Snuzuns
Snuzuns
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วีดีโอ

UE5 - Setting up a screen space projected mesh
มุมมอง 919 ชั่วโมงที่ผ่านมา
Broadcasted live on Twitch Watch live at www.twitch.tv/snuzuns
MTGA - Ranking up with Sultai Shifting Woodlands combo in Historic, no voice
Broadcasted live on Twitch Watch live at www.twitch.tv/snuzuns
MTGA - Historic Games with Simic Shifting Woodlands, No Voice
มุมมอง 437 ชั่วโมงที่ผ่านมา
Broadcasted live on Twitch Watch live at www.twitch.tv/snuzuns
UE5 - Gerstner waves, adding in triplanar mapping, no voice
มุมมอง 347 ชั่วโมงที่ผ่านมา
Broadcasted live on Twitch Watch live at www.twitch.tv/snuzuns
UE5 - Coming up with a historical timeline and setting for our procedural galaxy, no voice
มุมมอง 119 ชั่วโมงที่ผ่านมา
Broadcasted live on Twitch Watch live at www.twitch.tv/snuzuns
Depth modified Gerstner waves with FBM and crest masking implemented
มุมมอง 1712 ชั่วโมงที่ผ่านมา
Added fractalness to the depth modified Gerstner waves and figured out the crest masking
UE5 - Trying to finalize and clean up ocean wave hlsl
มุมมอง 812 ชั่วโมงที่ผ่านมา
Broadcasted live on Twitch Watch live at www.twitch.tv/snuzuns
MTGA - Ranking up in Historic with Boros Gideon Book Turns
มุมมอง 4312 ชั่วโมงที่ผ่านมา
Broadcasted live on Twitch Watch live at www.twitch.tv/snuzuns
Controllable depth based frequency scaling in single gerstner wave
มุมมอง 3312 ชั่วโมงที่ผ่านมา
Just a quick demo of a breakthrough I had in being able to properly control Gerstner wave frequency shortening based on depth, without it getting all janky
Making Songs with AI and Amazon reviews - End Result Music Only
มุมมอง 414 ชั่วโมงที่ผ่านมา
Broadcasted live on Twitch Watch live at www.twitch.tv/snuzuns
WoW - Chilling, PVP, Griding conquest on Destro lock
มุมมอง 514 ชั่วโมงที่ผ่านมา
Broadcasted live on Twitch Watch live at www.twitch.tv/snuzuns
X4 Foundations - First time blind play - Tutorials/Getting started: EP - 0
มุมมอง 1416 ชั่วโมงที่ผ่านมา
X4 Foundations - First time blind play - Tutorials/Getting started: EP - 0
Making Songs with AI and funny amazon reviews as the lyrics
มุมมอง 1916 ชั่วโมงที่ผ่านมา
Broadcasted live on Twitch Watch live at www.twitch.tv/snuzuns
WOW - Destro lock pvp, gearing up, trying to get weapon, no voice
มุมมอง 3319 ชั่วโมงที่ผ่านมา
WOW - Destro lock pvp, gearing up, trying to get weapon, no voice
MTGA - More Historic top 300 with Simic Charbelcher, no voice
มุมมอง 4819 ชั่วโมงที่ผ่านมา
MTGA - More Historic top 300 with Simic Charbelcher, no voice
WoW - Gearing destro lock, pvp dailies, no voice
มุมมอง 5921 ชั่วโมงที่ผ่านมา
WoW - Gearing destro lock, pvp dailies, no voice
MTGA - Historic top 300 with Simic Charbelcher
มุมมอง 10521 ชั่วโมงที่ผ่านมา
MTGA - Historic top 300 with Simic Charbelcher
MTGA - Historic top 500 with Izzet Charbelcher, no voice
มุมมอง 72วันที่ผ่านมา
MTGA - Historic top 500 with Izzet Charbelcher, no voice
UE5 - Ocean Sim - More Gerstner wave/depth integration experiments
มุมมอง 32วันที่ผ่านมา
UE5 - Ocean Sim - More Gerstner wave/depth integration experiments
MTGA - Historic games with Izzet Belcher
มุมมอง 64วันที่ผ่านมา
MTGA - Historic games with Izzet Belcher
UE 5.3, Planning to update the noise function, planet material, and mesh generation code to support
มุมมอง 27วันที่ผ่านมา
UE 5.3, Planning to update the noise function, planet material, and mesh generation code to support
MTGA - Historic Ranked Games, No Voice
มุมมอง 22วันที่ผ่านมา
MTGA - Historic Ranked Games, No Voice
WOW - PVP Gearing up Destro lock - Hucking Bolts in bgs
มุมมอง 30วันที่ผ่านมา
WOW - PVP Gearing up Destro lock - Hucking Bolts in bgs
Star Wars: Knights of the Old Republic, first time blind playthrough, no save scumming - EP: 05 - I
มุมมอง 20วันที่ผ่านมา
Star Wars: Knights of the Old Republic, first time blind playthrough, no save scumming - EP: 05 - I
UE 5.4 - Continuing planetary ocean shader, working on finalizing hlsl and wave crest mash, no voice
มุมมอง 1914 วันที่ผ่านมา
UE 5.4 - Continuing planetary ocean shader, working on finalizing hlsl and wave crest mash, no voice
WOW - Finishing up Windwalker Monk bis gear today
มุมมอง 5514 วันที่ผ่านมา
WOW - Finishing up Windwalker Monk bis gear today
UE 5.4 - Continuing planetary ocean shader, no voice
มุมมอง 2914 วันที่ผ่านมา
UE 5.4 - Continuing planetary ocean shader, no voice

ความคิดเห็น

  • @Thevoidwalkerchronicles
    @Thevoidwalkerchronicles 9 ชั่วโมงที่ผ่านมา

    Where do you get the music?? Really digging it.

    • @snznz
      @snznz 5 ชั่วโมงที่ผ่านมา

      It's all ai gen shlock, I just told chatgpt to make lyrics for different planeswalkers and fed it to suno ai

  • @lchuym
    @lchuym 4 วันที่ผ่านมา

    Do you have a link tonthe decklist, thia deck is so great

    • @snznz
      @snznz 3 วันที่ผ่านมา

      Deck 3 A-The One Ring (LTR) 246 2 Search for Glory (KHM) 27 3 The Book of Exalted Deeds (AFR) 4 4 Chance for Glory (GRN) 159 4 Gideon of the Trials (AKR) 19 3 Surge of Salvation (MOM) 41 4 Needleverge Pathway (ZNR) 263 4 Sacred Foundry (GRN) 254 4 Alpine Meadow (KHM) 248 1 Faceless Haven (KHM) 255 4 Mutavault (M14) 228 3 Sundown Pass (VOW) 266 4 Snow-Covered Plains (KHM) 277 1 Approach of the Second Sun (STA) 1 2 Settle the Wreckage (XLN) 34 1 Farewell (NEO) 13 3 Karn, the Great Creator (WAR) 1 3 Divine Purge (Y22) 4 4 March of Otherworldly Light (NEO) 28 3 Temporary Lockdown (DMU) 36 Sideboard 1 The Book of Exalted Deeds (AFR) 4 1 Tormod's Crypt (M21) 241 1 Pithing Needle (MID) 257 1 Liquimetal Coating (BRR) 28 1 Cityscape Leveler (BRO) 233 1 A-The One Ring (LTR) 246 1 God-Pharaoh's Statue (WAR) 238

  • @jhonny198393
    @jhonny198393 6 วันที่ผ่านมา

    hi mate, why no delighted halfling?

    • @snznz
      @snznz 5 วันที่ผ่านมา

      So we are making use of Priest of Titania, so we actually care about our elf tribal-ness, which is why I opted to drop the halfling to fit more elf dorks

  • @SaltHuman
    @SaltHuman 6 วันที่ผ่านมา

    what in the actual fuck. These sound really good actually lmao

    • @snznz
      @snznz 6 วันที่ผ่านมา

      IKR its nuts

  • @SaltHuman
    @SaltHuman 19 วันที่ผ่านมา

    Wild stuff mate

  • @famesaro65
    @famesaro65 19 วันที่ผ่านมา

    really cool effect thank you, but to expensive in performance 🥲

    • @snznz
      @snznz 6 วันที่ผ่านมา

      Yea, if I was going to do it again I'd probably use some form of raymarching

  • @SaltHuman
    @SaltHuman 27 วันที่ผ่านมา

    How tf??

    • @snznz
      @snznz 27 วันที่ผ่านมา

      Was messing around with different ways to integrate the depth into the wave calculations. Turns out if you base you wavelength on a fraction of the sphere radius, and you lerp that a very small amount with the vertex depth, you end up with this. So something like: wavelength = lerp(radius, depth + 100, .1) * scale. Still trial and erroring other ways to integrate depth into the waves.

    • @SaltHuman
      @SaltHuman 27 วันที่ผ่านมา

      @@snznz Interesting

  • @capotavola
    @capotavola 27 วันที่ผ่านมา

    this is a tutorial ??? you only bla bla bla maby you dont now wath tutorial means

    • @snznz
      @snznz 25 วันที่ผ่านมา

      maby ur right maby i dont now wath it means

  • @hypercynic
    @hypercynic 29 วันที่ผ่านมา

    Damn this is really cool. There's so much incredibly content for Unreal, I love it.

    • @snznz
      @snznz 28 วันที่ผ่านมา

      Yea IKR too much to do too little time!

  • @leoqi9374
    @leoqi9374 หลายเดือนก่อน

    can terrain be modified in realtime?

    • @snznz
      @snznz หลายเดือนก่อน

      It's generated at spawn time currently. It is possible to write functions that would modify it at run time, but to get true voxel style editing you would probably want to convert the lowest level chunks into a voxel format using something like dual contouring. It's something I'm interested in doing but probably won't get to for a long time.

  • @harrisonplowes3395
    @harrisonplowes3395 หลายเดือนก่อน

    hey man, just wanna say that this whole project is amazing, ive recently started tryna make my own procedural planet system after seeing Sebastian Lague's vids on it but couldnt find any other decent info for ue5 implementation until now. love it, thanks for making these!

    • @snznz
      @snznz หลายเดือนก่อน

      Thanks dude much appreciated 👍

  • @SaltHuman
    @SaltHuman หลายเดือนก่อน

    Are you using distance fields?

    • @snznz
      @snznz หลายเดือนก่อน

      Nope, I am using scene depth - scene depth without water nodes

    • @SaltHuman
      @SaltHuman หลายเดือนก่อน

      @@snznz you might get better directional controls without the depth issues as a bonus if your terrain generates distance fields.

    • @snznz
      @snznz หลายเดือนก่อน

      Yea, I haven't been able to do it in a way that is performant enough at this point, but I may look into it more eventually.

    • @SaltHuman
      @SaltHuman หลายเดือนก่อน

      @@snznz if only there was a way to precompute the DF and then mask it out over distance.

    • @snznz
      @snznz หลายเดือนก่อน

      Ended up calculating the depth at mesh construction and encoding it in the vertex color channels, seems to work well

  • @snznz
    @snznz หลายเดือนก่อน

    BTW since I forgot to mention it in the video, you apply the material to a post process volume and make sure and set it's extent to "unbound"

    • @vexfanda4023
      @vexfanda4023 21 วันที่ผ่านมา

      hey im have problem how to fix im have everyting what in need but still dont working [SM5] /Engine/Private/PostProcessMaterialShaders.intermediate.usf(421,9-16): error X3511: forced to unroll loop, but unrolling failed. [SM5] /Engine/Private/PostProcessMaterialShaders.intermediate.usf(489,21-85): error X3511: unable to unroll loop, loop does not appear to terminate in a timely manner (477 iterations) or unrolled loop is too large, use the [unroll(n)] attribute to force an exact higher number [SM5] /Engine/Private/PostProcessMaterialShaders.intermediate.usf(492,39-124): warning X3570: gradient instruction used in a loop with varying iteration, attempting to unroll the loop

  • @res0_482
    @res0_482 หลายเดือนก่อน

    Don't know where I messed up, but the shader is not working.

    • @snznz
      @snznz หลายเดือนก่อน

      Yea hard to say, I'd double check that all the variables are named correctly and have values around what is in the video

  • @JesfNwje
    @JesfNwje หลายเดือนก่อน

    Can I use this for my project by any chance? I'll give credits ofc

    • @snznz
      @snznz หลายเดือนก่อน

      Yep

    • @JesfNwje
      @JesfNwje หลายเดือนก่อน

      @@snznz ty, do you have a link from where you started the atmosphere? If not I can find it myself ty

    • @snznz
      @snznz หลายเดือนก่อน

      @@JesfNwje Not sure what you mean, the custom node code is linked in the description and the video is a guide on how to set it up

    • @JesfNwje
      @JesfNwje หลายเดือนก่อน

      @@snznz oh ty

  • @alexanderalikin1210
    @alexanderalikin1210 หลายเดือนก่อน

    Check the contacts on the marketplace, I'll show you the foam mask

  • @alexanderalikin1210
    @alexanderalikin1210 หลายเดือนก่อน

    I have a Planetary Ocean plugin on the marketplace, you might want to check it out! I do flat calculations for 3 planes, bend WPO and normals and lay on the sphere from all sides. I also have the Michelic function in the shader ported from some Unity repo but it is unused for now (but it works).

    • @snznz
      @snznz หลายเดือนก่อน

      Sure, I'll take a look! My videos here are a bit behind the stream, I have fbm sphere Gertsner waves working now but haven't done any work on making the shader actually look like water yet... Also been having a difficult time getting distance fields to generate properly for the mesh planet which has been a blocker for things like shoreline foam.

    • @alexanderalikin1210
      @alexanderalikin1210 หลายเดือนก่อน

      ​ @snznz distance field mask is very imprecise at high distances, you can use Depth Behind Water node to create a proper mask (available in Single Layer Water shading model), but that's only pixel shader (you cannot fade off waves based on it). There's DC on the marketplace page, if you join I can show you the mask. My comment keeps being removed by TH-cam for some reason

    • @snznz
      @snznz หลายเดือนก่อน

      Thanks dude that's actually really helpful info, since even if I could get it working, its expensive to build the distance field during mesh gen... I'll check out your discord when I get a chance. I did try just using SLW shader to see if I could just throw it on as is, but it has weird Z axis issues when I wrap it around a sphere.

  • @subashchandra9557
    @subashchandra9557 หลายเดือนก่อน

    Hey man, I've been trying to port Sebastian's Procedural Planet thing to UE5 for the past week or so, and I finally was able to get it to make a sphere, but It absolutely kills my performance, and even crashes the engine when I'm approaching the resolutions I would need to get my heightmap to be actually make any sense. Can you make a tutorial on setting up a frustrum culled, quad tree loading system with a procedural planet sized sphere and loading a heightmap onto it?

    • @snznz
      @snznz หลายเดือนก่อน

      Yea his video is very good but did not go into LOD so it really only works for "toy" sized planets where you can get enough detail. I can do an updated planet generation video at some point, but... It is not a simple process and you will need a couple plugins, I use the Realtimemesh plugin to handle mesh generation, so you would want to get familar with generating mesh with it. You may want to start with just 1 flat quadtree. If you can generate 1 flat quadtree, the planet is just 6 quadtrees composing a cube with their points normalized.. Each node should generate its mesh data off the game thread, then submit a delegate to a queue that is processed on the gamethread to generate its actual mesh component. I have a code review video of my initial implementation here th-cam.com/video/E8a1WddwQXs/w-d-xo.htmlsi=0LNAW62TbYjG4UN- but it has changed somewhat.

  • @gstreetgames2530
    @gstreetgames2530 หลายเดือนก่อน

    You make a lot of good space stuff, though it's hard to follow the very long unedited videos you release, one can learn from a lot of your work. It's a shame there is no structure to it at all. What is your goal? Are you making products for the marketplace, a passion project game, or just killing time entertaining an itch?

    • @snznz
      @snznz หลายเดือนก่อน

      I just do it for fun. One day Ill finish putting it together into a game. As for the channel, it is pretty much just a stream dump in case I ever want to have the raw footage to edit together. Although I do occasionally put together more targeted videos when I finish something I think is worth one.

    • @gstreetgames2530
      @gstreetgames2530 หลายเดือนก่อน

      @@snznz Thanks for the reply. Any interest in doing paid/contract work?

    • @snznz
      @snznz หลายเดือนก่อน

      Potentially, it's tough to break into game dev without a professional background in it

  • @res0_482
    @res0_482 หลายเดือนก่อน

    How do you plan on implementing an actual star? As I can’t think of any kind of light UE5 provides for light strong enough that travels in all directions

    • @snznz
      @snznz หลายเดือนก่อน

      Not sure as I haven't done much research on it but I'm sure I'll come up with something

    • @res0_482
      @res0_482 หลายเดือนก่อน

      @@snznz keep me posted

  • @coolorphans
    @coolorphans 2 หลายเดือนก่อน

    Bro I'm switching from unity to unreal and I seriously despise bps.

  • @freddy8762
    @freddy8762 2 หลายเดือนก่อน

    'promo sm'

  • @SaltHuman
    @SaltHuman 2 หลายเดือนก่อน

    GPU based iFFT is certain to give you a performant and believable setup

    • @snznz
      @snznz 2 หลายเดือนก่อน

      Thanks, dude. It's on the radar

  • @SaltHuman
    @SaltHuman 2 หลายเดือนก่อน

    You're a wizard Harry

  • @res0_482
    @res0_482 2 หลายเดือนก่อน

    Amazing!

    • @snznz
      @snznz 2 หลายเดือนก่อน

      Appreciate it dude!

  • @immortal3164
    @immortal3164 2 หลายเดือนก่อน

    How did you achieve that?

    • @snznz
      @snznz 2 หลายเดือนก่อน

      I use fast noise 2 library for my noise formula and RealtimeMeshPlugin to render the chunks, the rest is a massive amount of grinding my face on C++ code to get it working correctly.

  • @res0_482
    @res0_482 2 หลายเดือนก่อน

    what is your end goal with all of this if you don't mind me asking?

    • @snznz
      @snznz 2 หลายเดือนก่อน

      I am building a procedural universe generator with no loading screens/instanced areas. Sort of like a stylized space engine.The planet generation tech is part of it.

    • @res0_482
      @res0_482 2 หลายเดือนก่อน

      @@snznz impressive, good work 👍

  • @livingjoke4463
    @livingjoke4463 2 หลายเดือนก่อน

    What are you trying to do?

    • @snznz
      @snznz 2 หลายเดือนก่อน

      Creating a volumetric procedural cloud layer for spherical planets

    • @livingjoke4463
      @livingjoke4463 2 หลายเดือนก่อน

      @@snznz what did you study, are you phd hder or sth like that

    • @snznz
      @snznz 2 หลายเดือนก่อน

      I have a BS in computer science and I've been a software dev for a long time, but all my game dev stuff is self taught

  • @_pastras
    @_pastras 2 หลายเดือนก่อน

    Do you think there's a way to have the clouds cast shadows down on the planet surface? Opacity mask seems to break the effect badly.

    • @snznz
      @snznz 2 หลายเดือนก่อน

      Maybe, at the time I was only trying to get something that looks good from space so I never bothered. IIRC there was always a trade off. For example you could make it a masked effect with dithered transparency, and then you should be able to get accurate shadows... but you trade off having dithering translucently. Could try playing with the material settings, trying different translucency types, turning off/on raytraced shadows etc. Alternatively, I am currently working on a volumetric raymarched cloud shader which should be dramatically superior to the shader here (can fly through clouds, they are volumetric). That one also has no surface shadows yet, but I will eventually integrate it into my atmosphere shader and try to figure out how to get the cloud shadows integrated into the atmosphere surface lighting. Whenever I have the basic effect done I will probably put out a summary video, then again whenever I figure out shadows for it.

  • @pjdava
    @pjdava 2 หลายเดือนก่อน

    Snuzuns, You're amazing! I hit the like button as soon as I saw it!

    • @snznz
      @snznz 2 หลายเดือนก่อน

      Thanks dude!

  • @SaltHuman
    @SaltHuman 2 หลายเดือนก่อน

    AMAZING!

    • @snznz
      @snznz 2 หลายเดือนก่อน

      Thanks! Next up clouds and oceans, then foliage.

    • @SaltHuman
      @SaltHuman 2 หลายเดือนก่อน

      WOOOOOooooo!!!!!

  • @Atlantica-Worlds
    @Atlantica-Worlds 2 หลายเดือนก่อน

    Great work!

    • @snznz
      @snznz 2 หลายเดือนก่อน

      Thanks my dude

  • @jamesemory8781
    @jamesemory8781 2 หลายเดือนก่อน

    Hey man, if you don't mind me asking - how are you rendering your planet? Is it the standard static mesh render proxy or something else?

    • @snznz
      @snznz 2 หลายเดือนก่อน

      I use the Realtimemesh plugin to render the mesh and I'm generating the mesh data into its expected format. Each quadtree node is responsible for the render state of its chunk. You can find the Realtimemesh GitHub here github.com/TriAxis-Games/RealtimeMeshComponent

  • @idirbelaid2837
    @idirbelaid2837 3 หลายเดือนก่อน

    how did you manage the fog ? on the horizon.

    • @snznz
      @snznz 3 หลายเดือนก่อน

      It's all a part of the converted HLSL function. The original GLSL shadertoy function is here: www.shadertoy.com/view/wlBXWK. I followed the GLSL to HLSL workflow described in the video to convert it for use in Unreal. So basically -> convert syntax, replace hard coded camera/light stuff with unreal equivalents, make all functions standalone (no global constants), update function calls to new signatures, wrap functions in a struct, create struct instance and invoke main image function. Finally, Create wrapping material, add all needed constants/inputs to material, add all needed inputs to custom function, hook everything up.

    • @idirbelaid2837
      @idirbelaid2837 2 หลายเดือนก่อน

      @@snznz i understand, but fog needs scene depth data, and to disable depth testing in the material, did you do any of these in the material graph ?

    • @snznz
      @snznz 2 หลายเดือนก่อน

      ​​​​@@idirbelaid2837 Yes, As one of the inputs to the custom function we have to pass in maximum depth, I calculate this as distance(world position, camera position), this seemed to work better than trying to use the non linear depth buffer at the kind of scale we are talking about. This is then used in the multi sampling logic as the maximum ray depth. There is no need to disable depth testing in this because it is a post process effect, so it is basically being rendered on top of the existing scene. However, this does mean we can't use default post process effects like lens flare and bloom. I got around this by implementing a custom post process lens flare effect. Should have some videos on that part out soon.

  • @mherrj
    @mherrj 3 หลายเดือนก่อน

    Show the build you toxic lil goblin.

    • @snznz
      @snznz 3 หลายเดือนก่อน

      Hmm maybe I can do an overview soon. TLDR is, take skyfury and the hard cast only pvp talent, drop the instant lava burst on earth shock most people run and take storekeeper and lightning rod. Then gear crit>versa to 30>mastery>haste

  • @Hinjima92
    @Hinjima92 3 หลายเดือนก่อน

    I haven't played Dragonflight yet. Can you get competitive PvP gear by just doing BG's in Dragonflight? Ele shammy looks fun.

    • @snznz
      @snznz 3 หลายเดือนก่อน

      Yea, you can. Basically each mode will give you some amount of conquest for a win. After the first win it goes down to a smaller amount. So just doing 1 win a day in each mode will get you geared after a bit. There is also always solo shuffle and battleground blitz, which both reward larger amounts than the normal random bgs.

    • @Hinjima92
      @Hinjima92 3 หลายเดือนก่อน

      @@snznz Sounds good. Thank you for replying! Keep pwning:)

  • @crownbringerzz4296
    @crownbringerzz4296 3 หลายเดือนก่อน

    damn good damage dude

    • @snznz
      @snznz 3 หลายเดือนก่อน

      Thanks bro

  • @THEalfalfa1
    @THEalfalfa1 3 หลายเดือนก่อน

    can u share the updated list soon? i like this list

    • @snznz
      @snznz 3 หลายเดือนก่อน

      Sure, the current deck list is: Companion 1 Lurrus of the Dream-Den (IKO) 226 Deck 4 Cacophony Scamp (ONE) 124 4 Nested Shambler (MH2) 95 3 Collateral Damage (JMP) 305 4 Fireblade Charger (ZNR) 139 3 Reckless Charge (MH1) 144 4 Scale Up (MH1) 179 3 Supernatural Stamina (AKR) 126 4 Village Rites (STA) 35 3 Dreadhorde Butcher (WAR) 194 4 Mana Confluence (JOU) 163 4 Blackcleave Cliffs (ONE) 248 4 Blood Crypt (RNA) 245 1 Blooming Marsh (KLR) 280 4 Copperline Gorge (ONE) 249 1 Den of the Bugbear (AFR) 254 3 Claim /// Fame (AKR) 229 4 Callous Sell-Sword (WOE) 221 3 Monstrous Rage (WOE) 142 Sideboard 1 Lurrus of the Dream-Den (IKO) 226 3 Claim the Firstborn (STA) 37 4 Knight of Dusk's Shadow (DMU) 96 1 Weather the Storm (STA) 58 1 Back to Nature (M15) 169 3 Lithomantic Barrage (MOM) 152 1 Gaea's Blessing (DAR) 161 1 Windstorm (KTK) 157

  • @Raven319s
    @Raven319s 3 หลายเดือนก่อน

    Super awesome! Just subbed. I really want to get into planet building like this.

    • @snznz
      @snznz 3 หลายเดือนก่อน

      Nice, you should go for it! I have a video from a bit back that runs through the c++ side of it in more detail. th-cam.com/video/E8a1WddwQXs/w-d-xo.html Also made some breakthroughs on temperature maps this week which should get uploaded sometime in the next month or so

  • @krkprd
    @krkprd 3 หลายเดือนก่อน

    I enjoy your videos and learning a lot!

    • @snznz
      @snznz 3 หลายเดือนก่อน

      Thanks dude!

  • @alamondefield2823
    @alamondefield2823 3 หลายเดือนก่อน

    Man, that some wicked awesome noise you got there.

  • @Hyperons-Game
    @Hyperons-Game 3 หลายเดือนก่อน

    really cool looking need something like that for my game :D

    • @snznz
      @snznz 3 หลายเดือนก่อน

      Thanks, it's a WIP but it's starting to come together

  • @ALLINONE-on9gx
    @ALLINONE-on9gx 3 หลายเดือนก่อน

    Real cool project man! what are you going to use it for?

    • @snznz
      @snznz 3 หลายเดือนก่อน

      Eventually I'll be hooking everything up with the sparse voxel octree stuff I wrote a while back and try to make a universe sim, beyond that not sure

    • @ALLINONE-on9gx
      @ALLINONE-on9gx 3 หลายเดือนก่อน

      @@snznz Good luck man

  • @ALLINONE-on9gx
    @ALLINONE-on9gx 4 หลายเดือนก่อน

    Great work man🎉🎉Congrats

    • @snznz
      @snznz 4 หลายเดือนก่อน

      Thank you 🙌

  • @TeamOneBanggg
    @TeamOneBanggg 4 หลายเดือนก่อน

    Incredible work 🎉

    • @snznz
      @snznz 4 หลายเดือนก่อน

      Thanks! This one took a while...

  • @SaltHuman
    @SaltHuman 4 หลายเดือนก่อน

    W day

    • @snznz
      @snznz 4 หลายเดือนก่อน

      Much appreciated!

  • @mikejin6485
    @mikejin6485 4 หลายเดือนก่อน

    What is the use of blue land here? After all, you don't play the x+uu spell anymore.

    • @snznz
      @snznz 4 หลายเดือนก่อน

      Yea it was just left over, I changed em out

  • @mikejin6485
    @mikejin6485 4 หลายเดือนก่อน

    Thanks for your video my friends. Appreciate.

  • @idirbelaid2837
    @idirbelaid2837 4 หลายเดือนก่อน

    where did you find the point cloud bp functions ?

    • @snznz
      @snznz 4 หลายเดือนก่อน

      I made 'em a while back, I mean I had to research the actual various math formulas of course. Then it's a matter of figuring out how to take a given formula, convert it to a blueprint and add some procedural random variance or jitter to it.

    • @idirbelaid2837
      @idirbelaid2837 4 หลายเดือนก่อน

      @@snznz do you mind sharing the docs or resources for point cloud maths ? if any

    • @snznz
      @snznz 4 หลายเดือนก่อน

      @@idirbelaid2837 It was a combination of sources some internet some gpt and some trial and error. But what I can do is make a short video in the next few days that scans through the C++ code, which would probably be the best bet at recreating them.

    • @idirbelaid2837
      @idirbelaid2837 4 หลายเดือนก่อน

      @@snznz that would be fantastic !! if it's not too much trouble !!

    • @snznz
      @snznz 4 หลายเดือนก่อน

      Yep, looks like it has a couple videos in the queue in front of it, should come out 12am on the 14th. (I was gonna make something like this anyway, I usually do when I polish something off)

  • @SaltHuman
    @SaltHuman 5 หลายเดือนก่อน

    👏👏👏👏👏👏👏👏👏👏👏👏👏👏👏