Thanks so much for all the support!! It really does mean a lot to me. I see a lot of people have been asking for the source code, so here’s a GitHub repo: github.com/CarterSemrad/Jackrabbit
hey man, your content is of very high quality and I'm sure you have a bright future as a content creator but at the moment you only have 2 videos on your channel, and if the algorithm sees people clicking on your channel and immediately leaving it'll think they're not interested and stop recommending your channel, I'd advise you to post some more videos as soon as you can
Dreams on the PS4 actually use this. It doesn't use any triangles but relies on primitive shapes and ray marching to create its models. I'm pretty sure it doesn't use image textures either. And it's outstanding the kind of games they made there Here's a Courage the cowardly dog game made in Dreams PS4: th-cam.com/video/bLN5PREvh38/w-d-xo.htmlsi=ourKPb55V4NGAYSO
If we're being technical, it's still rendering polygons, 2 triangles that cover the screen, and then math to construct a world in those triangles! A lot of math for modern game rendering fakes detail on polygons, as a lesser extreme of what's done here. A prime example being parallax-occlusion mapping, which is like a normal/bump map that can actually occlude areas of itself (within the render bounds of the mesh triangles). resulting in the appearance of a physically modeled detailed surface but is just a few polygons.
@@michaeljohn5130 I believe Dreams doesn't use ray marching for rendering, they do still use SDF primitives, but for point cloud cluster generation, and they use a splat-based rendering approach since the former failed to yield the artistic results the team desired. I can really recommend Alex Evans' Umbra Ignite 2015 talk "Learning From Failure", which is also on TH-cam, where he goes over all the rendering techniques they implemented in order to tackle rendering a sparse set of SDFs.
I thought the end of the video was a joke when he said he only had 11 subs. The video was very entertaining and high quality I would have never guessed it's made by someone with less than atleast 100k subs! Also the code was extrememly impressive and i learnt a lot of new things! Edit: everyone show him the love he deserves and drop a sub to help support the small creators :D Edit: 30k 🗿
bots? bots make me crazy. crazy? I was crazy once. they put me in a room. a mathematical room. a mathematical room with bots. bots make me crazy. ps, no I aswell thought this was gonna be a 5k at least, genuinely impressed by the quality
I’ve done a lot of messing around with making 3d code front scratch, but seeing just how far you made it made me really respect your abilities. That’s not even mentioning how well you explained the concepts in your video too. I like to say that if a programmer tells another programmer about a thing they did and the other programmer goes “I could do that”, that doesn’t mean the first programmer didn’t do anything challenging, it means they did a good job of explaining it. This was a terrific video, and I predict your channel will continue to grow in size exponentially. Good job and thank you for the entertainment+inspiration! Edit: thanks for the 200 likes! (Feb 27 2024)
The rendering speed & quality look amazing, there might actually be some potential for making graphically intense games run smoother with this technique!
its actually used already. Things such as clouds and smoke are extremely fast in ray marching. However it slows down with each SDF added to the scene so that is what limits its application.
You are so talented, this is really impressive. I Would love some tutorials from you! A little tip: Reduce a little bit the volume of the sound effects during the video, your voice and the musics are pretty calming, so it was a little too loud. Hope to see more videos in the future!
I love how everything is so well made here the only criticism Is in regards to basic editing stuff. interesting video - now decide your fate png tuber disembodied voice or flesh and blood 🤷🏻♀️ good video btw
This is so dope. Have been learning math for computer graphics for a good while, this type of video is content I need to step up the motivation. I really loved it man. Please, keep sharing more.
@@ucheodozie9836 I have been working as a Unity Game Developer for the past 7 years. The engine does 80% of the heavy lift, so you only need to worry about implementing your game features. But the issue is, I have no control over how the engine works. The owners can do anything they want and I will be forced to abide. By getting a step further and learning computer graphics, you can build your engine as it pleases you.
The way you’re making full professional level content with 2 videos speaks to the effort and research it must’ve taken you to learn TH-cam, and how skilled you are as a programmer. Great videos, hope to see you continue to do well!
Yeah like, even for viral videos that get like 300 million views, they are usually just one funny thing, then the person who posted it doesn’t really go anywhere. But this had real effort put into it, this it led to people subscribing.
@@xseis. I agree... My brother-in-law went from making 3D the old way of shaping and stuff to mostly code to get the same result by generating it instead and it's mostly code and scrip with a damn lot of math... And he goes from buildings to rocks, trees, grass and everything all done that way and changing some values can sometimes generate a gazillion amount of different results without having to actually shape them all manually like the old way. 3D nowadays is more about procedural generated content than losing hours manually shaping stuff cause why would someone lose many countless hours shaping like hundreds of different trees when with code the same code just changing some values can give you that pretty fast after all the code is done properly... However they sound more simple than reality, they still require a lot of knowledge, it's not just pressing a button and it generates, it requires too many stuff that someone into old 3D of manually shaping if doesn't update them self will easily and quickly lose the spot. Edit: forgot to say he mostly uses Houdini nowadays, long goes his days of 3DS Max, Maya and many others... I just hope he starts using Unreal Engine 5 too some day cause if he compile the project at least I could try them 😎
Dang, this is so underrated. I was watching this and thinking: wow, this guy probably has a lot of subs. Got to the end of the video and was so confused. Then I was even more confused when I saw that you’re only at about 200 subs after posting this. This is pretty epic (albeit horrific that you just hardcoded everything, and it’s giving me ptsd from coding on khan academy), and it looks really good.
This is very impressive, especially with pure ray marching! Though my main issue with the method is that you eventually need to draw a lot of different objects, and this will reduce the performance. Unless someone figured out how to use octtrees in shaders
I think I'll have to make a sacrifice to the algorithm to show my gratitude for recommending me this gem. As a web dev who sometimes dabbles in simple game dev it's wonderful to see what's possible outside my comfort zone of 2D canvas. Wild :)
Saw your dad and brother at Auggie’s this evening and they told me about this. I’ll never care about programming, but still enjoyed watching and listening to you explain. Very nice, young man, and congrats on blowing up! You’re one of the smartest humans I know, but still so chill. Keep up the amazing stuff!
This is so cool. I literally made something just like this recently since the only thing unblocked at my school that i can run anything in is google sites, so my game has to be all in one file. I might restart since its super messy at 1500+ lines and has some terrible sdf functions, but you gave me motivation. I would love to watch more videos like this
I always wondered if there was a way to do 3D graphics without conventional polygons. Thanks for this explanation! The looks are great, so smooth! I hope we can see more of this in games some day.
11 Subs 3 weeks ago. 12.1k now lel It's really cool what people can do with just code. Already loved the demo scene in the early 90s with those 64k demos and stuff. Could never run them at a higher pace than maybe 5fps but damn they already had some cool stuff back then. I wished game devs would incorporate such things much more.
I tried so hard to figure out how to render things in this manner: it is succinct and feels right!! I’m so grateful for your existence and I hope you keep the stream of knowledge flowing 😀
This is seriously underrated. The walkthrough of what you did and how it works is sick. And the 2D rendering montage? Fire music and video presentation. Awesome stuff, man.
Bro , just start using graphical library in python , and you throw something like that , that's amazing , you really motivate me to go farher in programation , your job is so amazing i could'nt realise that you only had 11 subscriber
Cool. I wish more games were using sdfs, as some effects could be really phenomenal. The amount of awesome stuff on ShaderToy is mindblowing (also few of mine, which I am proud of, but there are so many more skilled people and more arts stuff posted there).
You got almost 16 k subs in 3 weeks, and it’s just your second video??!! That’s insane! Well deserved bro, I’m glad the video basically went viral, otherwise i wouldn’t have gotten to watch this video. I’m now one of the subscribers, and I’m excited to see what you do next. Keep up the good work bro!
I didn’t think that you could render 3D objects without blender or some other tool but it actually makes a lot of sense. These tools probably use a lot of hidden math behind them to create the scene, they do most of the thinking. It’s possible for you to do it with just code but extremely difficult.
Amazing presentation, it's very cool to see actual games built entirely procedurally! It also extends my latest video so well, we could have made a collab😄
from 11 subs to almost 5k in 6 days, that is a big achievement, and well diserved cause the video editing and explanations are up top, even better then many high sub count channels, only thing I wish you had shown was the code on how you did it all. But appart from that, very nice video, maybe a continuation video with the code steps would be nice for a next post :) Hope you get way more subs cause at least you know how to explain and make visual appealing stuff ;) I recon 2024 is going to be a good year for you ;) I hope it is, happy new year everyone.
great video! Wouldn't have mind if it was thirty minutes long lol. My only critique would be that your microphone volume is a little all over the place, caught myself having to repeatedly change my volume to compensate. Other than that, love it and it's a great demonstration of what it means to truly understand the importance of math in coding and game development.
This really does humble the hell out of me because I struggle to learn basic coding in lua for Roblox and you’re making your own graphics engine basically haha
this came out 4 weeks ago, and you had 11 followers then, and now you have 16.3K followers, holly shit dude! congrats you deserve it!!!! loved the vid!!
This is insane. Even cooler and better graphic and color design than actual ones. I assume it also runs pretty smoothly cause you written out the shaders from code
Nice to see someone going further beyond to what I've just scratched in Graphics subjects while in college, really gives a nice background and context in how rendering 3D images/frames actually works
OMG, This is such an amazing video, you deserve all the subs you go and you just got a new one! I can't wait to see more of your amazing content!!! it's impressive how good it looks for a simple 3d engine you built yourself! truly talented
As mind blowing as these techniques probably are for a lot of people, they used to be pretty common and its honestly a little disappointing that its taken this long for people to start rediscovering them. As a professional developer, it's frustrating when large AAA titles release which completely lack any kind of shader techniques outside of albedo and normal textures as though procedural textures (and even models) are artistically effective while remaining decently efficient with a low runtime and storage memory cost. So many low res, repeating textures could just be math and be better in nearly every way! I appreciate when people like you showcase that.
I was about to give a comprehensive and detailed answer at first, but decided to sum it up in a single sentence instead. There's technical and organisational reasons for that, the latter of which being the most impactful. It's all fine if you're a solo dev or have a tiny team (less than 10 people total, for example). Beyond that point tooling and education become a nightmare for big projects if you go down that path.
@@totalermist I'm in AAA, so I know there's definitely friction with larger teams - some more than others (*Microsoft*). Though I also think if there's a good argument to be made for procedural graphics it's pretty easy to get the team on board. Eg: "if we write a custom shader to generate brick textures, we can easily make a ton of unique variations and lower our overall art budget while increasing the fidelity of the art." I hate to harp on it because I feel like it gets enough negative attention, but the few latest Pokemon games are a great example of what I mean. Super low res simple, repeating textures being stretched to cover an entire wall or floor when just procedurally generating them would have been easier/faster to iterate and looked significantly better.
Just food for thought, it seems like it would be possible to build an algorithm builder where it shows a 3d object in a window with sliders or additions you can add to the algorithm and it updates the shape in real time. Then it would be pretty plug and play for everyone else.
At time of writing, around 5/6 viewers of this video have subscribed. That seems like such a large fraction it's no wonder the algorithm recommended it to me.
Absolutely breathtaking. To think how I loathed using SFML in C++ to create a platformer and you make a whole 3D game with nothing. Really great video, you're an inspiration!
You’re incredible. It’s crazy how casually you explain the coolest math applications I’ve seen in forever as though it’s second nature to you. Would love to see tutorial style content from you if you’re interested in making it. Either way amazing job and thanks for sharing
A bit over 20 years ago there was this competitive genre, called "demoscene". You get a size limit (most popular and tricky was the 64kb category) and you must fit your entire 3D movie or a game in there. Obviously, nobody used chunky models, everything was mathematically generated: the textures, the meshes... fr-08 by Farbrauch team was the demo that inspired me to learn assembler back then.
The thing with using the CPU in games is the CPU (Central Processing Unit) does every single task bit by bit, it does not do one script at a time, it does one function, one singular thing at a time, doing all scripts slowly. Meaning if the CPU is overloaded with too much stuff, it slows down everything, not just one script but everything, while the GPU (Graphics Processing Unit) is designed to do thing related to graphics and can do so effectively without interfearing with anything else.
It’s crazy that you pull up such quality video this soon in your channel project. Not only the game is very cute and is a cool challenge, but also the audio and the video itself are great. Love it!
Outstanding video quality, information, vibe. Just wow. The speed at which this channel has blown up is insane and I'm all for it. This is some impressive stuff :0
I can't wait to go try this! I teach a web design and animation class part time, and my mind is already racing with ways I can try to crowbar a little bit if this into a lesson.
Even though the gameplay itself is pretty simple, this has really interesting implications for game development. I'd be curious to know how well a game like this runs compared to a comparable game made with traditional methods. As well I'd be curious to see how well this type of development style scales. Obviously not expecting anything like the next God of War or anything, but I'd love to know how far these techniques can be pushed.
"As of this video, we're currently at 11 subscribers, & it would mean lot to me if we could get to 12!" (Looks at sub count) "Well... I'd say you reached your goal." Really man, this is INCREDIBLE!!! Keep up the great work!
Holy crap, ok wow, I feel like all the knowledge I had of coding was just blown out of the water, simply by knowing that you CAN do this. 10/10, insta subscribe. I'm super excited to see where you go in the future.
Wow. it started off with the 3d game in CSS, HTML and javascript and as you went through it I was understanding more and more on how you got to the end goal. AMAZING, complicated, tedious and artistic. I subscribed :)
This was fascinating to watch, and first thing to spring to my mind is the massive amount of storage space that can be saved by making games this way compared to having to load hundreds if not thousands or tens or hundreds of thousands of image files. I suppose you likely run into VRAM issues on a large enough scale, but this is insanely cool.
My brother you were aiming low with that 12 subs goal, but I get it. Hope for the best, expect the worst. Shouldn't go around feeling entitled to success. This is very awesome stuff btw, I'll be banging my head against until it sticks.
You have read my mind, good sir. I was curious if anyone had used parametric modeling for the creation of games a few weeks ago, and, poof, here you are! Or perhaps I read your mind... or there is some grand cosmic boolean function for minds.... I will have to look more into this.
Thanks so much for all the support!! It really does mean a lot to me.
I see a lot of people have been asking for the source code, so here’s a GitHub repo:
github.com/CarterSemrad/Jackrabbit
Thank you so much we really appreciate it!
thats hot
12 subs 👍🏼
hey man, your content is of very high quality and I'm sure you have a bright future as a content creator but at the moment you only have 2 videos on your channel, and if the algorithm sees people clicking on your channel and immediately leaving it'll think they're not interested and stop recommending your channel, I'd advise you to post some more videos as soon as you can
this vid blew up just because you are way to determined to not use blender, anyways, you got to 12 subs xD (also the blender joke is from Vgamer311)
I’ve never in my life seen someone so determined to not learn blender
Lmao!
Yeah baby! I'm here for it
And i shall follow this path too 🗣️
do you know about dafluffypotato? he's pretty determined too
if only you could see me
I didn't even think that 3D graphics without polygon rendering was actually a thing outside of abstract math visualisations
Dreams on the PS4 actually use this. It doesn't use any triangles but relies on primitive shapes and ray marching to create its models. I'm pretty sure it doesn't use image textures either. And it's outstanding the kind of games they made there
Here's a Courage the cowardly dog game made in Dreams PS4:
th-cam.com/video/bLN5PREvh38/w-d-xo.htmlsi=ourKPb55V4NGAYSO
If we're being technical, it's still rendering polygons, 2 triangles that cover the screen, and then math to construct a world in those triangles!
A lot of math for modern game rendering fakes detail on polygons, as a lesser extreme of what's done here. A prime example being parallax-occlusion mapping, which is like a normal/bump map that can actually occlude areas of itself (within the render bounds of the mesh triangles). resulting in the appearance of a physically modeled detailed surface but is just a few polygons.
@@michaeljohn5130 I believe Dreams doesn't use ray marching for rendering, they do still use SDF primitives, but for point cloud cluster generation, and they use a splat-based rendering approach since the former failed to yield the artistic results the team desired. I can really recommend Alex Evans' Umbra Ignite 2015 talk "Learning From Failure", which is also on TH-cam, where he goes over all the rendering techniques they implemented in order to tackle rendering a sparse set of SDFs.
Doom
Doom isn't 3D. It's 2D but uses raycasting to fake 3D@@prateekpanwar646
I thought the end of the video was a joke when he said he only had 11 subs. The video was very entertaining and high quality I would have never guessed it's made by someone with less than atleast 100k subs! Also the code was extrememly impressive and i learnt a lot of new things!
Edit: everyone show him the love he deserves and drop a sub to help support the small creators :D
Edit: 30k 🗿
I expected them,to have at least 5k or something 😭
Yeah uh wow
I see so many comments saying things like this that I'm pretty sure it's bots
bots? bots make me crazy.
crazy? I was crazy once.
they put me in a room.
a mathematical room.
a mathematical room with bots.
bots make me crazy.
ps, no I aswell thought this was gonna be a 5k at least, genuinely impressed by the quality
nah im real and just suprised, you prob see comments like these cus theres so many underrated yters out there@@hhhsp951
If the quality is consistently this high, this channel is about to become one of the fastest growing programming channels in 2024
I know right! I literally instantly subscribed at the end. It honestly blew my mind. OP if you're seeing this, keep this quality up please.
I’ve done a lot of messing around with making 3d code front scratch, but seeing just how far you made it made me really respect your abilities. That’s not even mentioning how well you explained the concepts in your video too. I like to say that if a programmer tells another programmer about a thing they did and the other programmer goes “I could do that”, that doesn’t mean the first programmer didn’t do anything challenging, it means they did a good job of explaining it. This was a terrific video, and I predict your channel will continue to grow in size exponentially. Good job and thank you for the entertainment+inspiration!
Edit: thanks for the 200 likes! (Feb 27 2024)
The rendering speed & quality look amazing, there might actually be some potential for making graphically intense games run smoother with this technique!
TF2 is made with this technique
@@handartgarfunkal wich tf2
its actually used already. Things such as clouds and smoke are extremely fast in ray marching. However it slows down with each SDF added to the scene so that is what limits its application.
You are so talented, this is really impressive. I Would love some tutorials from you!
A little tip: Reduce a little bit the volume of the sound effects during the video, your voice and the musics are pretty calming, so it was a little too loud.
Hope to see more videos in the future!
I love how everything is so well made here the only criticism Is in regards to basic editing stuff.
interesting video - now decide your fate
png tuber
disembodied voice
or flesh and blood
🤷🏻♀️
good video btw
This is so dope.
Have been learning math for computer graphics for a good while, this type of video is content I need to step up the motivation.
I really loved it man.
Please, keep sharing more.
Why are you learning math for computer graphics? can you please explain
@@ucheodozie9836 I have been working as a Unity Game Developer for the past 7 years.
The engine does 80% of the heavy lift, so you only need to worry about implementing your game features.
But the issue is, I have no control over how the engine works. The owners can do anything they want and I will be forced to abide.
By getting a step further and learning computer graphics, you can build your engine as it pleases you.
@@ucheodozie9836mathematics are widely used in animation and etc. because it provides great uses
@@ucheodozie9836and it also requires mathematical knowledge
Mom wake up, new carter video just dropped
She storkin on my club till I CAWWWWW
The way you’re making full professional level content with 2 videos speaks to the effort and research it must’ve taken you to learn TH-cam, and how skilled you are as a programmer.
Great videos, hope to see you continue to do well!
this guy might have the record for fastest growing channel in a single week
Yeah like, even for viral videos that get like 300 million views, they are usually just one funny thing, then the person who posted it doesn’t really go anywhere. But this had real effort put into it, this it led to people subscribing.
TimTom is an animation youtuber who im pretty sure got like 500k+ subs in 3 videos, i think he had the record last i checked
In a world where everything seems to be moving towards no-code solutions this vid is a breath of fresh air
No coding?
Well i’m gonna do ALL CODING
i'd say the world seems to be moving to mostly only-code solutions
@@xseis. I agree... My brother-in-law went from making 3D the old way of shaping and stuff to mostly code to get the same result by generating it instead and it's mostly code and scrip with a damn lot of math...
And he goes from buildings to rocks, trees, grass and everything all done that way and changing some values can sometimes generate a gazillion amount of different results without having to actually shape them all manually like the old way.
3D nowadays is more about procedural generated content than losing hours manually shaping stuff cause why would someone lose many countless hours shaping like hundreds of different trees when with code the same code just changing some values can give you that pretty fast after all the code is done properly...
However they sound more simple than reality, they still require a lot of knowledge, it's not just pressing a button and it generates, it requires too many stuff that someone into old 3D of manually shaping if doesn't update them self will easily and quickly lose the spot.
Edit: forgot to say he mostly uses Houdini nowadays, long goes his days of 3DS Max, Maya and many others... I just hope he starts using Unreal Engine 5 too some day cause if he compile the project at least I could try them 😎
This is how I thought people made games when I was a kid.
Dang, this is so underrated. I was watching this and thinking: wow, this guy probably has a lot of subs. Got to the end of the video and was so confused. Then I was even more confused when I saw that you’re only at about 200 subs after posting this. This is pretty epic (albeit horrific that you just hardcoded everything, and it’s giving me ptsd from coding on khan academy), and it looks really good.
This is very impressive, especially with pure ray marching! Though my main issue with the method is that you eventually need to draw a lot of different objects, and this will reduce the performance. Unless someone figured out how to use octtrees in shaders
I'd also like a video that explains the shortcomings or solutions even if I don't understand it
I like the inversion of “how to make game with no code”. I also really like sdfs and ray marching. So instant like and subscribe.
Great video
I think I'll have to make a sacrifice to the algorithm to show my gratitude for recommending me this gem. As a web dev who sometimes dabbles in simple game dev it's wonderful to see what's possible outside my comfort zone of 2D canvas. Wild :)
Saw your dad and brother at Auggie’s this evening and they told me about this. I’ll never care about programming, but still enjoyed watching and listening to you explain. Very nice, young man, and congrats on blowing up!
You’re one of the smartest humans I know, but still so chill. Keep up the amazing stuff!
You are very kind. We enjoyed seeing you again last night.
With this high quality content, you will be at 10000 subscribers in no time!
This is so cool. I literally made something just like this recently since the only thing unblocked at my school that i can run anything in is google sites, so my game has to be all in one file. I might restart since its super messy at 1500+ lines and has some terrible sdf functions, but you gave me motivation. I would love to watch more videos like this
half of the code is the glsl as a string in a variable
this is insane. good job!
You can try using webpack to bundle all of your code into a single file, you don't need to write it all into one file
I always wondered if there was a way to do 3D graphics without conventional polygons. Thanks for this explanation! The looks are great, so smooth! I hope we can see more of this in games some day.
11 Subs 3 weeks ago. 12.1k now lel
It's really cool what people can do with just code. Already loved the demo scene in the early 90s with those 64k demos and stuff. Could never run them at a higher pace than maybe 5fps but damn they already had some cool stuff back then.
I wished game devs would incorporate such things much more.
That game looks beautiful and fun. You're actually underrated and I don't usually say stuff like that on small channels. Great job! 👍
beautiful!
I tried so hard to figure out how to render things in this manner: it is succinct and feels right!! I’m so grateful for your existence and I hope you keep the stream of knowledge flowing 😀
This is seriously underrated. The walkthrough of what you did and how it works is sick. And the 2D rendering montage? Fire music and video presentation. Awesome stuff, man.
Great video, watching from Mr. Semrads APCSP class
Bro , just start using graphical library in python , and you throw something like that , that's amazing , you really motivate me to go farher in programation , your job is so amazing i could'nt realise that you only had 11 subscriber
Cool. I wish more games were using sdfs, as some effects could be really phenomenal. The amount of awesome stuff on ShaderToy is mindblowing (also few of mine, which I am proud of, but there are so many more skilled people and more arts stuff posted there).
Bro was such a good story teller he made it sound easy
You got almost 16 k subs in 3 weeks, and it’s just your second video??!! That’s insane! Well deserved bro, I’m glad the video basically went viral, otherwise i wouldn’t have gotten to watch this video. I’m now one of the subscribers, and I’m excited to see what you do next. Keep up the good work bro!
tech club watches
I didn’t think that you could render 3D objects without blender or some other tool but it actually makes a lot of sense. These tools probably use a lot of hidden math behind them to create the scene, they do most of the thinking. It’s possible for you to do it with just code but extremely difficult.
This is insane Carter!!!
The character is so cute and the graphics are actually gorgeous, not even accounting for not using any models..
Amazing presentation, it's very cool to see actual games built entirely procedurally!
It also extends my latest video so well, we could have made a collab😄
from 11 subs to almost 5k in 6 days, that is a big achievement, and well diserved cause the video editing and explanations are up top, even better then many high sub count channels, only thing I wish you had shown was the code on how you did it all.
But appart from that, very nice video, maybe a continuation video with the code steps would be nice for a next post :)
Hope you get way more subs cause at least you know how to explain and make visual appealing stuff ;)
I recon 2024 is going to be a good year for you ;) I hope it is, happy new year everyone.
Suffice to say the subscriber goal has been reached
Really nice to see that in 3 weeks you've earned 99.93% of your current subscriber count. Well earned. This is cool!
great video! Wouldn't have mind if it was thirty minutes long lol.
My only critique would be that your microphone volume is a little all over the place, caught myself having to repeatedly change my volume to compensate.
Other than that, love it and it's a great demonstration of what it means to truly understand the importance of math in coding and game development.
This really does humble the hell out of me because I struggle to learn basic coding in lua for Roblox and you’re making your own graphics engine basically haha
Gaming
this came out 4 weeks ago, and you had 11 followers then, and now you have 16.3K followers, holly shit dude! congrats you deserve it!!!! loved the vid!!
I love it when people make cool little projects like these. It's fascinating to see how it works from a programming/algorithmic perspective
There is no way this is ur second video (Great video btw, I loved it) and u went from 11 subs to 15,7k subs. Damn
This is insane. Even cooler and better graphic and color design than actual ones. I assume it also runs pretty smoothly cause you written out the shaders from code
My face when you showed you only had 11 subscribers at the end of the video! Earned my sub, well deserved man
Went from 11 subs to a couple thousand. Your work speaks for itself my friend!
That's way more math than i can wrap my head around, but that is an awesome job that I didn't even think was possible!
homie won the youtube lottery, but dont get too stressed about the numbers just keep on doing what you want to do
Nice to see someone going further beyond to what I've just scratched in Graphics subjects while in college, really gives a nice background and context in how rendering 3D images/frames actually works
This is amazing. I'm happy that i can say "i followed this guy when he started" when you become a famous youtuber.
OMG, This is such an amazing video, you deserve all the subs you go and you just got a new one! I can't wait to see more of your amazing content!!! it's impressive how good it looks for a simple 3d engine you built yourself! truly talented
As mind blowing as these techniques probably are for a lot of people, they used to be pretty common and its honestly a little disappointing that its taken this long for people to start rediscovering them. As a professional developer, it's frustrating when large AAA titles release which completely lack any kind of shader techniques outside of albedo and normal textures as though procedural textures (and even models) are artistically effective while remaining decently efficient with a low runtime and storage memory cost. So many low res, repeating textures could just be math and be better in nearly every way! I appreciate when people like you showcase that.
I was about to give a comprehensive and detailed answer at first, but decided to sum it up in a single sentence instead.
There's technical and organisational reasons for that, the latter of which being the most impactful. It's all fine if you're a solo dev or have a tiny team (less than 10 people total, for example). Beyond that point tooling and education become a nightmare for big projects if you go down that path.
@@totalermist I'm in AAA, so I know there's definitely friction with larger teams - some more than others (*Microsoft*). Though I also think if there's a good argument to be made for procedural graphics it's pretty easy to get the team on board. Eg: "if we write a custom shader to generate brick textures, we can easily make a ton of unique variations and lower our overall art budget while increasing the fidelity of the art."
I hate to harp on it because I feel like it gets enough negative attention, but the few latest Pokemon games are a great example of what I mean. Super low res simple, repeating textures being stretched to cover an entire wall or floor when just procedurally generating them would have been easier/faster to iterate and looked significantly better.
@@BryceDixonDev It's sad to hear that nothing changed since I left the industry 15 years ago.
Great video, I'm a VJ in the middle of writing some plugins, and I just realised I could use OpenGL to solve something
Omg I love this video, It’s great to see small creators so passionate about projects still! I hope to see this channel gain popularity 😁
Bro this is so sick. I wish I had a fraction of your skill. You earned my sub!!!
You went from 11 subs to 13.5k subs in 3 weeks, congrats man
the sheer dedication this man has is unfathomable.
Just food for thought, it seems like it would be possible to build an algorithm builder where it shows a 3d object in a window with sliders or additions you can add to the algorithm and it updates the shape in real time. Then it would be pretty plug and play for everyone else.
Omg, really impressive video for a channel this small, congrats! Remember me when you will get famous 😂
You uploaded this w/ 11 subs… your growth is phenominal !!!
1:36 dang its that new kanye leak. The instrumental is so chill. Good vid
I think the overall style would've been amazing for an RPG or a linear story-based game! Your content is so cool!!!
At time of writing, around 5/6 viewers of this video have subscribed. That seems like such a large fraction it's no wonder the algorithm recommended it to me.
Absolutely breathtaking. To think how I loathed using SFML in C++ to create a platformer and you make a whole 3D game with nothing. Really great video, you're an inspiration!
Keep up the good work, you deserve to have at least a million subscribers with this quality content
You’re incredible. It’s crazy how casually you explain the coolest math applications I’ve seen in forever as though it’s second nature to you. Would love to see tutorial style content from you if you’re interested in making it.
Either way amazing job and thanks for sharing
Only one statement explains it perfectly, Underrated Masterpiece!
A bit over 20 years ago there was this competitive genre, called "demoscene". You get a size limit (most popular and tricky was the 64kb category) and you must fit your entire 3D movie or a game in there. Obviously, nobody used chunky models, everything was mathematically generated: the textures, the meshes... fr-08 by Farbrauch team was the demo that inspired me to learn assembler back then.
The thing with using the CPU in games is the CPU (Central Processing Unit) does every single task bit by bit, it does not do one script at a time, it does one function, one singular thing at a time, doing all scripts slowly. Meaning if the CPU is overloaded with too much stuff, it slows down everything, not just one script but everything, while the GPU (Graphics Processing Unit) is designed to do thing related to graphics and can do so effectively without interfearing with anything else.
It’s crazy that you pull up such quality video this soon in your channel project. Not only the game is very cute and is a cool challenge, but also the audio and the video itself are great. Love it!
You are evidence that the human race has incredible potential... And he asks for only a single subscriber... You madman
“It would mean a lot if we could get that number to 12” brother it’s been less than a week and you have 300x that!
I'm so glad I took a graphics programming class on a whim. This subject has been the like the coolest thing ever. Thank you for sharing!
Outstanding video quality, information, vibe. Just wow. The speed at which this channel has blown up is insane and I'm all for it. This is some impressive stuff :0
I can't wait to go try this!
I teach a web design and animation class part time, and my mind is already racing with ways I can try to crowbar a little bit if this into a lesson.
Even though the gameplay itself is pretty simple, this has really interesting implications for game development.
I'd be curious to know how well a game like this runs compared to a comparable game made with traditional methods.
As well I'd be curious to see how well this type of development style scales.
Obviously not expecting anything like the next God of War or anything, but I'd love to know how far these techniques can be pushed.
Just look up demoscene and the stuff they can make on ancient hardware.
i loved you telling us the actual math behind stuff
"As of this video, we're currently at 11 subscribers, & it would mean lot to me if we could get to 12!"
(Looks at sub count)
"Well... I'd say you reached your goal."
Really man, this is INCREDIBLE!!! Keep up the great work!
ain't no way you had only 11 subs. this video is phenomenal
This was very cool and fun to watch! I hope you get the recognition you deserve! This looks smoother than most polygonal modeling.
14k subs in 3 weeks!! You deserve it, great video.
Bro, 12 subs? Fr, this channel has great potential of getting multi million subs. Keep the great work 🔥
Holy crap, ok wow, I feel like all the knowledge I had of coding was just blown out of the water, simply by knowing that you CAN do this. 10/10, insta subscribe. I'm super excited to see where you go in the future.
Excited to see this channel blow up!! Very high quality video, good job :)
this video single handedly made 2023 a better memory for me, this is very fascinating to say the least.
Dude i'm blown up by this.
Really happy to have found this channel.
massive respect, need more on the topic dude
Wow. it started off with the 3d game in CSS, HTML and javascript and as you went through it I was understanding more and more on how you got to the end goal. AMAZING, complicated, tedious and artistic. I subscribed :)
Broooo, this was so cool! How do you only have 11k subs? 🤯
This was fascinating to watch, and first thing to spring to my mind is the massive amount of storage space that can be saved by making games this way compared to having to load hundreds if not thousands or tens or hundreds of thousands of image files. I suppose you likely run into VRAM issues on a large enough scale, but this is insanely cool.
This guy said “nah game developing is too easy, I’m playing hard mode” then proceeded to make a better game than most people could
Okay, this is genuinely a gorgeous game.
My brother you were aiming low with that 12 subs goal, but I get it. Hope for the best, expect the worst. Shouldn't go around feeling entitled to success. This is very awesome stuff btw, I'll be banging my head against until it sticks.
"And that jacket shape is an abomination of mathematics, I don't think I could make it a second time"
Truly a divine inspired work lmao
This is insane, you are a legend, and the video quality is nice to.
You have read my mind, good sir. I was curious if anyone had used parametric modeling for the creation of games a few weeks ago, and, poof, here you are! Or perhaps I read your mind... or there is some grand cosmic boolean function for minds....
I will have to look more into this.
shows how even a little TH-camr can grow fast if the video quality is amazing