. This breakthrough, published in Physical Review Letters, involves modelling the complex interactions between light and matter at the quantum level. By categorising these interactions, the team created a computational model that produced an image of a photon-a fir...
Importing and Animating 3D Models from Mixamo in Unity
มุมมอง 169หลายเดือนก่อน
In this tutorial, learn how to import a 3D character from Mixamo into Unity and apply animations to bring your model to life! I will guide you through downloading assets, setting up an Animator Controller, and creating a simple PlayerController script to trigger animations. By the end, you will have a character that can perform animations like the Macarena dance. Perfect for game developers and...
Webb Telescope Discovers Most Distant Galaxy Yet
มุมมอง 1246 หลายเดือนก่อน
In this video, we present the summary of the paper that reports the discovery of two luminous galaxies, JADES-GS-z14-0 and JADES-GS-z14-1, with confirmed redshifts of 14.32 and 13.90, respectively. These findings are based on deep JWST/NIRSpec spectroscopy. The galaxies exhibit ultraviolet continua with prominent Lyman-α breaks, indicative of their high redshifts, and show no detectable emissio...
What we know about black holes so far?
มุมมอง 2766 หลายเดือนก่อน
Dive into the mysterious and captivating world of black holes with our comprehensive video! Learn about the different types of black holes, from stellar-mass to supermassive, and how they form from the remnants of massive stars. Discover the intriguing phenomena associated with black holes, including accretion disks, photon rings, and the dramatic process of spaghettification. We will also expl...
Implementing Pathfinding in Dynamic Mazes using A* Algorithm
มุมมอง 2887 หลายเดือนก่อน
Get ready to embark on an exciting journey in this tutorial! We will discover the secrets of crafting dynamic mazes using Unity, C#, and the robust backtracking algorithm. But that's not all - we will also venture into the realm of pathfinding, unlocking the mysteries of popular search algorithms like the A* search algorithm. Join us as we navigate through these mazes and learn how to apply pat...
Hubble Witnesses the Emergence of a Sun like Star
มุมมอง 1097 หลายเดือนก่อน
In this captivating video, the Hubble Space Telescope offers a mesmerizing glimpse into the celestial cradle of a star resembling our Sun in its infancy. Bathed in ethereal light, the stellar spectacle unfolds as Hubble unveils the intricate dance of cosmic forces shaping the birth of this solar sibling. From swirling clouds of dust and gas to the radiant glow of newborn stars, the imagery tran...
Solving 8 puzzle problem using A* search in Unity
มุมมอง 7787 หลายเดือนก่อน
Welcome to our Unity game development tutorial series. In this tutorial, we will build the 8-puzzle game and integrate A* pathfinding to solve it. This tutorial is divided into three sections. In section 1, we will focus on implementing the 8-puzzle game functionality, emphasising the programming aspects over design elements. In section 2, we will delve into implementing our pathfinding algorit...
Horsehead Nebula by James Webb
มุมมอง 777 หลายเดือนก่อน
The James Webb Space Telescope has revealed detailed and captivating imagery of the Horsehead Nebula, located in the Orion constellation approximately 1,300 light-years away. This groundbreaking view captures turbulent gas waves emanating from the nebula's western edge, illuminated by a hot, youthful star at its top-left. The Horsehead's iconic structure, resembling a horse's head, is the resul...
Windmill - Creating a Complex Object Using Unity Primitives
มุมมอง 2547 หลายเดือนก่อน
Windmill - Creating a Complex Object Using Unity Primitives
Sagittarius A* - The supermassive blackhole at the centre of the Milky Way
มุมมอง 1.1K8 หลายเดือนก่อน
Sagittarius A* - The supermassive blackhole at the centre of the Milky Way
Pathfinding - Section 2 - Pathfinding in 2D Grid
มุมมอง 1559 หลายเดือนก่อน
Pathfinding - Section 2 - Pathfinding in 2D Grid
James Webb Unveils Cosmic Nursery in NGC 604
มุมมอง 3029 หลายเดือนก่อน
James Webb Unveils Cosmic Nursery in NGC 604
Pathfinding - Section 1 - Develop a Pathfinder in C#
มุมมอง 2509 หลายเดือนก่อน
Pathfinding - Section 1 - Develop a Pathfinder in C#
Create a Jigsaw Game Using Unity and C#
มุมมอง 5K10 หลายเดือนก่อน
Create a Jigsaw Game Using Unity and C#
Unveiling the Secrets of Black Hole Jets New Insights from Event Horizon Telescope
มุมมอง 9710 หลายเดือนก่อน
Unveiling the Secrets of Black Hole Jets New Insights from Event Horizon Telescope
James Webb and Hubble Unveils Spiral Galaxy IC 5332
มุมมอง 62710 หลายเดือนก่อน
James Webb and Hubble Unveils Spiral Galaxy IC 5332
Implement Drag-and-drop Functionality in Unity - A No Audio Tutorial
มุมมอง 73511 หลายเดือนก่อน
Implement Drag-and-drop Functionality in Unity - A No Audio Tutorial
James Webb Reveals The Farthest And Oldest Black Hole
มุมมอง 1.8K11 หลายเดือนก่อน
James Webb Reveals The Farthest And Oldest Black Hole
James Webb Reveals Early Galaxies' Surprising Shapes
มุมมอง 17511 หลายเดือนก่อน
James Webb Reveals Early Galaxies' Surprising Shapes
A Celestial Odyssey of Spectacular Images from the James Webb Space Telescope 2023
มุมมอง 15311 หลายเดือนก่อน
A Celestial Odyssey of Spectacular Images from the James Webb Space Telescope 2023
Are you able to make a video explaining white holes? I know they are theoretical and have inconsistencies but I haven’t seen a video that is as well put as this one.
Thanks for your input. I will certainly take that into consideration.
great work. very helpful and easy to understand.
Thank you
I've done everything and the photo doesn't appear on the screen what should i do pls
What photo did not appear? Could you explain your issue clearly. Is it that the normal image doesn't appear or the tiles don't appear?
I've done every steps but rhe photo doesn't appear
I am not sure where you are facing problems. Could you email me separately if you need any help?
It's an excellent tutorial. It not only teaches you how to do it in detail but also explains the mathematical principles. It's so amazing. In Chinese,NIubility!
Thank you. 🙏
From the thermodynamics of planck's scale in higher dimension is a entropic state of three to 9 high energy resonance photon state. The quantum numbers are a quantum state of dynamic of zero mass to intermediate planck's scale mass in the environment.
Thanks for the input.
Van Gogh's "Starry Photons"
Thanks
This video is truly information oriented but essence of science is excluded . Shape of photon and it's field of interactions we often calculate for fundamental understanding even the entanglement . As it is shown in cartoon as root of epsilon it is the characteristics of our world " radiation dominate " . But same problem is actually present day science is suffering as only 5% of matter. But if we calculate the properties of refraction we will see it is 1/4 . As in another cartoon displaying as a complex phase parameters possibly. Better we should see the dipole and speed.
Good point!
Thanks for your input.
I have made a note of this and will be informing the Skippy woofs … we were working on non locality and quantum spin last weekend but don’t think our efforts to understand the gravitonal system have fallen by the way side just because of all the amazing things ….
Would you call these patterns cardioidic and anti-cardioidic like tesselations
Thanks for the input.
That’s more thanks than I received for the 2010 Nobel prize : )
Is this like the Yin Yang thing a while back?
No. Also the Ying Yang shape was specifically chosen by the researchers. Perhaps you already knew that.
Not sure what you are referring to.
i am unable to get the lines joining the point to each other in scene_bezier .please advise what i can do to fix it?
Okay. I will create the necessary scripts or make changes to the c# files and create a branch in GitHub next week for you.
@@faramirasg thank you
Teacher, I can't control the ball, why should we press which key on the keyboard?
Hi. If I am not mistaken, the interaction is via mouse click. You can view the newer version of the tutorial at: th-cam.com/video/J7b0VhoveU0/w-d-xo.html
@faramirasg Thank you sir, problem solved :)
Why do you use 3D element for a 2D game ? The ai is very (very) slow for more than 20 is it normal ? I try all the ai Thank you a lot, honnestly I didn't fully understand all the path finding code, I liked when you present a graphic to explain the logic. Thank you
Thanks for the feedback! Glad you liked the graphical explanation. 😊 As for why I used 3D elements for a 2D game, Unity operates primarily in a 3D space, so using 3D components can simplify things like physics and UI, even for 2D gameplay. In my case, I opted for 3D elements to demonstrate flexibility and to leverage 3D capabilities, even though the gameplay is essentially 2D. Regarding the AI slowness beyond 20 moves, that's expected due to the complexity of the A* search algorithm; the number of possible states grows rapidly, making it more computationally intensive. Different AI variations might use different heuristics, which can impact their speed. I will keep your suggestion in mind to include more visual explanations in future tutorials!
Amazing, Waiting for more fantastic videos like this one.
Thank you. I will follow up with another tutorial on creating an animated player with many animations and proceeding towards an endless runner game.
Good
Thank you.
Hello friend Thank you for this beautiful lecture. Greetings from Türkiye.
Thank you very much for your kind words. I truly appreciate it. 🙏
@@faramirasg Hello teacher, I would like to ask if you can make a game for us from scratch. It could include a racing game with scoring and time, for example, thank you in advance.
should i choose 2d built in renderer or SRP please tell
You can choose 2d built in renderer.
@faramirasg thank you
thanks for the tutorial! im trying to adjust "Tile" class to support cols and rows in its constructor making the "tileSIze" width and hight different from 100. i made a workaround by resizing the texture to 100*cols X 100*rows but i dont want to destroy the resolution this bad
will really appreciate help if you can see the below adjustments i have made and the "TODO" and "FIXME" notes. i have uploaded the code to pastebin with id "a3xyPv59" - for some reason i cant paste the link here
youtube auto delete my comment when i try to give code snippet
One way to do that would be to have multiple images with varying resolutions and use the appropriate image based on the tile size. Another option would be to use the same image size and change the curve start and end control points. You could scale the curve points based on your tilesize. For the tutorial, I used a tile size of 100x100 with a padding of 20. For tile size of 200 by 200 you could use a padding of 40 and scale the curve.
@@faramirasg thats what i ended up doing, that being said it only worked when i tried to scale by X2, going above didnt produce usable pieces.
Could you explain what you meant by not usable tiles. Do you mean low resolution or the curves are not smooth?
the source code link isn't working
Sorry, I made it private due to some upgrading and assignment related activity. Please give me your email and I will send the source zip to you.
Hello, how can I make the game available on all mobile resolutions or screen sizes?
To make your game available on all mobile resolutions, use a responsive UI setup by applying the 'Canvas Scaler' with the 'Scale With Screen Size' option in Unity. Adjust the game's aspect ratio by dynamically scaling gameplay elements based on the device's screen resolution and consider adding safe zones to account for notches or rounded edges. From the puzzle tiles perspective, you could also implement camera pan, zoom functions. I know of one of my viewers who actually created and published a jigsaw puzzle game on Google play! play.google.com/store/apps/details?id=com.Aradgames.JigsawMania2
Hello, love the video so far! I have an issue with my sprite and texture in the second part. It just says Texture is not readable when I click play. I get the puzzle pieces up in a random order as normal if I press space, but if I press F I get an error that reads "MissingComponentException: There is no 'SpriteRenderer' attached to the "TilesGen" game object, but a script is trying to access it. You probably need to add a SpriteRenderer to the game object "TilesGen". Or your script needs to check if the component is attached before using it. TilesGen.TestTileFloodFill () (at Assets/Scripts/TilesGen.cs:142) TilesGen.Update () (at Assets/Scripts/TilesGen.cs:73)". I am not good enough at coding to understand what I am missing here or where to place a fix, any help would be appreciated. I have made sure to make the sprite Read/Write as well so that is not the issue at least. I get the same error code up if it is disabled too if that matters at all.
Thank you for your comment. The read/write error usually occurs when the texture's "Read/Write" option is not enabled. I understand you have already enabled it, so it may be something else causing the issue. Ensure that the texture is set to a format that Unity can handle properly. The complete GitHub project works and you can verify by downloading it and trying. If you still have further issues then please do contact me via linkedin or email. I will do my best to help you out.
Thanks for this amazing tutorial! I also wanted to ask how I can make a background image that matches each puzzle on the board. Let's just say the border lines of each puzzle on a white background. I will be grateful for your answer! Thank you!
Thank you for your comment. I apologise for reverting late. I will come back with a proper answer by next week. I hope that's okay with you. 🙏
@@faramirasg I am also glad and grateful that you answered! I will look forward to your answer, because it is very necessary for me!) :)
Alright. I believe you could follow the same process for generating the jigsaw tiles using the Bezier Curve, but this time apply it to a white image instead of the colored one. Do let me know if you manage to solve it.
@@faramirasg Thanks for your reply, appreciate it! You mean make same puzzles but with white texture? But they come out as separate images, right? Is it possible to combine them somehow, or make them one image at all?
Does it not greatly affect the fps to have several images? If not, no problem, and that's fine)
85 years ago from today (2024)
Thank you.
Thanks for the tutorial, but can I ask how can I add a background image in the gamescene without affecting the interactivity of the tiles? Whenever I add one even if its at the most bottom of the hierarchy, the tiles began to be not interactable / it can't be dragged and places anymore, but when I disable/remove the background image, the tile began to be working again
You can adjust it by setting the depth value. Meaning the z value of the background image. It should be behind.
@@faramirasg I already tried adjusting the z value of the background image, but the tiles remained unmovable unless the z value of the background image is too high or too low that makes it not visible to the main camera anymore
very good video
Thanks
Nice! Does this work for 2D?
Thanks! We will need to amend and adapt for it to work in 2D. This tutorial is primarily targeted for 3D scenes.
or can i adjust puzzle board come on specific part of screen according to resolution like start from left of screen and cover 80% screen on every resolution?
I don't think I understand what you means by "over 80% screen on every resolution?"
@@faramirasg I want to add a UI scroll view on the right side of the screen to display tiles, with the remaining space dedicated to showing the puzzle board. This setup should be responsive across all landscape screen orientations. How can achieve using this project .While now my only issue is responsiveness because if i use 1200 x 800 image it will show correctly on one resolution but not work with other resolution some tiles and sprites come down the UI(scroll view). Any solution or suggestion if you have to fix it.
You can try not changing the camera properties based on the tile size.
I found the tutorial very helpful and informative. It provided a clear understanding of the process. I'm curious if it's possible to replicate the entire process using UI elements instead of sprite rendering. If so, could you please explain how we can achieve this transition and what adjustments would be necessary?
Thank you! It is possible but you will need to experiment and try. I have not created a tutorial that uses the UI elements to create the Jigsaw tiles.
very good
Thank you! Cheers!
I just finished it and this is a great tutorial! One question, is there any way to change the number of the tiles? I would like the user to choose how many puzzle pieces the game will have. I played with padding and tileSize in Tile class but I always end up with runtime errors like this: IndexOutOfRangeException: Index was outside the bounds of the array. Tile.FloodFillInit () (at Assets/Scripts/Tile.cs:121)
Yes, you can adjust the number of tiles. In fact, toward the end, you'll notice that I load jigsaw puzzles with a varying number of tiles, increasing the count as you complete each puzzle. To change the number of tiles, simply adjust the resolution of the input image. For an image with a resolution of 1200 by 800, there will be 12x8 tiles. For an image with a resolution of 1600 by 1200, there will be 16x12 tiles. Do let me know if you manage to solve it.
@@faramirasg I made a method where I resize the textures. I abstract from width/heigh the tileSize*X where X can be 1,2,3 etc. That way, for the same image I can get different number of puzzle pieces
That's great. Thank you for sharing your idea.🙏
@@andreashadjithoma1410 Can you explain a little more about that? Where exactly should we add this multiplication by a certain variable to increase the number of tiles without changing the images themselves? Thank you.
@@faramirasgCan you please explain this method @andreashadjithoma1410 how to increase the number of tiles? It is also interesting, and I like that there you can set the number of tiles. Thank you
Will this tutorial work the same if I create a '2D Mobile' project instead ?
Yes. It will work. I had done it before. However you will need to make sure that the area fits.
This video is pure gold. Great job!
Thank you.
Great Video, Thank youu. And pleased can you do video otherwise Id be happy to hear you approach onabout using Backtracking or Branch n Bound Algorithm in a dynamically generated maze for avoiding enemies,I am currently working on that and I dont know how to approach it. My enemies are spawned randomlly in the maze rooms .
Thank you so much for your kind words and support! I'm glad you enjoyed the video. Regarding your question about using Backtracking or Branch and Bound algorithms in a dynamically generated maze to avoid enemies, I would be happy to help. Could you please provide more details about your current implementation and what specific challenges you are facing? For instance, how are the enemies behaving and moving within the maze? Are there any particular constraints or requirements for the pathfinding algorithm you need to meet? Which NPC will use pathfinding? etc. Feel free to share more information here, or if you prefer, you can email me directly with the details at [faramira.sg at gmail dot com]. This will help me understand your situation better and offer more targeted advice. Looking forward to hearing from you!
@@faramirasg I sent you an email, looking forward for your response! Thank you again.
I did not receive any email from you. Please double check the address. It is faramira.sg@gmail.com
@@faramirasg I sen it in that same adress, please check again I reset a second one. Thank you.
Yes I received it. I will look into it the week after next. Thank you 👍
I have never understood how the positron "escapes". I suppose it means that the positron is not allowed to collapse back into the neutron which means the energy from the field, which created the positron and neutron cannot be returned and therefore the black hole radiates energy back? But doesn't the black hole consume that space that the positron is in, therefore regaining the energy?
Great question! The key concept here is Hawking radiation. When a particle-antiparticle pair is created near the event horizon of a black hole, one of the particles (e.g., the positron) can escape while the other falls into the black hole. In general, the below points capture the essence. 1. Near the event horizon, quantum fluctuations create pairs of particles and antiparticles. 2. If one particle falls into the black hole and the other escapes, the black hole loses a tiny bit of its mass-energy equivalent to the escaping particle's energy. 3. The black hole doesn't consume the space where the positron is. Instead, the energy needed to create the particle pair effectively comes from the black hole's mass. This process results in a gradual loss of mass from the black hole, which is observed as Hawking radiation. The positron escapes, contributing to the black hole's radiating energy and leading to a slow decrease in its mass over time.
thank you for this awesome tutorial, I have one problem I let the close button take me to another page, and when I enter the game again an error message appears says: MissingReferenceException: The object of type 'SpriteRenderer' has been destroyed but you are still trying to access it. do you know how I can solve it?
Hi there! I am glad you found the tutorial helpful! The error you are encountering, MissingReferenceException, typically occurs when you are trying to access an object in your game that has been destroyed or is no longer valid. In the context of your game, it seems like you might be trying to access a SpriteRenderer component that has been destroyed and then re-accessed when returning to the game scene. Without directly examining your code, it's challenging to pinpoint the exact source of the problem. However, this error commonly occurs when you have a reference to a game object or component that gets destroyed and then you attempt to use it later. Review the part of your code where you access or hold references to the SpriteRenderer component. Ensure that you are not trying to access this component after the game object it belongs to has been destroyed or unloaded. To prevent this error, always perform null checks before using any object or component. For example: if (mySpriteRenderer != null) { // Access or modify mySpriteRenderer safely } MissingReferenceException can arise due to various reasons related to how objects are managed and accessed in your game. Without looking into your specific code implementation, these are general guidelines to approach and resolve such issues. If you need further assistance, feel free to share relevant snippets of your code for more targeted help.
Realy I like this video so so much its interestyng
Thank you.
Realy I like this video so so much like you can imagine
Thank you. Glad that you enjoyed it.
Realy I like this video so so much its interestyng
Thank you. Glad that you enjoyed it.
This is quality content :>
Thank you.
Thank you.
Extraordinary
Indeed it is.
This is a great tutorial, thank you for this!
Thank you. I hope you found it useful.
Very informative, nice narration voice.
Thank you.
Karl Guthe Jansky discovered Sagittarius A* on September 16th, 1932.
Thank you for this interesting comment! Karl Guthe Jansky was indeed a pioneering figure in radio astronomy, and his discovery of radio waves emanating from the center of the Milky Way in 1932 laid the groundwork for our understanding of Sagittarius A* as a supermassive black hole.
Then stop calling it a star
The term "Sagittarius A*" is actually used to refer to the radio source at the center of our galaxy, which was initially thought to be a star due to its intense radio emissions. However, further observations revealed its true nature as a supermassive black hole. The designation "Sagittarius A*" is a historical artifact that originated from early radio astronomy observations.
Why its call black hole not a black globe??
The depth is unknown, like a hole
That is an interesting comment and a thoughtful question! The term "hole" metaphorically describes how matter and light seem to disappear into it, as if falling into a hole in space. The "black" part refers to the fact that nothing can escape from it, rendering it invisible or "black" to outside observers. Why it's not called a "black globe" it's likely because the term "hole" emphasises the idea of a region of space where matter and light are inexorably drawn in, while "globe" might imply a more solid or enclosed structure which doesn't quite capture the essence of the phenomenon.
How to increase the tiles size
It's the same mechanism to increase the tile size. You will need to create a curve based on your dimensions. Alternatively, you can also scale the curve. Both ways are feasible. Best would be to create a curve that starts from 0 to the dimension you want minus the padding.
@@faramirasg how can i lessen the curve ? I worked hard for processing high resolution images, i tried different ways, like first i tried to change methods, it gave many errors, then i tried to scale down the image, after a while i succeed but then image was gone ?! Dont get me wrong it can process high resolution images right now, but i mean high resolution images without many puzzle pieces ?
Thanks a lot for this detailed tutorial , it helped me a lot as the teacher asked us to do a game project and I chosed the maze so I look forward for the upcoming tutorials about the maze game :)
I am happy to know that the tutorial was a help for you. You can find many such projects on my GitHub github.com/shamim-akhtar. Thank you and I wish you all the best.
I like
Thanks 🙏
Thanks
I hope you enjoyed the video.
at the end of time, black holes will consume everything and rejoin to one .. to become so tiny.. and then.... Bang.....
Thanks for your response, which is simply mind blowing...