I Made A Blob Shooting Game With Ray Marching

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  • เผยแพร่เมื่อ 26 ก.ค. 2023
  • Today we're going to create a blob shooting game with raymarching / sphere tracing 🎃.
    I'm going to share my learning journey with you with as much detail as possible.
    Final Game Play:
    raymarching-engine.netlify.app/
    Source Code (have fun):
    github.com/visionary-3d/three...
    Corrections:
    At 07:10 : I said that we're calculating the world position of the intersection point.
    But we're not. The cameraToPixel vector is relative to the camera.
    So it's not the world position of the intersection point.
    BASICALLY Everything in this video:
    Clouds:
    www.shadertoy.com/view/3l23Rh
    Rain Forest:
    www.shadertoy.com/view/4ttSWf
    Counter Strike 2 Smoke:
    • Counter-Strike 2: Resp...
    Smooth Min With Colors:
    www.shadertoy.com/view/tscBz8
    Smooth Min Algo:
    iquilezles.org/articles/smin/
    Raymarching visualization:
    www.shadertoy.com/view/slGfz1
    Enhanced Sphere Tracing:
    erleuchtet.org/~cupe/permanen...
    Unreal Engine Footage:
    • Unreal Engine Distance...
    Water Footage:
    • ASMR Nature Sound [WAT...
    • ASMR Nature Sound [WAT...
    Support this channel 💖
    ETH Wallet:
    0x61621F0cE4665789863569C6211af4Ea7e08FC82
    Chapters:
    00:00 Intro
    00:38 Basic Setup
    01:09 Sphere Tracing
    03:38 Magical Number
    04:20 Same Cubes Wrong Images
    07:51 The Power Of Ray Marching
    08:47 Lets Make It Look Good
    10:38 Physics
    11:00 Making It Fast
    12:40 Final Result
    13:03 Outro
    --------------------
    Visionary 3D:
    Follow me:
    x.com/visionary_3_d
    Discord Community:
    / discord
    Shaders Crash Course:
    • Three.js Shaders (GLSL...
    My Shaders Playlist:
    • Shaders
    My VsCode Config:
    github.com/visionary-3d/vscod...
    Three.js Boilerplate:
    github.com/visionary-3d/three...
    #raymarching
    #raytracing
    #shaders
    #threejs
    #3d
    #3danimation
    #glsl

ความคิดเห็น • 61

  • @visionary_3_d
    @visionary_3_d  9 หลายเดือนก่อน +18

    What color is your game engine ?
    Ok, I know that this isn't even close to being a game engine.
    But it's a cool hybrid rendering workflow which I'm definitely going to use in the future.
    Hope you enjoyed. 🙏
    Corrections:
    At 07:10 : I said that we're calculating the world position of the intersection point.
    But we're not. The cameraToPixel vector is relative to the camera.
    So it's not the world position of the intersection point.

    • @americanhuman1848
      @americanhuman1848 8 หลายเดือนก่อน

      blue (the color of the c++ logo)

    • @shaak_s
      @shaak_s 3 หลายเดือนก่อน

      short question - why you choose three.js vs babylon.js?

  • @delphicdescant
    @delphicdescant 5 หลายเดือนก่อน +9

    Here are a couple things I especially appreciate about your video:
    1. Music choice is interesting, contrasting with the bland upbeat "I'm selling you something" music in a lot of other gamedev and graphics programming videos (especially in the ones where you can tell the author is very full of themselves)
    2. You refer to all these existing techniques without subtly (or blatantly) implying that you invented them, contrasting with a lot of other graphics programming videos (especially the ones where you can tell the author is very full of themselves - noticing a theme here).
    3. You aren't playing up the fact that you made a rendering engine as somehow being a cosmic miracle of an achievement that proves your own genius, again contrasting with "those" people, who I don't have to describe yet again.
    So thank you for not being an obnoxious egomaniac. It feels like that's getting rarer and rarer the more I talk to people with custom engine projects. Especially any engine projects relating to unconventional rendering, or voxels, or... well, I'll end up actually naming people if I go on too long.

    • @visionary_3_d
      @visionary_3_d  5 หลายเดือนก่อน +4

      Thank You!
      I'll keep all of those in mind...
      I think a little bit of Ego is ok though.
      Especially when you're building something entirely new. I don't mind it when the product is actually great.

  • @DiThi
    @DiThi 8 หลายเดือนก่อน +23

    7:17 To avoid as many computations as possible you can just provide a vector of one corner from the engine (or two opposite corners if the FoV may not be asymmetric) to the shader, and just do a normalize(mix(corner0,corner1,vec3(coords, 0.0))) (where coords are 0,0 with corner0 and 1,1 with corner1)

    • @visionary_3_d
      @visionary_3_d  8 หลายเดือนก่อน +5

      Gotcha. I'll try that one too thanks.

    • @DiThi
      @DiThi 8 หลายเดือนก่อน +6

      @@visionary_3_d Now that I see this again I realized you can do the vec3 conversion after the mix, saving one multiplication in scalar gpus

  • @ThePouetman
    @ThePouetman 4 หลายเดือนก่อน +3

    Damn that's quality content, I feel like you always post stuff I'm interested in, good job!

    • @visionary_3_d
      @visionary_3_d  4 หลายเดือนก่อน

      Glad you liked it

  • @gabrielecocchieri7588
    @gabrielecocchieri7588 3 หลายเดือนก่อน

    hey, you're really good at explaining and you are concise, keep it up.

  • @miguelmyers8929
    @miguelmyers8929 9 หลายเดือนก่อน +1

    keep it up cant wait for the next video👍

  • @CharlesVanNoland
    @CharlesVanNoland 6 หลายเดือนก่อน +10

    Thanks for making a video to get these demoscene techniques out there to inspire gamedevs. I've been so tired watching indie gamedevs keep making the same stuff for the last 10-15 years, not exploring what's actually possible. Even with raymarching, this is just scratching the surface of what's possible with such a highly parallelized compute resource as a GPU. I predict we'll start seeing some really awesome stuff that could've been done at any point over the last decade, but nobody had the idea for it before. Like a boxy Minecraft voxel world - that likely could've been done 23 years ago, but nobody thought of it back then. Indie devs, especially, should be exploring the unexplored, and pioneering new stuff that nobody has seen in an interactive game before. I feel like VR is also a great new gaming medium that is thoroughly untapped as well. More indies need to get into VR, because it's the future, and it's indies that will build it - not AAA devs.

    • @o1497
      @o1497 4 หลายเดือนก่อน

      The problem with VR is the game engines that indies used, since it’s not an in house engine, is pretty complex and hard to do, and this is without talking about the problems of the engine itself. The engines are not very advanced yet unfortunately

  • @Splarkszter
    @Splarkszter 8 หลายเดือนก่อน +3

    This is incredible. What an amazing awesome thing.

    • @visionary_3_d
      @visionary_3_d  8 หลายเดือนก่อน +1

      Thank you. You are awesome 😄

  • @yacinezahidi7206
    @yacinezahidi7206 20 วันที่ผ่านมา

    Love the content !!! Too bad the music is super stressful

  • @thebenezer
    @thebenezer 9 หลายเดือนก่อน +2

    Cool video, my friend! 🤩

    • @visionary_3_d
      @visionary_3_d  9 หลายเดือนก่อน

      Thanks For Watchinnnnng ❤

  • @SomeRandomPiggo
    @SomeRandomPiggo 8 หลายเดือนก่อน

    Awesome video! I hope the algorithm god blesses your channel

    • @visionary_3_d
      @visionary_3_d  8 หลายเดือนก่อน

      Thanks for the kind words 😄
      This means a lot to me.

  • @randospawn7495
    @randospawn7495 3 หลายเดือนก่อน

    The magic number was literally the first two non-zero components of the perspective projection matrix which I almost immediately recognized after trying for one year to make a 3d engine on my own.

  • @mykle2890
    @mykle2890 4 หลายเดือนก่อน

    Nice work ! Lately I've heard of another method of achieving similar results as ray marching but faster, If I remeber correctly it's called cone marching or cone tracing, maybe you could gain even more performance with it

  • @suvetar
    @suvetar 4 หลายเดือนก่อน +1

    Thank you for this; I won't even pretend to claim that I''ve grokked this all on the first attempt, but I'm feeling a lot happier about how this works now and am already starting to build a bit of an intuitive mental model now - Thank you for this, can't wait to learn more!!

    • @jeed4119
      @jeed4119 3 หลายเดือนก่อน

      are you using adventure time slang in normal conversation

    • @suvetar
      @suvetar 3 หลายเดือนก่อน

      @@jeed4119 Nope? Grokked comes from Grok Law, folks did awesome legal research for Google vs Oracle

  • @privatenope
    @privatenope 3 หลายเดือนก่อน

    no way its the cave johnson who invented gels

  • @gokhancakr661
    @gokhancakr661 8 หลายเดือนก่อน +1

    you deserve more vievs. good job

    • @visionary_3_d
      @visionary_3_d  8 หลายเดือนก่อน

      Thanks. Glad you liked it.

  • @Trooperos90
    @Trooperos90 3 หลายเดือนก่อน +1

    Thats the most awesome thing i saw for a long time

  • @maxsch.2367
    @maxsch.2367 7 หลายเดือนก่อน

    cool stuff!

  • @jostasizzi818
    @jostasizzi818 9 หลายเดือนก่อน

    Amazing 😊

    • @visionary_3_d
      @visionary_3_d  9 หลายเดือนก่อน

      Thanks! Glad you liked it.

  • @neut_ro
    @neut_ro 4 หลายเดือนก่อน

    Thank you for making this you inspired me to make my own engine! I have been kinda depressed and frustrated lately especially BCS I started to feel not being able to work with the current engine I am working with (Roblox studio) BCS of it's limitations and kind of BCS of the lack of my knowledge but this for sure cheered me up. Also since I am still learning C++ and idk typescript...I will be using python, any tips or suggestions to help me

    • @visionary_3_d
      @visionary_3_d  4 หลายเดือนก่อน

      Thanks for watching.
      My suggestion is to start small...
      and perhaps try to copy other people's projects on your own.
      That helped me a lot at the start.

  • @stephendaedalus7841
    @stephendaedalus7841 8 หลายเดือนก่อน +8

    How did you add physics to the virtual objects?

    • @visionary_3_d
      @visionary_3_d  8 หลายเดือนก่อน +7

      Well. You create a separate physics world which the library that I’m using provides.
      And then each frame you update the position and quaternion of the virtual objects to match their clones in the physics world.

    • @paschalasobirionwu1183
      @paschalasobirionwu1183 8 หลายเดือนก่อน

      @@visionary_3_dis that by using cannon.js or are you aware of any other web libraries that to the same better ?

    • @visionary_3_d
      @visionary_3_d  8 หลายเดือนก่อน

      @@paschalasobirionwu1183 Rapier.js ( written in rust, compiled to wasm )

  • @xnasunimc
    @xnasunimc 3 หลายเดือนก่อน +1

    12:39
    did you sync the shoots with the music, it was cool

  • @clonkex
    @clonkex 8 หลายเดือนก่อน

    This is cool. Comment for the algorithm because a lot of effort went into editing this and the result is great!

  • @Zi7ar21
    @Zi7ar21 4 หลายเดือนก่อน

    0:22 actually maybe 1 or 2, marble marcher being a one-time demo but there has been some since then, there is one where you explore I forgot what it was called

  • @gravity_mxk5663
    @gravity_mxk5663 3 หลายเดือนก่อน +1

    Wow, this video is like a cold drink of water in a sea of TH-cam garbage. Thank you this video was really great!

    • @visionary_3_d
      @visionary_3_d  3 หลายเดือนก่อน

      Glad you liked it.🙂

  • @Dream-Web
    @Dream-Web 9 หลายเดือนก่อน

    We would like to learn this in details in a step wise tutorial

    • @visionary_3_d
      @visionary_3_d  9 หลายเดือนก่อน

      Hey. Thanks for the kind suggestion.
      Projects like these take a while to create and also code.
      There are lots of steps involved and I have to say it's near imposibble to code this step by step from start to finish....
      However I'm confident that I've put every piece of code you need ( pretty much ) in the video.
      You just have to do a lot of pauses and also maybe look at the source code ( which I'll publish tomorrow ).

  • @miguelmyers8929
    @miguelmyers8929 หลายเดือนก่อน

    i wanted to know how you got the correct ray march scene depth to mix with the regular scene so it dosen't look like its drawn on top🧐

  • @androwaydie4081
    @androwaydie4081 4 หลายเดือนก่อน +1

    12:40 it's synced to the music

  • @EndroEndro
    @EndroEndro 8 หลายเดือนก่อน

    nice 2fps animation on that page. but looks good

    • @visionary_3_d
      @visionary_3_d  8 หลายเดือนก่อน

      haha. thanks.
      depends on your hardware tho!
      runs at 160fps for me. ( rtx 4070 ti )

  • @profhua3341
    @profhua3341 4 หลายเดือนก่อน

    There is a game called "Claybook".

    • @visionary_3_d
      @visionary_3_d  4 หลายเดือนก่อน

      Yeah It’s pretty cool.

  • @theman7050
    @theman7050 9 หลายเดือนก่อน +2

    Do you believe some webgl raymarching stuff is ok for web development? I mean performance wise.

    • @visionary_3_d
      @visionary_3_d  9 หลายเดือนก่อน +1

      Depends on what you’re doing.
      In some cases if you optimise correctly it might make sense …
      Cloud rendering is an option for instance.

  • @paradox8425
    @paradox8425 4 หลายเดือนก่อน

    I'm confused. Do you use Unreal Engine or not?

    • @visionary_3_d
      @visionary_3_d  4 หลายเดือนก่อน

      Nope.
      I’m using three.js which is using webgl.

  • @vk8a8
    @vk8a8 4 หลายเดือนก่อน

    3 jav scipt