Yeah, it’s great - I mean, who else would literally make an entirely new software to simply make the devlogs themselves lmao, it’s insane and I love it!
I've not seen any other devlogger that goes into as much depth as you do when it comes to how we as developers can customise aspects of Unity for our benefit. Changing parts of your engine to give you better tools for your project is not something most Unity devs would think about I imagine, because we don't build our own game engine, but it's so cool seeing it here because it's super useful. You're making awesome stuff aarth, keep it up :)
That is something a lot of Unity developers eventually have to do if the project requires it because the tools are either lacking in features, the tools just ain't there or something is in this infinite beta phase where something is just too buggy to use and you either fix it yourself, work around the issue or create your own solution from scratch. To be fair though, he is going for a very specific art style that the general purpose renderer can't cover by itself. Unity would not exist anymore if it was not so customizable. Godot and Unreal is looking sexier by the day.
There is no simpler way to say it, this man is literally a genius. The amount of topics he covers in this series is quickly outpacing the amount of topics I've covered in my entire computer science degree. I am consistently blown away.
Fascinating process. After some reading on deferred shading in OpenGL I can see it being used for a layered pixelart scene. Also these videos are super well-made! Excellent content as usual
You're a fantastic teacher. And furthermore, your video animations are great. I asked "wow, wonder what tools he used for that." Looked at the video description and found Motion Canvas. Went to the Motion Canvas page and saw this very video used as an example 🙂
So I just discovered this devlog series today and after watching all 29 videos in one session, I have subscribed, activated notifications for future uploads, and am strongly considering joining the Patreon. To call your work underrated would be the understatement of the century!
Once again incredible devlog. I started doing my first huge solo project last week and I’m astonished by how understandably you explain all these hard topics
This is a level of problem-solving skills that I don’t think I will ever live up to. I never realised how much work goes into light renderers, it’s very impressive but I think I might just stick to things that won’t drain the life out of me.
This was ridiculous good, from concept and execution to presentation and delivery. You made shader/rendering passes not only understandable but interesting at the same time! Please keep up the killer work!
Great work and great presentation! I coded a deferred shader our game as well, it's pixelart but 3D and implemented lights as well! Something cool I added was a slight hue shift coupled to the intensity with also a value shift towards white. That makes that a red bright lights turn white in the middle, orange at the middle point and red at the outer edge, which makes it much more interesting to look at
Thanks! I actually got this idea last minute when making the video. It's much more limited compared to what they do in the 2D Renderer but much simpler and just about good enough for my needs
@@aarthificial Someone else suggested that you could combo this with shadow falloff (store a grayscale value in the stencil corresponding to the distance from the source), but here's another one: compute the shadow count multiplier based on the parallax layer offset. Now you can solve the problem of shadows crossing multiple layers, and add another visual cue for depth. Or you could store a multiplier for depth within a parallax layer, if crossing parallax layer boundaries isn't helpful in your rendering context.
You continue to make amazing and informative videos. I really appreciate you taking the time to explain everything in such detail and making the examples relatively easy to follow. I am just floored every time and I look forward to when Astortion comes out. Thank you for your hard work!
Amazing! You are what keeps me interested in game dev and coding!! I’m 15 and your content although confusing at times (just me not knowing stuff don’t worry) it gives me a lot of inspiration for my future studies! Keep it up man, please don’t stop making these .
This is such an amazing devlog! It's great on all counts - everything is clearly explained and all the ideas are fascinating and very inspiring. Thank you! If I might suggest a small improvement: the intro music is a bit too loud IMO and makes it harder to focus on what you're saying. Other than that it was perfect! :)
at this point i'm convinced you're an actual, bonafide genius. it's the only way i can reconcile all the different insanely cool shit you've built for your game.
EXECELLENTLY explained. This taught me so much. I've been encountering different lighting methods and shallowly reading what they represent for years but this explanation really made it click in my mind. Well structured and fantastically explained, thank you!
I am a student in a game and graphics course right now and this is probably one of the most informative and straight to the point videos on these topics I have ever seen, Keep up the good work!!
Man, you just have THE most interesting ideas I've seen in my almost 30 years of playing games, And being someone who's just starting to learn how to make them too, I can't wait to find out what I'll learn from you!
Maybe you should have a couple scrolling noise textures multiplied by the light volume, so that the lights look more like they’re actually passing through smoke or steam.
Really excited how this game will turn out! Remember to include control and accessibility settings, if you need some inspiration you can check out Game Maker’s Toolkit’s ‘This Year in Accessibility’ videos. Really well done video
I love your videos so much, you present a relatively complex topics in an easy-to-understand way and pair it with pretty graphics. Thank you so much for the ammount of effort
Holy shit the way that you calculated the like directions of the shadows blew my mind. Like seriously I've dealt with calculating custom shadows before and never thought of doing it the way you did. Seriously blew me away.
Kompletnie niezwiązane z tematem filmu, ale dowiedziałem się o twoim kanale jakieś 15 minut temu i jestem pod tak wielkim wrażeniem, jako WIELKI fan serii Portal Astortion jest zdecydowanie grą, którą muszę spróbować, gdy zostanie wydana!
I am disappointed in myself for not having subscribed sooner. your videos are great! i get to know more about game development AND learn more about everyday things! :D
Whenever I think I am getting a hang on programming, I come to this channel to peg me down a notch. ...Or a whole yard. No seriously, this video might as well have been in traditional Chinese for all I understood.
Wanted to drop a comment saying that I intend to use your devlog in my game development journey. I have sampled 4 or 5 videos at this point and the quality of your devlog compared to the rest of the community is top notch. You absolutely have one of the best devlogs on TH-cam. You should be very proud of what you have done here as well as a gorgeous looking game that I intend on purchasing. I would buy it just to pay you back for the value you have already provided in the few minutes I have watched so far, but it also looks fun for what little I have seen of it so I'm sold. Count me in.
It's kinda crazy seeing techniques used for 3d rendering being moved to 2d rendering. I'm surprised not many people have tried this before because it looks so good.
Kudos to presenting this in a very digestible format. Visuals are excellent, too. I've been working on making some dynamic lighting support in a project and have run into some issues with how to get the right data to the right buffer within the limitations of the framework (haxe flixel). I may try to use some of what you said to make that happen. I'll definitely be watching more of your videos.
Time to take notes. I'm definitely not going to implement this into my current project, but the bigger one I have saved will definitely improve with it
Me, a young 2D/3D game artist who devs in his free time : "I wanna create my renderer now." Then remembers time exists : "Nevermind" (you're amazing i love watching your vids)
I always find myself wowed as to how you find creative ways of using color channels. That may be because I haven't done much of, if any graphics programming, but same with the sprites which use another image as a lookup table.
I'm going to have to rewatch this one a few times I think. Not because it's poorly explained, just because so much of it just wooshes over my head at my current level. Always look forward to your videos.
This is absolutely my favourite devlog series on TH-cam
Any other recommendations?
@@Reeemonster2000 “cleanup on goblin isle” i believe is the name of another pretty good devlog
@@Reeemonster2000 lumbermill, project feline
Agreeed. Nothing else even comes close
Yeah, it’s great - I mean, who else would literally make an entirely new software to simply make the devlogs themselves lmao, it’s insane and I love it!
This is definitely the most technically impressive devlog series on YT. Right up there with Retronator's Pixel Art Academy. Amazing work!
omg you're everywhere
@@dot32 we are everywhere. we are all. w e k n o w a l l
@@eboatwright_ we transcend time and space
@@dot32 we scour the galaxy looking for the best game dev youtube channel
@@eboatwright_ lmao yes
Sorry mom, I can’t attend grandmas funeral. New aarthificial vid just dropped
Grandma would forgive you
@@ivymuncher grandma would rise from the grave to watch it too.
😂😂😂
💀
I have gained more knowledge of rendering concepts from watching this man than any of my university courses keep it up baby
I've not seen any other devlogger that goes into as much depth as you do when it comes to how we as developers can customise aspects of Unity for our benefit. Changing parts of your engine to give you better tools for your project is not something most Unity devs would think about I imagine, because we don't build our own game engine, but it's so cool seeing it here because it's super useful. You're making awesome stuff aarth, keep it up :)
That is something a lot of Unity developers eventually have to do if the project requires it because the tools are either lacking in features, the tools just ain't there or something is in this infinite beta phase where something is just too buggy to use and you either fix it yourself, work around the issue or create your own solution from scratch.
To be fair though, he is going for a very specific art style that the general purpose renderer can't cover by itself.
Unity would not exist anymore if it was not so customizable. Godot and Unreal is looking sexier by the day.
There is no simpler way to say it, this man is literally a genius. The amount of topics he covers in this series is quickly outpacing the amount of topics I've covered in my entire computer science degree. I am consistently blown away.
But CS is a more general thing, you probably didn't have CG courses or they were also general enough to not diving deep into these techniques
you and both your editing and progamming skills are amazing! keep up the amazing work
Fantastic stuff, the visuals are phenomenal as usual :)
Fascinating process. After some reading on deferred shading in OpenGL I can see it being used for a layered pixelart scene.
Also these videos are super well-made! Excellent content as usual
it hurts how much I want to understand what is going on but I don't
this is insanely good
You're a fantastic teacher. And furthermore, your video animations are great. I asked "wow, wonder what tools he used for that." Looked at the video description and found Motion Canvas. Went to the Motion Canvas page and saw this very video used as an example 🙂
And after watching your video on Motion Canvas, I know why... hahahah
So I just discovered this devlog series today and after watching all 29 videos in one session, I have subscribed, activated notifications for future uploads, and am strongly considering joining the Patreon. To call your work underrated would be the understatement of the century!
This is truely impressive, you are clearly an inspiration
No beating around the bush, just good editing, a nice voice and magic coding words
Once again incredible devlog. I started doing my first huge solo project last week and I’m astonished by how understandably you explain all these hard topics
This is a level of problem-solving skills that I don’t think I will ever live up to. I never realised how much work goes into light renderers, it’s very impressive but I think I might just stick to things that won’t drain the life out of me.
This was ridiculous good, from concept and execution to presentation and delivery. You made shader/rendering passes not only understandable but interesting at the same time! Please keep up the killer work!
Great work and great presentation! I coded a deferred shader our game as well, it's pixelart but 3D and implemented lights as well! Something cool I added was a slight hue shift coupled to the intensity with also a value shift towards white.
That makes that a red bright lights turn white in the middle, orange at the middle point and red at the outer edge, which makes it much more interesting to look at
these animations are crazy, it's very pleasing to watch
we're witnessing the creation of something truly special here boys
Your presentations are the cleanest I've ever seen, the animations, colors and composition make them so nice to watch
that increment decrement trick for 2d shadows is pretty nifty
Thanks! I actually got this idea last minute when making the video.
It's much more limited compared to what they do in the 2D Renderer but much simpler and just about good enough for my needs
@@aarthificial Someone else suggested that you could combo this with shadow falloff (store a grayscale value in the stencil corresponding to the distance from the source), but here's another one: compute the shadow count multiplier based on the parallax layer offset. Now you can solve the problem of shadows crossing multiple layers, and add another visual cue for depth. Or you could store a multiplier for depth within a parallax layer, if crossing parallax layer boundaries isn't helpful in your rendering context.
You continue to make amazing and informative videos. I really appreciate you taking the time to explain everything in such detail and making the examples relatively easy to follow. I am just floored every time and I look forward to when Astortion comes out. Thank you for your hard work!
What a great video! Love the clarity + the illustrations. Can't wait for the rest of the series.
All of this is so cool and so nicely explained! Glad this showed up on my recommended.
Amazing! You are what keeps me interested in game dev and coding!! I’m 15 and your content although confusing at times (just me not knowing stuff don’t worry) it gives me a lot of inspiration for my future studies! Keep it up man, please don’t stop making these .
I'm always impressed by your work, very beautiful illustrations too !
Wow, a really clear explanation of the Unity 2D Renderer, i didn't know shadows were made that way
This is such an amazing devlog! It's great on all counts - everything is clearly explained and all the ideas are fascinating and very inspiring. Thank you!
If I might suggest a small improvement: the intro music is a bit too loud IMO and makes it harder to focus on what you're saying. Other than that it was perfect! :)
at this point i'm convinced you're an actual, bonafide genius. it's the only way i can reconcile all the different insanely cool shit you've built for your game.
EXECELLENTLY explained. This taught me so much. I've been encountering different lighting methods and shallowly reading what they represent for years but this explanation really made it click in my mind. Well structured and fantastically explained, thank you!
yay new devlog :D always love the cool technical stuff you make.
Super interesting! Very simple and very clear explanation of light concepts. Waiting for next video eagerly!
Amazing visuals and a great explanation, keep up the great work !
I am a student in a game and graphics course right now and this is probably one of the most informative and straight to the point videos on these topics I have ever seen, Keep up the good work!!
Dude... Every time I come back to your channel, I'm blown away!
Man, you just have THE most interesting ideas I've seen in my almost 30 years of playing games, And being someone who's just starting to learn how to make them too, I can't wait to find out what I'll learn from you!
Maybe you should have a couple scrolling noise textures multiplied by the light volume, so that the lights look more like they’re actually passing through smoke or steam.
Really excited how this game will turn out! Remember to include control and accessibility settings, if you need some inspiration you can check out Game Maker’s Toolkit’s ‘This Year in Accessibility’ videos. Really well done video
Definitely one of the most eloquent videos on this subject.
I hope you make an isometric game in the future I would love to see you devblog about a pseudo 3d world
Thanks! You should definitely check out t3ssel8r's stuff if you haven't already
I love your videos so much, you present a relatively complex topics in an easy-to-understand way and pair it with pretty graphics. Thank you so much for the ammount of effort
you are a magician. thank you so much for making content. your devlogs stand out far from the rest!
Insane!! Very, very well done devlog!
Finally. Great video. Took me forever to find someone who was actually topical.
I can't believe I discovered your channel yesterday and am already out of content to binge.... this is amazing
The Astortion Devlog: A devlog so good, it got a spinoff devlog
Holy shit the way that you calculated the like directions of the shadows blew my mind. Like seriously I've dealt with calculating custom shadows before and never thought of doing it the way you did. Seriously blew me away.
This is shaping up to be an awesome devlog series. Keep up the good work!
These devlogs make me feel like when I started coding without the 3 hours debugging a NullPointerException,
amazing work :)
Normally this is complex to understand, but man, you do it simple so anyone can understand it thx man
once again I'm blessed with seeing another aarthificial video, really cool stuff, can't wait for the follow up
Fantastic presentation! The visuals helped tremendously in making it easy to understand the whole process
Kompletnie niezwiązane z tematem filmu, ale dowiedziałem się o twoim kanale jakieś 15 minut temu i jestem pod tak wielkim wrażeniem, jako WIELKI fan serii Portal Astortion jest zdecydowanie grą, którą muszę spróbować, gdy zostanie wydana!
Utterly mind blowing as always XD I am truly never disappointed when I come to this channel ^^ thanks again for sharing your work.
this is beautiful!! keep up the amazing work aarth! (I can call you that right)
Concise and amazingly informative and clever as always. Keep up the superb work.
This was so interesting to watch! Also your voice is so satisfying!
Fascinating to see your approach to lighting like this! Great video.
It makes me happy to know that there are people much more inteligent than me :)
This is incredible. Very original and amazing information.
My man always doing innovative things, love this series so much.
Holy shit, this was the best lighting in games explanation I've ever seen, wow
That was insanely easy to follow, props to you, my man!
I am disappointed in myself for not having subscribed sooner. your videos are great! i get to know more about game development AND learn more about everyday things! :D
lovely work, excited to follow and add motion to my projects!
it is so good to be alive to see a video like this!
Whenever I think I am getting a hang on programming, I come to this channel to peg me down a notch.
...Or a whole yard.
No seriously, this video might as well have been in traditional Chinese for all I understood.
Impressive work for making a video on it, very well made!
Thank you so much, you explained so well I couldn't figure out how this works until I saw this video
I had almost no clue what was happening but I loved every single bit of it. Amazing video dude!
Wanted to drop a comment saying that I intend to use your devlog in my game development journey. I have sampled 4 or 5 videos at this point and the quality of your devlog compared to the rest of the community is top notch. You absolutely have one of the best devlogs on TH-cam. You should be very proud of what you have done here as well as a gorgeous looking game that I intend on purchasing. I would buy it just to pay you back for the value you have already provided in the few minutes I have watched so far, but it also looks fun for what little I have seen of it so I'm sold. Count me in.
I have no idea how you did the animation, but it's beautiful.
Also a really good devlog, you explained everything clearly.
OH MY GOD THATS IT! finally, a PERFECT method for genetating pixel-perfect shadow casters
This is awesome, thanks for sharing!
fantastic, the best devlog series on youtube by far.
The quality of your videos is amazing:o
A great video, as usual.
Thanks 💕
The number of subscribers and the number of views in this video should be a crime. I don't know how you keep doing it, but an incredible video again
Awesome content! ❤️ this Is my favourite video on the Chanel
It's kinda crazy seeing techniques used for 3d rendering being moved to 2d rendering. I'm surprised not many people have tried this before because it looks so good.
The wealth of info in this one is amazing. Exceptionally well explained 👍
You are a genius. I wouldn't even know where to start.
I swear this series feels like a step-by-step guide on how to make your own homemade and DIY Celeste 2
This man does some mad things. This is so cool
Your editing is fantastic
Kudos to presenting this in a very digestible format. Visuals are excellent, too. I've been working on making some dynamic lighting support in a project and have run into some issues with how to get the right data to the right buffer within the limitations of the framework (haxe flixel). I may try to use some of what you said to make that happen. I'll definitely be watching more of your videos.
Time to take notes. I'm definitely not going to implement this into my current project, but the bigger one I have saved will definitely improve with it
i love this series, no bullshit jokes, just to the point
Wow, those animations must have taken hours or even days to make! Great explanation too, can't wait for the next video.
YOU DID AN EPISODE ABOUT IT!!!!
I LOVE YOUUUUUUU XD
gg bro, adding performance timings in the video will be even cooler
Casually showing off in the outro. Nice.
Me, a young 2D/3D game artist who devs in his free time : "I wanna create my renderer now." Then remembers time exists : "Nevermind" (you're amazing i love watching your vids)
I always find myself wowed as to how you find creative ways of using color channels. That may be because I haven't done much of, if any graphics programming, but same with the sprites which use another image as a lookup table.
Your visual explanations are top notch.
really cool, cant wait for devlog 2
Very cool explanatory animations!
I'm going to have to rewatch this one a few times I think. Not because it's poorly explained, just because so much of it just wooshes over my head at my current level.
Always look forward to your videos.
It’s late, I’m nearly asleep, and I didn’t understand a single word you just said. Great video I’ll be back for more :D