Inspired by your fantastic video series on openGL + pygame, I now try myself to implement an openGL driven, animated scatter plot (plotting nodes and lines colored by heat maps); those kind of plots are great to visualize flow network problems (such as traffic networks, electrical circuits, water networks and so on). I would love to see the python + openGL video series to be continued, e.g. covering decals or other interesting topics. However, what ever video/project comes next, all your videos are great! You do a great job ...
In the getSoftShadowX16() function, I think you may have forgotten to initialize the `shadow` variable. I needed to change this: float shadow; ...to this: float shadow = 0.0; ChatGPT also helped me make the shadows look better/less glitchy (on my hardware) like this: float getSoftShadowX16(vec4 biasedShadowCoord) { float shadow = 0.0; // Initialize the shadow accumulator float swidth = 0.5; // Consider smaller steps for a smoother shadow float endp = swidth * 1.5; for (float y = -endp; y
Does defining physics in 3d game assumes that we are still in 2d mode right? Because 3d is just a projection into 2d space.. For example if I have one 3d object in the screen..how do I tell it to go deeper into the screen like go to position vector from the origin Do I need to do z=18 Or maybe express z=f(x,y) I don't know
This is usually accomplished by rendering a duplicated, mirrored scene. It is easy to imagine a giant mirror. However, I don’t know how something like a rearview mirror would work. Maybe rendering the scene from the mirror point of view and using it as a texture?
Coder, I've been struggling to find a way to create a 3d collision on these project, will you ever create a tutorial involvin this or if you don't mind could you recommend me a good tutorial for understanding 3d collision?
@@CoderSpaceChannel3 day and night I struggle to do physics, about the oval there are many different libraries, I looked through half of Google, but I can’t achieve anything, about pybullet г I don’t know, I didn’t even try, I can’t imagine how to work with him. Another problem is the expansion of objects in this 3d engine, I haven’t looked at how to work with it yet, but I think it wakes up just as hard . Can you make at least 1 introductory video on the topic of physics in 3d space, at least the basics collisions and ridgic body physics
You can try something like this after the first pass: depth_attachment = np.frombuffer(depth_fbo.depth_attachment.read(), dtype = 'f4') depth_map = np.frombuffer(depth_attachment - 1, dtype = np.uint8).reshape((*depth_fbo.size[1::-1], 4)) cv2.imshow('input', cv2.flip(255 - depth_map[:, :, 2], 0))
its Kinda hard, vec3 getDynamicReflection() { vec3 viewDir = normalize(camPos - fragPos); vec3 reflectionDir = reflect(-viewDir, normalize(normal)); // Calculate the reflection direction vec3 reflectedColor = texture(u_texture_1, reflectionDir.xy * 0.5 + 0.5).rgb; // Sample the reflected color, I HAVE NO CLUE HOW TO but i'm sure it needs a cubemap, for now reflects off of itself return reflectedColor; }
Inspired by your fantastic video series on openGL + pygame, I now try myself to implement an openGL driven, animated scatter plot (plotting nodes and lines colored by heat maps); those kind of plots are great to visualize flow network problems (such as traffic networks, electrical circuits, water networks and so on).
I would love to see the python + openGL video series to be continued, e.g. covering decals or other interesting topics.
However, what ever video/project comes next, all your videos are great! You do a great job ...
Thank you for another great video. Love your videos man
Very cool Tutorial, I'll use it for an engine, Thanks a Lot, Great Video !!!
thanks, you make great tutorials
Best tutorials since Nehe !!
In the getSoftShadowX16() function, I think you may have forgotten to initialize the `shadow` variable. I needed to change this:
float shadow;
...to this:
float shadow = 0.0;
ChatGPT also helped me make the shadows look better/less glitchy (on my hardware) like this:
float getSoftShadowX16(vec4 biasedShadowCoord) {
float shadow = 0.0; // Initialize the shadow accumulator
float swidth = 0.5; // Consider smaller steps for a smoother shadow
float endp = swidth * 1.5;
for (float y = -endp; y
Great video. Very well explained 👍
@3:58 I noticed that we can blur the shadow by an amount given by the difference with neighboring pixels.
are you going to introduce physics next?
probably yes
Does defining physics in 3d game assumes that we are still in 2d mode
right?
Because 3d is just a projection into 2d space..
For example if I have one 3d object in the screen..how do I tell it to go deeper into the screen like go to position vector
from the origin
Do I need to do z=18
Or maybe express z=f(x,y)
I don't know
@@CoderSpaceChannel when
are you going to make a tutorial about vulkan?
maybe later
Hey Coder Space, can you explain or show how "picking", i.e. selecting triangles in the 3D-World via mouse courser, can be realized with ModernGL?
watch.. the voxel engine
Please continue this tutorial 🙏
Thanks for a new video!!!
We’re did you learn all of this?
Will you continue tutorial about 3D Engine?
Can you please cover how to blit things on the screen as İ really need it
Good vid.
when is this series going to resume?
I love you Bro!!!!!!!!!!
Please.
More videos.
✅✅✅✅✅✅✅
How come the glm module doesn't have a vec3 attribute?
Edit: nevermind it's fixed now \o/
How can reflective surfaces (kinda like a mirror) be implemented? I'm very interested, and would appreciate any info
This is usually accomplished by rendering a duplicated, mirrored scene. It is easy to imagine a giant mirror.
However, I don’t know how something like a rearview mirror would work. Maybe rendering the scene from the mirror point of view and using it as a texture?
Coder, I've been struggling to find a way to create a 3d collision on these project, will you ever create a tutorial involvin this or if you don't mind could you recommend me a good tutorial for understanding 3d collision?
bounding boxes or spheres, or you can try with pybullet
@@CoderSpaceChannel3 day and night I struggle to do physics, about the oval there are many different libraries, I looked through half of Google, but I can’t achieve anything, about pybullet г I don’t know, I didn’t even try, I can’t imagine how to work with him. Another problem is the expansion of objects in this 3d engine, I haven’t looked at how to work with it yet, but I think it wakes up just as hard . Can you make at least 1 introductory video on the topic of physics in 3d space, at least the basics collisions and ridgic body physics
Running the code on github produces a scene where everything is black. Do you know what could be the problem? Python 3.11.2
How do you go about displaying just the depth?
You can try something like this after the first pass:
depth_attachment = np.frombuffer(depth_fbo.depth_attachment.read(), dtype = 'f4')
depth_map = np.frombuffer(depth_attachment - 1, dtype = np.uint8).reshape((*depth_fbo.size[1::-1], 4))
cv2.imshow('input', cv2.flip(255 - depth_map[:, :, 2], 0))
Tem como programar open Gl no android?
Could you maybe add global illumination, if its possible?
its Kinda hard,
vec3 getDynamicReflection() {
vec3 viewDir = normalize(camPos - fragPos);
vec3 reflectionDir = reflect(-viewDir, normalize(normal)); // Calculate the reflection direction
vec3 reflectedColor = texture(u_texture_1, reflectionDir.xy * 0.5 + 0.5).rgb; // Sample the reflected color, I HAVE NO CLUE HOW TO but i'm sure it needs a cubemap, for now reflects off of itself
return reflectedColor;
}
why do you write all the code in constructors? why not implement classes in an abstact way and use them in a main function?
Да ну, хоть здесь тебя нашёл, что тот канал то забрасыаешь.
Hello do you have Instagram?
Yes, but for personal use.
OK I have questions
in the channel description section there is my email