Building the new 3D engine for my game

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  • เผยแพร่เมื่อ 31 พ.ค. 2024
  • follow me on twitter for bad takes: / jdah__
    and check out Atlas VPN while the deal lasts ($1.99/mo for 3 years): atlasv.pn/jdh
    GITHUB: github.com/jdah
    EDITOR: NeoVim
    VIMRC: gist.github.com/jdah/4b4d98c2...
    THEME: gruvbox
    RESOURCES:
    learnopengl.com
    opengl-tutorial.org
    shadertoy.com
  • วิทยาศาสตร์และเทคโนโลยี

ความคิดเห็น • 379

  • @memetech-
    @memetech- 2 ปีที่แล้ว +701

    This guy is like “welcome to remaking minecraft, today we’re doing something completely different”

    • @jdh
      @jdh  2 ปีที่แล้ว +246

      the classic bait and switch 😎

    • @memetech-
      @memetech- 2 ปีที่แล้ว +10

      @@jdh yup. Just below the right amount of variety with is very slightly more than I like

    • @memetech-
      @memetech- 2 ปีที่แล้ว +4

      Great video though

    • @memetech-
      @memetech- 2 ปีที่แล้ว +5

      @@jdh also I suggested in another comment that you should add smaller light-only voxels to make the already barely noticeable effect even less noticeable

    • @aprilnya
      @aprilnya 2 ปีที่แล้ว +5

      and then just remakes minecraft again

  • @Samsam-kl2lk
    @Samsam-kl2lk 2 ปีที่แล้ว +518

    with the fixed camera perspective, you also only have to create meshes for two sides of the cubes (as long as that doesn't give issues with shadows)

    • @geekume5539
      @geekume5539 2 ปีที่แล้ว +2

      does he have a discord server?

    • @Cr_nch
      @Cr_nch 2 ปีที่แล้ว

      I think that likely would cause issues as the other faces would be needed to calculate shadows

    • @jdh
      @jdh  2 ปีที่แล้ว +101

      this was something I considered :) but as the shadow meshes need all faces (all back faces at least) the mesh still needs to contain the whole cube unless I wanted to start building two separate meshes.
      However you could always cull other faces via normals during the color/normal pass or index the mesh to only draw -Z and +Y faces on cubes. lots of potential solutions!

    • @luna010
      @luna010 2 ปีที่แล้ว +6

      @@jdh disclaimer: this is less of an actual suggestion and more of things that i think would be cool and interesting.
      maybe you could something like screen space shadows/raytracing for this. They have the benefit of being pixel perfect, and it seems to me like an orthographic voxel game with 2d sprites is pretty optimal for using them.
      Raytracing voxels is pretty simple, especially if you don’t have to do anything other than shadows. for the sprites, screen space shadowing could be used. the main limitations of screen space shadows are that it only uses depth information so it can’t draw things off screen or tell the thickness of objects, but the sprites don’t have varying thickness and are small and unlikely to cast shadows from offscreen.
      You could also probably just do some skewing/stretching to the sprites since it’s all orthographic. and they’re in the form of textures.
      i might try making a shadertoy with some orthographic shadow stuff now..

  • @freezado8573
    @freezado8573 2 ปีที่แล้ว +582

    I find it still hard to sense the correct depth and everything. Maybe you can make surfaces (textures) increasingly darker the lower you get height-wise. Kinda like prebaked shadows

    • @jowsey
      @jowsey 2 ปีที่แล้ว +44

      Yeah that seems like a good idea, I also still found it really had to understand the depth

    • @samuelmcgowan2565
      @samuelmcgowan2565 2 ปีที่แล้ว +2

      I second this.

    • @Kopigan
      @Kopigan 2 ปีที่แล้ว +35

      Probably the perspective is the problem. Currently it looks like a 45 degree angle, so the front of a block blends perfectly with the top of a block two places in front. Maybe the angle should be steeper.

    • @nsa3967
      @nsa3967 2 ปีที่แล้ว +5

      @@Kopigan agreed. the character also looks funky with that angle

    • @Phroggster
      @Phroggster 2 ปีที่แล้ว +10

      It sounds like this just needs some 2.5-dimensional ambient occlusion.

  • @pneuma-studios2036
    @pneuma-studios2036 2 ปีที่แล้ว +265

    Damn I kinda wish we would've got the "Minecraft-ultra-deluxe-Amogus-Edition"

    • @marvinhermann2300
      @marvinhermann2300 2 ปีที่แล้ว +10

      A M O G U S

    • @splatuuber4233
      @splatuuber4233 2 ปีที่แล้ว +5

      Maybe next time... I mean we still can dream

    • @pneuma-studios2036
      @pneuma-studios2036 2 ปีที่แล้ว +3

      @SplÅtuuber I hope 🙏

    • @crst_05
      @crst_05 2 ปีที่แล้ว +1

      Honestly I would buy that

    • @pneuma-studios2036
      @pneuma-studios2036 2 ปีที่แล้ว +2

      @Trayambak It's too late 😔
      Let's shoot for 420 xD

  • @raidcrhonos
    @raidcrhonos 2 ปีที่แล้ว +95

    * Dude's spending years making an easy and intuitive interface for their 3D modeling software *
    This dude: nah... I'll just "type" it out

  • @blehmeh9889
    @blehmeh9889 2 ปีที่แล้ว +106

    2:00
    Woah, you should turn this into an Isometric dwarf-fortress-like strategy game and release it as "Ruby Dung".

    • @cst1229
      @cst1229 2 ปีที่แล้ว +9

      BTW I think RubyDung stood for Rubylands Dungeons. Can't remember the source.

    • @jdh
      @jdh  2 ปีที่แล้ว +37

      wow what a good idea! maybe when that project gets stale I can reuse the textures for some cube based survival game later on!

    • @devdutmn9608
      @devdutmn9608 2 ปีที่แล้ว

      @@jdh xD, btw this game looks great. I am learning opengl too and I'm recreating Minecraft, that's how I found you. And I'm so glad I did! Tysm for the content!

    • @CaptainWackyLaterNamedHomer
      @CaptainWackyLaterNamedHomer 2 ปีที่แล้ว

      Fun fact: rubydung was a predecessor to minecraft (which also was made by notch)

    • @Ketpain
      @Ketpain 2 ปีที่แล้ว +1

      @@jdh yeah at the 2:00 mark, I'm trying to learn C++ (I'm literally a nub still though) so I could basically remake a DF like game (could implement The Sims style view as well, where it cuts away a portion of the material to see through things, since it's multi level). The biggest take away from Dwarf Fortress is that it's not multithreaded well if at all, and there's no art. That 3d view that you have is literally something I want in the future.. we'll see if I can even make it that far at all...

  • @notalostnumber8660
    @notalostnumber8660 2 ปีที่แล้ว +23

    As the other comments say, change the angle, as the perfect π/4 makes it harder on the depth perception
    Orthogonal projection is hard, but it's looking neat!

  • @7amalex763
    @7amalex763 2 ปีที่แล้ว +144

    JDH, you inspire me with your PC Building and coding.
    I jumped into a new job soldering electronics to PCBs, and I am equally excited about software, too.
    I wouldn’t have gotten as far this year without your inspiring youtube videos. Thank you 🙏

  • @thatoneguyyouforgotthenameof
    @thatoneguyyouforgotthenameof ปีที่แล้ว +3

    “I won’t abandon it after two videos”
    Hey at least it took over two videos

  • @alexr.j2518
    @alexr.j2518 2 ปีที่แล้ว +11

    I think having the whole perspective rotated around the up axis would make it easier to feel the depth of the world. Great video :D

  • @fntthesmth423
    @fntthesmth423 2 ปีที่แล้ว +5

    This guy is the antithesis to "graphic design is my passion"

  • @GerinoMorn
    @GerinoMorn ปีที่แล้ว +2

    Interestingly, you are literally reiterating my thoughts and ideas, testing them, and hitting all the pitfalls I was afraid of.
    Meaning I will wait for you to succeed and then have my gamedev be a breeze ;)))

  • @raidcrhonos
    @raidcrhonos 2 ปีที่แล้ว

    Very nice.
    I always get excited to see those when they come out

  • @CreaZyp154
    @CreaZyp154 2 ปีที่แล้ว +8

    I love your videos. For the game, I suggest reducing the brightness (making it darker) of the blocks depending on its height

    • @puppergump4117
      @puppergump4117 2 ปีที่แล้ว

      I'm guessing he tried something like that but there's 16 levels of block height and 16 levels of brightness so it might be weird

  • @amilismurfs
    @amilismurfs 2 ปีที่แล้ว

    this looks great. I'm excited to see where this project is going.

  • @smellthel
    @smellthel 2 ปีที่แล้ว +2

    I’m excited for where he goes with this!

  • @memetech-
    @memetech- 2 ปีที่แล้ว +49

    Maybe make the light calculated using 9ths of a tile or even just 4ths so it’s harder to tell it’s just voxel lights
    Voxel lights lite
    Voxel lites

    • @maxemore
      @maxemore 2 ปีที่แล้ว

      voxites

  • @deathzero0212
    @deathzero0212 2 ปีที่แล้ว +1

    Funny how I just made something like this 2 months ago, only in the reverse direction your project is headed. I started with a 2d engine that rendered tiles isometrically but contained 3d data structures for the world. After a lot of struggling when it came to the concept and visual design, I ended up rewriting it into a 3d engine instead and just making it 1st person while the underlying code remained mostly the same.
    I look forward to seeing what you do with this concept. It's tricky but there is some potential for unique gameplay mechanics if you can solve the visual design issues.

  • @drowned_minds
    @drowned_minds 2 ปีที่แล้ว +1

    i have only few youtubers i get excited when they upload and you are one of them(been since you made your first c++ mc vid)

  • @shoeman256
    @shoeman256 2 ปีที่แล้ว

    What is the ide your using again? I know you mentioned it in an earlier video but cant find it :(

  • @raphaelmateusdasneves772
    @raphaelmateusdasneves772 2 ปีที่แล้ว +28

    I have never seen the inline keyword being used so much outside my own code. Maybe it will become strong again one day :')

    • @jdh
      @jdh  2 ปีที่แล้ว +13

      inline = speed ofc

    • @tappineapple3381
      @tappineapple3381 2 ปีที่แล้ว +1

      Or you can be a menace and use it on your global variables

    • @puppergump4117
      @puppergump4117 2 ปีที่แล้ว

      @@jdh I heard it's slow to compile lots of inline functions

    • @switchblade6226
      @switchblade6226 2 ปีที่แล้ว

      friendship ended with inline, constexpr is my best friend now

  • @thehambone1454
    @thehambone1454 2 ปีที่แล้ว

    What is the technical approach used to make a 3D object look like pixelated? Is it just using gl_nearest for the textures + ortho camera? Or rendering the player to a texture and then applying gl nearest? I didn’t catch how to do that.

  • @josefambruz9473
    @josefambruz9473 2 ปีที่แล้ว

    I was once creating very similar game in terms of looks, but never finished, so I like to see that you are doing something similar. To make the depth be even clearer, you could tint the blocks based on how far are them from camera, kind of what they are doing with the dwarf fortress steam release.

  • @blubloos
    @blubloos ปีที่แล้ว

    I think it's looking pretty interesting thus far in terms of the graphics style. Interested to see where this goes

  • @andrewhamel1
    @andrewhamel1 2 ปีที่แล้ว

    PLEASE hook me up with what this ide set up is, is it vim or emacs, and how did you get the lint/autocomplete stuff working? I am ready to drop vscode for this. Even if that means tmux

  • @krtee43
    @krtee43 2 ปีที่แล้ว +6

    You should do a series where you break down each stage of game development and explain some of it in more detail

    • @ossiehalvorson7702
      @ossiehalvorson7702 2 ปีที่แล้ว

      Including developing the engine? Seems like a good way to kill months and lose subscribers. It's paint drying level boring when you get into the nitty-gritty.
      It's more interesting to me than the average person, and a lecture on quaternions still about killed me. Game developers clench their teeth through those bits so they can get to the stuff that's actually fun about game development.

    • @puppergump4117
      @puppergump4117 2 ปีที่แล้ว +1

      @@ossiehalvorson7702 Maybe the real fun about game development was the math we learned along the way

    • @limeedhot
      @limeedhot 2 ปีที่แล้ว

      @@puppergump4117 :|

  • @harshchikorde9495
    @harshchikorde9495 2 ปีที่แล้ว +2

    Can you please make your videos a little more descriptive like about an hour because I love what you do and wanna get through your process of learning and execution in detail.

  • @griffinbrooks6748
    @griffinbrooks6748 2 ปีที่แล้ว +1

    JDH: releases 2 videos to us in under a month
    Me: why the gods have bestowed upon us
    **LIGHT**

  • @JoshuaBarretto
    @JoshuaBarretto 2 ปีที่แล้ว +1

    One technique you could try to improve the light map is to track the light level using a fractional value rather than an integer. The algorithm is exactly same, with one exception: the first iteration of light propagation gets a directional bias (from the light's intensity, to the intensity - 1) depending on where the light source is within its source tile. That should smooth things out and make the tiling less obvious while the light source is in motion.

  • @HedenCop
    @HedenCop 2 ปีที่แล้ว +3

    Super cool video. I'm blown away that you can hard code all this. I'll stick to my nice premade 3D engines 😳😂. I would like to add that i am not so sure about the perspective, i still can't tell how tall things are and where they are in the map. That being said this was still an awesome video, looking forward to more

  • @TheGreatProphecy
    @TheGreatProphecy 2 ปีที่แล้ว

    whats up with the weird lighting space between and under blocks.

  • @ahmetardakavakci
    @ahmetardakavakci 2 ปีที่แล้ว

    at first i thought you were using an ide because of the code completions and bottom tmux screen, your vimrc is amazing

  • @sleepymushroom9403
    @sleepymushroom9403 2 ปีที่แล้ว

    Can you recommend any budget friendly laptops it or PC to start game development

  • @samuelhedrick356
    @samuelhedrick356 2 ปีที่แล้ว

    His Code editor does not seem to be Androids studio or any vs studio editor, does anyone know which editor he is using in this video? Thanks.

  • @Test-iv4pm
    @Test-iv4pm 2 ปีที่แล้ว +3

    It is difficult for me to tell what is casting a shadow sometimes when the shadow is next to an edge-detected edge.

  • @CYON4D
    @CYON4D 2 ปีที่แล้ว +3

    Very nice work but I would have definitely kept the isometric perspective since it is the best view for conveying the sense of depth.

  • @JoeEnderman
    @JoeEnderman ปีที่แล้ว

    Quick question: why do you have the Windows XP background Bliss for your social media page? Everything I have seen you do indicates you prefer MacOS.

  • @spacefanatic1223
    @spacefanatic1223 2 ปีที่แล้ว

    Your hard work is appreciated!!

  • @loganhodgson6343
    @loganhodgson6343 2 ปีที่แล้ว +2

    A better way to get some depth is to change the angle of the camera slightly to make the elevation change of the tiles a different size than the surface tiles.

  • @dude3594
    @dude3594 ปีที่แล้ว

    Does anyone know what the song is at the beginning

  • @anatolysavin3175
    @anatolysavin3175 2 ปีที่แล้ว

    hey can you make a video on how to learn programming and how much time does it take

  • @nolram
    @nolram 2 ปีที่แล้ว +3

    A few ideas :
    - RGB lighting !
    - HDR lighting, increase the maximum light luminance for creating bright lights and then you can also do
    - HDR Bloom/Glow :)
    - ACES tonemapping

  • @kxtbit
    @kxtbit 2 ปีที่แล้ว +1

    Could you theoretically make the lighting spherical instead of “diamond-shaped” by replacing the breadth-first search with one that works based on the Euclidean distance from the center?

  • @ganglians
    @ganglians 2 ปีที่แล้ว +3

    You've successfully coded your way out of drawing

  • @BobzBlue
    @BobzBlue 2 ปีที่แล้ว +1

    can Conway's game of life be used do calculate light or something else?

  • @viskyboi1275
    @viskyboi1275 2 ปีที่แล้ว

    where did you learn all this? I wanna learn too

  • @Luckychew
    @Luckychew 2 ปีที่แล้ว

    That lighting technique is cool o-o

  • @dameck9570
    @dameck9570 2 ปีที่แล้ว

    Hey, great video. Could you give some information or sources about your (n?)vim setup? I tried setting up my vim as an IDE serveral times, but most of the times I just failed

  • @detroilions11
    @detroilions11 ปีที่แล้ว

    what theme are you using for your editor.

  • @divine203
    @divine203 2 ปีที่แล้ว +16

    The best engineer on youtube....wish to be as good as you someday

    • @kajvanveen5302
      @kajvanveen5302 2 ปีที่แล้ว

      Same 😂

    • @mgssscrazy
      @mgssscrazy 2 ปีที่แล้ว +4

      Practice makes perfect! Choose project ideas and implement them. The best way to learn many of the topics in his videos is by building stuff. You'll get there with dedication and effort 😉

    • @kajvanveen5302
      @kajvanveen5302 2 ปีที่แล้ว

      @@mgssscrazy cant even come up with ideas 😂

  • @user-tu5gj5nz8b
    @user-tu5gj5nz8b 2 ปีที่แล้ว

    What visual studio theme do you use?

  • @crst_05
    @crst_05 2 ปีที่แล้ว

    Great job jdh, thanks for being so inspiring!

  • @moritzreich4021
    @moritzreich4021 2 ปีที่แล้ว

    So you use vim or emacs?
    I started moving into the keyboard Code editor scene and want to know what you are using so I can try it in my own setup.

    • @TRex266
      @TRex266 2 ปีที่แล้ว +1

      Looks like vim (but for some reasons he uses the mouse A LOT)

  • @Komplexitet
    @Komplexitet 2 ปีที่แล้ว

    Can someone tell me what he is editing in? It looks like a text IDE on Linux but I think he's using a mac :/

  • @fossoso
    @fossoso 2 ปีที่แล้ว

    Could you please create a playlist of the songs you use in your videos?

  • @creatar2446
    @creatar2446 2 ปีที่แล้ว

    I feel like the grass blocks should have a normal map too because now it looks a bit like plastic with a flashlight shining on it, keep up the good work.

  • @safebox36
    @safebox36 2 ปีที่แล้ว

    This reminds me of LandTraveller, it had the same 2.5D style voxel aspect.
    And I tried to go for a similar style but 3D hard.

  • @Gendon-
    @Gendon- 10 หลายเดือนก่อน

    Where did you learn all of this?

  • @Omena0
    @Omena0 2 ปีที่แล้ว

    The first test looked the best, try putting the camera angle diagonal, it will be better

  • @martingogaming1777
    @martingogaming1777 2 ปีที่แล้ว +2

    Where did you learn OpenGL? Nice vids, can't wait until the next one!

    • @mashug1731
      @mashug1731 2 ปีที่แล้ว

      He has mentioned his tools in description

    • @martingogaming1777
      @martingogaming1777 2 ปีที่แล้ว

      @@mashug1731 THANKS, how didn't I see that lol

  • @Liloulalalala
    @Liloulalalala 2 ปีที่แล้ว +1

    one of the best coding channel, your videos are really realxing

  • @LinuxUser-nt4nl
    @LinuxUser-nt4nl 2 ปีที่แล้ว

    What operating system do you use and how did you've learned assembly? Sorry for my bad english ;)

    • @mashug1731
      @mashug1731 2 ปีที่แล้ว

      He works on Mac Os

  • @byronwezvo
    @byronwezvo 2 ปีที่แล้ว +1

    Please finish this project... It has a lot of great engineering from ground 0 🙏

  • @HomeofLawboy
    @HomeofLawboy 2 ปีที่แล้ว +1

    The camera angle makes everything really confusing most of the time, even with hard edges. Others have sugested changing the angle (just the tilt) to break the simmetry between the side face and the top face, I also wanna suggest experiment with not perfect cubes, e.g. the cube's height is 90% of the top face's lenght, so it's still a square face at the top but more of a squashed down cube.
    Other than that, loved the art style, good job!

  • @privatepancake2760
    @privatepancake2760 2 ปีที่แล้ว +2

    What code editor do you use?

    • @backwardspy
      @backwardspy 2 ปีที่แล้ว

      pretty sure that's vim with a heap of plugins.

  • @morgan0
    @morgan0 2 ปีที่แล้ว

    it may be easier to discern differences in height with something like minecraft's connected textures (i think just a modded in thing). so like on the inner edge of a block there are some tufts of grass, and everything is a little darker, and on the outer edge it kinda falls off a bit. or something like that. bricks could use a different arrangement that creates a border, plain dirt could have rocks on the inner edge instead of dirt, etc. though i do admit that it would be more work than what you did already.

  • @navanithkumar9359
    @navanithkumar9359 2 ปีที่แล้ว

    I like your videos. Btw which editor are you using?

  • @skejeton
    @skejeton 2 ปีที่แล้ว

    this is like roller coaster tycoon craft

  • @hbarudi
    @hbarudi 2 ปีที่แล้ว

    What is the best IDE to use for trying things like this? I would like to be able to use hardware such as multiple core multiple thread and gpu power for performance purposes and ensure that my code can do that.

    • @nolram
      @nolram 2 ปีที่แล้ว +1

      Thats not up to your IDE, its up to your code. What IDE you use doesn’t matter.

    • @hbarudi
      @hbarudi 2 ปีที่แล้ว

      @@nolram But still as a starting developer, I would like to know what is the best IDE to use for a project like this?

    • @backwardspy
      @backwardspy 2 ปีที่แล้ว +1

      @@hbarudi you will get as many answers to this question as there are IDEs in existence.
      for my money, i would suggest a beginner goes for something that has everything built in, so you can spend as little time setting it up and as much time writing code as possible. to that end, perhaps something like visual studio or clion is a good idea.
      eventually you may find you wish to go for something more stripped down that you can build to your exact preferences. i would recommend holding off on that until you have more confidence in what you're doing, but it's up to you. personally i use vscode, but i would not necessarily say it's the easiest for a beginner to get started with.

  • @mobslicer1529
    @mobslicer1529 2 ปีที่แล้ว

    could you like in-depth tutorials on rendering cause that would be epic

  • @Kiwi-fl8te
    @Kiwi-fl8te 2 ปีที่แล้ว

    You'll have to do something for the player to be visible in tight places or behind walls. I think one possibility would also maybe be to let te player rotate the camera by increments of 90 degrees. But even that won't fix the issue of tight spaces. Maybe when the player character goes behind a wall, that wall should become transparent ? Seems like for a Minecraft-type game this might be tough. If I recall correctly MiniCraft, one of Notches smaller projects, had only two layers, with the ground you walk on and 1 height of walls. Something akin to Don't Starve. You'd then go underground at specific places and the underground would be a two-layer space following the same rules.

  • @Skeffles
    @Skeffles 2 ปีที่แล้ว

    I really like how stylised the game became as the video progressed. I've been thinking if similar lighting could be possible in 2D isometric games without resorting to 3D. 3D might just be the easiest option 🤷‍♀️

  • @antontheyeeter
    @antontheyeeter 2 ปีที่แล้ว

    Can you make a video about vulkan?

  • @tristacho5472
    @tristacho5472 2 ปีที่แล้ว +2

    2:00 gives me age of empires 2 vibes for some reason I dig it

  • @Aidensan11
    @Aidensan11 2 ปีที่แล้ว

    i actually love the 2d sprite with 3d lighting

  • @joelitoperez3108
    @joelitoperez3108 2 ปีที่แล้ว

    Great content keep up the good work

  • @Psychx_
    @Psychx_ 2 ปีที่แล้ว +2

    Great video! What's that "console IDE" you're using called? It seems very efficient.

  • @RedSW
    @RedSW 2 ปีที่แล้ว

    looks awsome!

  • @Tristoo
    @Tristoo 2 ปีที่แล้ว

    why do the axis-aligned orthographic matrix tho? that just seems like a massive shot in the foot for no real reason.
    you can make the player/npc movement axis-aligned, and have the camera at a slight angle

  • @abhishekmaurya8330
    @abhishekmaurya8330 2 ปีที่แล้ว

    Can you please make a setup tour or workflow type of video i would love to see how the heck you code gigantic things in just few days 😁😁

  • @oobie3193
    @oobie3193 2 ปีที่แล้ว

    Two games you might find inspiration from could be Dead Cells and Octopath Traveler. Dead Cells had 3D models which were then converted into 2D via rotoscoping if I remember correctly. Octopath Traveler is a 2.5D game that has a similar look to the first iteration of the sprite earlier in the video.

  • @user-rr8hc8ls5n
    @user-rr8hc8ls5n 2 ปีที่แล้ว

    I think this can go on forever

  • @kleesup
    @kleesup 2 ปีที่แล้ว

    He is back!

  • @nini700
    @nini700 2 ปีที่แล้ว

    I'm annoyed youtube doesn't recommend me your videos. I love them u_u

  • @deionalexeigonzales
    @deionalexeigonzales 2 ปีที่แล้ว

    dont worry the 6 months upload schedule if far better than code bullet's 1 year(maybe) schedule

  • @Serioustar
    @Serioustar 2 ปีที่แล้ว +5

    I imagine you're one day going to make your own coding language

    • @luauvm
      @luauvm 2 ปีที่แล้ว +1

      He has, iirc he made an Assembly language for his own computer

    • @puppergump4117
      @puppergump4117 2 ปีที่แล้ว +1

      Maybe he can name it after a snake and completely destroy the meaning of programming

  • @M4gidev
    @M4gidev 2 ปีที่แล้ว +2

    This is very similar to the game I'm making, making it really difficult to understand the depth of the objects, the solution I came up with was to make a blur and fog based on the height, the most challenging of all is to make a good algorithm to be possible see inside closed areas, this is not found on the internet, I had to create my own solution.

  • @abdelrahman5094
    @abdelrahman5094 2 ปีที่แล้ว

    what text editor he use ?

  • @dagmawiabey8358
    @dagmawiabey8358 2 ปีที่แล้ว

    is he using neovim and is he using the gruvbox color theme? Thanks!

  • @theothetorch8016
    @theothetorch8016 2 ปีที่แล้ว

    I love how I didn't have to watch any of your previous videos to understand "and no, I won't abandon this one after 2 videos".
    (#LifeOfAGamedev)

  • @aidanquist2185
    @aidanquist2185 2 ปีที่แล้ว

    What color theme is that for vim?

    • @ganglians
      @ganglians 2 ปีที่แล้ว

      Check the video description

  • @scaffus
    @scaffus 2 ปีที่แล้ว +1

    This was a shitty day but you uploaded a video ! :D Love your content

  • @mrjamp9549
    @mrjamp9549 หลายเดือนก่อน

    Wait jdh on your twitter side it says you’re from denmark. I’m too and i was wondering where u learnt programming?

  • @sadhlife
    @sadhlife 2 ปีที่แล้ว

    That 3d to pixel art idea sounds a lot like what Randy is doing.

  • @AlienLogic775
    @AlienLogic775 2 ปีที่แล้ว

    I think you should use a camera angle like at 2:00.
    It way better to give perspective. In the other, even with black edges, we cannot estimate height.

  • @melefab
    @melefab 2 ปีที่แล้ว

    editor color scheme?

  • @thomascheung4202
    @thomascheung4202 2 ปีที่แล้ว

    What editor do you use?

  • @magmaslasher7604
    @magmaslasher7604 2 ปีที่แล้ว

    My favourite part of this video is when multiple times I understood a concept *better* than I did after he explained it.

  • @shadamethyst1258
    @shadamethyst1258 2 ปีที่แล้ว

    I unfortunately could not make out half of the parenthesis and punctuation symbols because of their lack of contrast against the background. Maybe make them brighter and/or more accessible?

  • @bp9696
    @bp9696 2 ปีที่แล้ว

    Love your videos!