This is a very good example for non programmer people to make em understand and appreciate just how ridiculously complicated games we take for granted nowadays really are
tbh even with game engines that make your life easier i still kinda find it hard to make games with unity (prob me not really having much experience in game making) but still, making big games isn't easy :)
@@ianboyer2224 is the second one gdscript? I know the first one is one of the C languages(that could be any of them lmao), but i'm not sure what the second one is other than GDscript. Is it python?
@@ianboyer2224 yes, i only learned java but already worked with python for backend, c# and c++ in game dev, dart for multiplatform application. Language is almost never an issue. I only had to take a look at pointers for c++ and then i was good to go
I'm glad you made this video, I am currently going through no scratch press' c++ crash course book to refresh my c++ knowledge that I got at university. So seeing games being developed directly in c++ is a welcome change
Tbh I'd say that every year since video games were invented has been a golden year. We live in a time of wonder where we can give imagined people, creatures and places manifestation in sight and sound, and then immerse ourselves in them. Nobody before this era has had this degree of tangible access of select senses into dreamed worlds. This is modern magic. What a time to be alive.
No, not really. Nowerdays big companies are just trying to make a lot of money with microtranactions, loot boxes an so many more. For me which played videogames since 1986, this feels just wrong. Don't get me wrong, i really love some newer games like Minecraft or Undertale. But most of all them are just developed to make you buy more and more (take Fifa for example) i and most other people do not want to get crushed out the last bit of money for only playing videogames. We just wanna have fun. Thats all. Not destroying a whole generation just for egoistic companies. If you don't get what i am trying to say, just play a week only old games, like 1964-2000 and nothing else. You quikly realise, how much moneyless fun this actually was. (I do not talk about arcades, they are the same shit)
@@schlizzer2018 There's wonderful gems which so many solo or small-team indie creators produce every year though; we just have to look a bit harder for them, that's all. The great little free/cheap ones with real play value are there, just often buried by the dirt that is AAA tripping over its own feet.
This is fantastic work! Learning C++ can be very frustrating but when you've got a cool project like this it's easy to focus. 4:36 looks awesome. I feel there is a game in something like this.
This is great! Almost wished you went more in-depth, but definitely made me want to try my hand at doing a game without Unity! Thanks for the motivation 👌
I made the same game, though I had alot of problems regarding making the astroids spawn in random coordinate... Yet at last it was great, even my siblings liked it :3
sfml also has vector classes but its great for all sorts of things... multiple camera systems and all its modules are explained on their website... i loved it to program some c++
Recently did something very similar, made a neat ascii physics animation from c++ without ever using it. Big jump from knowing just Python and Java lol
damn, and a great way to learn a programming language too i mean, if you are actually wanting to learn it properly you might wanna use some libraries but otherwise yea
I want to start developing a game myself and I would really love if you could somehow make the source code public in order for me and probably many others to learn how to.
Hey comment section! How would you make the hit box of the asteroid be exactly the same shape as the sprite? My guess is that he made a circular hitbox around the center of each asteroid, but if you were to make the hit box perfect, how would you go about it?
1 - Perhaps Multi invisible hitbox facing and are the size of each edge of the asteroid... 2 - As there is no engine and also no pre-made hitbox, he was able to make personal hit box similar to asteroid...
He used rectangles probably, and for the collision it would be easiest and fastest to use ray-casting You shoot a horizontal and vertical ray to each corner of the bullet rectangle If the rays collide an even number of times with the asteroid before hitting the bullet the bullet is outside An odd number then the bullet is outside You would have to check between each side of the asteroid by noting down its vertices when calculating the collisions between ray and asteroid You could just be lazy and calculate collisions between the bullet rectangles and the sides of the asteroid, but this would not work in the case that the bullet is inside the asteroid, and this could very much happen with high delta time's (low framerates) as the past step in space for the bullet gets bigger, and may just surpass the boundaries of the asteroid without actually touching its edges
for larger games use fixed timestep+interpolation instead delta time, what if game freezed for a second, then delta time is multiplying everything by crazy number
Seeing as I had no experience when making this, and I didn’t make this public; I didn’t pay too much attention to making everything perfect. I’ll be sure to keep this in mind for future endeavours :)
I would have loved to do this, I was a little fed up toward the end of this project so I didn't polish it quite up right. I hope you enjoyed regardless :)
I'm trying to get into a game dev program for uni and there's an intake assignment that asks to do exactly that: make a small game using C++ with SFML and no game engine. If this was the hardest challenge you've done yet, I feel like this is gonna be fun-
Yea, it feels weird hearing the biggest struggle was physics and the display as I’ve never touched engines like unity and had to alway do all this usually
@@the8bittoaster103 The only hard part about physics that would typically be encountered are collisions (and SFML actually does have a bit of a rudimentary 2D engine, it makes loading sprites easy and give things like bounding boxes to make 2D collisions easy... as long as you don't need pixel level collisions where transparent pixels don't collide, or something like that). Collisions aren't really too difficult until you need to run them between many objects... then you may need to use an octree (or quadtree in 2D). The physics is learn once, apply everywhere, I like it. Game engines tend to be either 1) super limiting or 2) require a bunch of learning you will never apply anywhere except that engine (and that might be obsolete on their next major update as well). Special knowledge about the sequence of GUI boxes to check to some tile generation thing... really seems like memorizing some sort of ritual.
It's just an entity with n numerical values, with n being the dimension of the vector. It's just like an array but it's treated differently from an array because of the different operations you can do with it like the dot product, cross product, etc. I wrote this comment for beginners who may not know what a vector is.
"This time since last frame was really easy to implement." Let's say this louder to Bethesda can hear it lol For those of you who don't know, some actions in Bethesda's game engine are linked to frame rate, so running the game at a frame rate higher than 60fps makes actions such as lock picking in Fall Out 4 run much, much faster to the point that they aren't playable. This actually cause major issues (as if there weren't enough already on release) with Fall Out 76. Players with higher end PCs were able to perform actions faster than those tied to 60 fps. I think it was as bad as them even being able to move faster. Being a multiplayer game, this was not a good thing to say the least. I think they fixed it eventually, but I still find it hilarious.
Not tying actions to frame rate is bad enough but a multiplayer game... yeah that’s not the best lmao. It frustrates me seeing as how easy of a fix it is.
OpenGL is bloated. You should reverse engineer your GPU and write your own MMD wrapping library before even starting to write a game. And also it's only right to use C89 because C++ has too many features.
wait wait wait wait wait ... while this is SUPER impressive and like really, I mean that! You did great here and showed me stuff I need to learn as I'm just starting out with basics on C++ and i know a bit of VBA. It looks like you missed a couple things, does you ship blow up? can it occupy the same space as an asteroid? also looks like your bullets keep going after they hit an asteroid. Well done, like I said. Those things would kind of annoy me. Maybe that's something I need to learn, that close enough is good enough and if it works dont muck with it. is there a way to get this code so that when i'm ready i can play with it because i feel like you quickly solved some tiring physics issues.
Become a member to access cool perks (Free unlimited muffins) th-cam.com/channels/z3l6nyODzXLzTxIkARZ8rw.htmljoin
your next step is C then Rust then Assembly :)
@@IamPyu-vand then pure binary
no
This is a very good example for non programmer people to make em understand and appreciate just how ridiculously complicated games we take for granted nowadays really are
tbh even with game engines that make your life easier i still kinda find it hard to make games with unity (prob me not really having much experience in game making) but still, making big games isn't easy :)
@@crazyksp8344 Yeah, and big AAA games are rarely made without modifying the game engine
@@awwastor or they make they own engine
@@guitarplayer1495 mostly Epic Games have Unreal , Rockstar have their own idk the name
@@yashrawat9409 EA has Frostbite, CDPR as RedEngine. Most big companies have their own engine, but Unreal is the most prevalent one
my volume was all the way up because the videos sound is so low, then i hear PEW PEW PEW PEW
lol sorry about that.
@@barj you're good hahaha 😆
😂
"making a game with no experience" proceeds to show us how to code google.
with c++
@@ianboyer2224 is the second one gdscript? I know the first one is one of the C languages(that could be any of them lmao), but i'm not sure what the second one is other than GDscript. Is it python?
@@ianboyer2224 ayyy i guessed right!
@@ianboyer2224 yes, i only learned java but already worked with python for backend, c# and c++ in game dev, dart for multiplatform application. Language is almost never an issue. I only had to take a look at pointers for c++ and then i was good to go
@@kuchukboromdebbarma2117 Ayo, a quick look at pointers isn't enough if you work with the heap. That's how bugs are created
welcome to the dark side
Your video on Discord api game inspired me to make on myself :D love it!
th-cam.com/video/z5YY7Tdlg4Y/w-d-xo.html
You are the reason I started learning c++ so I can make a game for my psp OwO
You inspired me to search how to make a c+++ game (yes that’s a typo) and then I discovered you here in the comments
@@sode07 why didnt you just go back and change c+++ to c++ if you knew that was a typo? It wouldve been faster than writing (yep thats a typo).
You can also pretty much make a game with javascript.
-reads title
-clicks video
-sees it's 5 minutes long
somethings wrong I can feel it
I'm glad you made this video, I am currently going through no scratch press' c++ crash course book to refresh my c++ knowledge that I got at university. So seeing games being developed directly in c++ is a welcome change
Tbh I'd say that every year since video games were invented has been a golden year.
We live in a time of wonder where we can give imagined people, creatures and places manifestation in sight and sound, and then immerse ourselves in them. Nobody before this era has had this degree of tangible access of select senses into dreamed worlds. This is modern magic. What a time to be alive.
No, not really. Nowerdays big companies are just trying to make a lot of money with microtranactions, loot boxes an so many more. For me which played videogames since 1986, this feels just wrong. Don't get me wrong, i really love some newer games like Minecraft or Undertale. But most of all them are just developed to make you buy more and more (take Fifa for example) i and most other people do not want to get crushed out the last bit of money for only playing videogames. We just wanna have fun. Thats all. Not destroying a whole generation just for egoistic companies.
If you don't get what i am trying to say, just play a week only old games, like 1964-2000 and nothing else. You quikly realise, how much moneyless fun this actually was. (I do not talk about arcades, they are the same shit)
@@schlizzer2018 There's wonderful gems which so many solo or small-team indie creators produce every year though; we just have to look a bit harder for them, that's all. The great little free/cheap ones with real play value are there, just often buried by the dirt that is AAA tripping over its own feet.
@@BingtheLizard yeah, thats actually so. But again, its not the whole gaming industry. Btw, undertale is a super indie game :)
EpicC++Gang now has a foothold in Britain
heyy
It should've been EPIC++ Gang thought
he used sfml instead of sdl. he betrayed us
This is fantastic work! Learning C++ can be very frustrating but when you've got a cool project like this it's easy to focus.
4:36 looks awesome. I feel there is a game in something like this.
It's called line rider
I liked the bit where he made the asteroids game!
Wow that was realy cool
Yeah I think that was the bes5 part
Really dude? I liked the part when he showed the code!
@@devtimm wow that was really cool
@@pranavi1949 wow that was really cool
This is great! Almost wished you went more in-depth, but definitely made me want to try my hand at doing a game without Unity! Thanks for the motivation 👌
really love the editing in this, great job!
Cheers 😀
Sounds about right 👍 Anything you learned, or should have learned in highschool and college will help you in your c++ journey.
Awesome video! My first dabbling into game dev was making an Asteroids clone using LibGDX, so this hit me right in the nostalgia :)
That's really dope! looking forward to replicate the same one by myself!
Keep me posted!
I made the same game, though I had alot of problems regarding making the astroids spawn in random coordinate... Yet at last it was great, even my siblings liked it :3
Hey bro, can I add you, can you teach me how to make the game? 👀🙏
Just reading the title I thought this was some kind of suicide trip but it actually is amazing! Keep it up!!
C++ Takes months to learns and years to master.
4:33 Ahhh yes the friend to all glitch masters. *SPAGHETTI CODE!*
Thank you, I was stuck, trying to figure out how to apply c++ and this video helped.
Such a quality video, you deserve more subs
I appreciate that!
This is dopeeee! Would love it if you’d make longer videos, I’d watch them all for hours
Working on a video about OpenGL that I hope will be around 20 minutes so buckle up :)
sfml also has vector classes but its great for all sorts of things... multiple camera systems and all its modules are explained on their website... i loved it to program some c++
me 1 week with C++: hello world
him 1 week with C++: I CODED THE ENTIRE MILKY WAY GALAXY AND THIS HOW!
It's called ctrl c + ctrl v.
I just started learning c++, I'll if I can copy this from scratch once I'm confident enough
Keep me updated :0
How does this channel only have 1.75k subs, doesn"t make sense the video quality is so good
Thanks Peter, means a lot :)
@Rodolfo RP Because channel has too few videos and rarely upload
i kinda understood delta time, now it was 100% clear, thank you sir
No problem big guy. I explained it again in my python jam video but better if you want the reassurance :)
@@barj Nice! A quick response, i will definitely check that video out!
Wow amazing that you made it making a game without game engine is so much harder than making a game with a game engine
This makes me wish my 3 years of IT and computer science would pay off already
Wow, SFML looks like a Codingame Challenge!
you talking about how the physics was the hardest part when its just basic motion. i figured learning the new syntax would be the hard part.
This is a very good example! Thanks much
what is that awsome sprite editor
Very nice! This is encouraging, I want to try something like this too :)
Recently did something very similar, made a neat ascii physics animation from c++ without ever using it. Big jump from knowing just Python and Java lol
For sure. The game isn't too hard to make, it's the jump from a managed language that gets you :)
you have hit the algorithm barji
such a good video my man, i started sfml a long time ago and i needed to stop doing my game because i needed to study, this inspired me so mcuh!!!!!!
Thanks man, that means a lot :)
@@barj your videos are so amazing, I love the way you explain stuff like delta time and everything, keep it up!!
Reminds me of the old joke, "I took a speed reading course, and I was able to read 'War and Peace' in 20 minutes. It's about Russia."
I don't get it, can someone explain for me?
damn, and a great way to learn a programming language too
i mean, if you are actually wanting to learn it properly you might wanna use some libraries but otherwise yea
sfml makes this incredibly easy lmao
trying to implement openGL or vulkan when you have no idea what you're doing also isn't the easiest thing in the world lmao
Damn. Who hurt you piggy
@@barj glfw :(
Making games is interesting challenge for one person, indie developer. Even if it takes years
Congrats or 100k subs! Yesterday when I checked your channel, it was 99k.
I want to start developing a game myself and I would really love if you could somehow make the source code public in order for me and probably many others to learn how to.
One of my biggest regrets is losing the source code to this project. :/
It would have been nice to see more code
Dude nice video. I like that you did everything by scratch
Nice Job! Game MADE using C++
btw how did you get to do that presentation at 2:08 ?
Thanks! after effects.
And I'm over here still trying to center this damn div
How does this only have 70 views?
Hey comment section! How would you make the hit box of the asteroid be exactly the same shape as the sprite? My guess is that he made a circular hitbox around the center of each asteroid, but if you were to make the hit box perfect, how would you go about it?
1 - Perhaps Multi invisible hitbox facing and are the size of each edge of the asteroid...
2 - As there is no engine and also no pre-made hitbox, he was able to make personal hit box similar to asteroid...
He used rectangles probably, and for the collision it would be easiest and fastest to use ray-casting
You shoot a horizontal and vertical ray to each corner of the bullet rectangle
If the rays collide an even number of times with the asteroid before hitting the bullet the bullet is outside
An odd number then the bullet is outside
You would have to check between each side of the asteroid by noting down its vertices when calculating the collisions between ray and asteroid
You could just be lazy and calculate collisions between the bullet rectangles and the sides of the asteroid, but this would not work in the case that the bullet is inside the asteroid, and this could very much happen with high delta time's (low framerates) as the past step in space for the bullet gets bigger, and may just surpass the boundaries of the asteroid without actually touching its edges
BRO! You have done a job though. I liked it. You have got yourself a new new subscriber man.
Thank you :)
"With no experience" oh yeah sure sure okay.
Bloody great man thank you!
for larger games use fixed timestep+interpolation instead delta time, what if game freezed for a second, then delta time is multiplying everything by crazy number
Seeing as I had no experience when making this, and I didn’t make this public; I didn’t pay too much attention to making everything perfect. I’ll be sure to keep this in mind for future endeavours :)
Javidx9 has a nice video on the same thing. Not to takeaway from yours but he covers the maths really well.
You should contact these guys called STORROR. They are looking for a game developer with a background in C++ .
Thanks :)
Good work! If only we could add scatter functionality to the destroyed asteroids which inturn could act as bullets causing a domino...
I would have loved to do this, I was a little fed up toward the end of this project so I didn't polish it quite up right. I hope you enjoyed regardless :)
You can thank dani because I clicked on your videos after recognizing your profile picture from his muck video (btw great name lol)
Let’s gooo
bro i am also learning to code and make games thanks for motivation man
No problem man
stack exchange works miracles
I'm trying to get into a game dev program for uni and there's an intake assignment that asks to do exactly that: make a small game using C++ with SFML and no game engine. If this was the hardest challenge you've done yet, I feel like this is gonna be fun-
Yea, it feels weird hearing the biggest struggle was physics and the display as I’ve never touched engines like unity and had to alway do all this usually
@@the8bittoaster103 The only hard part about physics that would typically be encountered are collisions (and SFML actually does have a bit of a rudimentary 2D engine, it makes loading sprites easy and give things like bounding boxes to make 2D collisions easy... as long as you don't need pixel level collisions where transparent pixels don't collide, or something like that). Collisions aren't really too difficult until you need to run them between many objects... then you may need to use an octree (or quadtree in 2D).
The physics is learn once, apply everywhere, I like it. Game engines tend to be either 1) super limiting or 2) require a bunch of learning you will never apply anywhere except that engine (and that might be obsolete on their next major update as well). Special knowledge about the sequence of GUI boxes to check to some tile generation thing... really seems like memorizing some sort of ritual.
Discord be like : Playing Visual Studio Code
pog vid btw
0:24 I thought you did not swear?
he said ship not shit 😅
Pretty zure theres a physica started pack qhere u can copy the code and js change it a bit, no need to invwnt the bike twice
This is wonderful, thanks for doing this
Amazing! I'm just learning c++ :)
Dude is legend my gowd
This is insane! Good job.
Great vid, very well executed
omg! so cool. thx for sharing with us.
Thanks for watching :)
Very good content, not too long but still holds everything :D
wow thats insane i really gotta start learning cpp
I took "with no experience" and assumed you meant not knowing anything. I was going to change careers if that were the case and you were successful.
Gamemaker user : oh that game
good shit bro intresting to watch as well
this guy: sfml is low level
OpenGl and Vulkan: Hold my beer
OpenGL video soon
Hi. Can you make a video (mayby you have one) or link some materials that show how to use SFML, C++ and VS Code ? I like the workspace of yours :)
th-cam.com/video/ttYspMwzV8w/w-d-xo.html it’s your lucky day
@@barj i love You
so amazing video bro
this guy can make a game and i cant even properly understand vector in 1 day ...
It's just an entity with n numerical values, with n being the dimension of the vector. It's just like an array but it's treated differently from an array because of the different operations you can do with it like the dot product, cross product, etc. I wrote this comment for beginners who may not know what a vector is.
Wow this video's really cool!
Me, who's proud for making Tik Tac Toe alone watching this:
yeah right. "no experience" good one
"This time since last frame was really easy to implement."
Let's say this louder to Bethesda can hear it lol
For those of you who don't know, some actions in Bethesda's game engine are linked to frame rate, so running the game at a frame rate higher than 60fps makes actions such as lock picking in Fall Out 4 run much, much faster to the point that they aren't playable. This actually cause major issues (as if there weren't enough already on release) with Fall Out 76. Players with higher end PCs were able to perform actions faster than those tied to 60 fps. I think it was as bad as them even being able to move faster. Being a multiplayer game, this was not a good thing to say the least. I think they fixed it eventually, but I still find it hilarious.
Not tying actions to frame rate is bad enough but a multiplayer game... yeah that’s not the best lmao. It frustrates me seeing as how easy of a fix it is.
respect you man
Great video. I decided to learn c++ and attempt to port my raycasting engine from java to it... let's see how well this goes
Did you succeed?
this is a awesome video
Exelent vídeo new subs
Welcome aboard!
How do you make your visual studio look so nice? o_O
@@hermes6910 thanks a lot!
8k subs now still underrated
Thanks For The Physics Source Code xD
aren't you the guy who told dani to name his game muck lmfao, great tutorial btw
Bob.
not gonna accept it until you use OpenGL
OpenGL is bloated. You should reverse engineer your GPU and write your own MMD wrapping library before even starting to write a game. And also it's only right to use C89 because C++ has too many features.
@@ovi1326 heck now i want him to use spoons
Awesome video
this is really cool
Thank you :)
This makes me want to pick up C++
Can you make a tuturial on how to make a game using python in unity game engine
That's not a lot of trigonometry lol, cool video anyway
haha lol
wait wait wait wait wait ... while this is SUPER impressive and like really, I mean that! You did great here and showed me stuff I need to learn as I'm just starting out with basics on C++ and i know a bit of VBA. It looks like you missed a couple things, does you ship blow up? can it occupy the same space as an asteroid? also looks like your bullets keep going after they hit an asteroid. Well done, like I said. Those things would kind of annoy me. Maybe that's something I need to learn, that close enough is good enough and if it works dont muck with it. is there a way to get this code so that when i'm ready i can play with it because i feel like you quickly solved some tiring physics issues.
I'm pretty sure asteroids doesn't use an image instead generates some vectors so each asteroid looks different
Correct.
cool video i subbed