Testing Hazel's Performance! // Game Engine series

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  • เผยแพร่เมื่อ 19 มิ.ย. 2024
  • Patreon ► / thecherno
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    Thanks to 0x for making the Boulder Dash clone in Hazel!
    Here's the code ► github.com/freeman40/HazelDash
    Twitter ► / thecherno
    Discord ► thecherno.com/discord
    Hazel Engine ► github.com/TheCherno/Hazel
    Series Playlist ► thecherno.com/engine

ความคิดเห็น • 150

  • @ilyavouk4515
    @ilyavouk4515 4 ปีที่แล้ว +118

    Hazel community grows. That's awesome:)

  • @serban_ungureanu
    @serban_ungureanu 4 ปีที่แล้ว +60

    Seeing the Hazel logo next to C I think it would be amazing to be able to complete the wall with E R N and O projects of this complexity!

    • @TheCherno
      @TheCherno  4 ปีที่แล้ว +24

      Haha, I've thought of that before! Just need a bunch more projects...

    • @serban_ungureanu
      @serban_ungureanu 4 ปีที่แล้ว +2

      @@TheCherno I'm pretty sure you're here to stay and do amazing work as always!
      As long as you'll use the right letter for the next things that are about to come, I feel it's gonna be just a matter of time hahaha!

  • @Notverygoodatall
    @Notverygoodatall 4 ปีที่แล้ว +79

    That looks like a cozy jumper.

    • @TheCherno
      @TheCherno  4 ปีที่แล้ว +17

      It is! 😊

  • @adrianobonzanigo9253
    @adrianobonzanigo9253 4 ปีที่แล้ว +4

    Awesome! I'm following the game engine series too and, despite my engine being in Java, I still manage to follow along very well thanks to your explanations. Thank you! :)

  • @angelicareyes693
    @angelicareyes693 4 ปีที่แล้ว +5

    Muy buen trabajo! Estoy comenzando con la programación gráfica y creo que estoy lejos de eso... pero tus vídeos me ayudan enormemente.

  • @homer_thompson5090
    @homer_thompson5090 3 ปีที่แล้ว +4

    Your videos inspired me to build a primitive 2d platforming game engine of my own in Javascript. Didn't amount to much, but I learned a lot, and it was very fun.

  • @sachhmoka2953
    @sachhmoka2953 4 ปีที่แล้ว +2

    Cool! Good luck with the completion of this engine and its possible commercial release 😉👍✊

  • @Andre-vn1sb
    @Andre-vn1sb 4 ปีที่แล้ว

    very great to see something like that - thank you much !

  • @PanchoMarconi
    @PanchoMarconi 4 ปีที่แล้ว +3

    Beautiful game I used to play in an Atari 800xl. It has a timer with a glitch/feature: if you touch the end tile with just 0 seconds, the counter starts all over at 100 seconds and gives you lots of score

  • @ivanabrami9831
    @ivanabrami9831 4 ปีที่แล้ว +10

    TheCherno you are an inspiration

  • @peterhaller5791
    @peterhaller5791 4 ปีที่แล้ว +1

    Thank You Yan! Great video like always. You are just talented. Nice to see that you work with community code! I have already added some features in my version of Hazel like Audio, Font Rendering, Box2D... Just let me know if you want to have a look at it. It would be a honour to me to share it with you and the community. Best regards from Germany

  • @hayabusa1x
    @hayabusa1x 4 ปีที่แล้ว +1

    Wow. Been making a physics engine with glm and this video saved me at least 2 days worth of inevitably fruitless work. Thanx :)

  • @ChunkTreasure
    @ChunkTreasure 4 ปีที่แล้ว +14

    I've decided to use a transformation matrix for each object instead, which only gets updated when it's transformation is actually changed, which decreases the number of matrix multiplications done

  • @felipecarlin8540
    @felipecarlin8540 4 ปีที่แล้ว +5

    It’s amazing seeing the engine coming together to the point of being able to make games in it, can’t wait to see scripting and post processing

  • @elicoptericus
    @elicoptericus 4 ปีที่แล้ว +202

    Your hair is getting crazier every video

    • @TheCherno
      @TheCherno  4 ปีที่แล้ว +65

      No haircuts during lockdown! I'm going all out!

    • @ekremdincel1505
      @ekremdincel1505 4 ปีที่แล้ว

      @@TheCherno Hi!

    • @kopuz.co.uk.
      @kopuz.co.uk. 4 ปีที่แล้ว +1

      week 10, hair growth is getting out of control.

    • @seditt5146
      @seditt5146 4 ปีที่แล้ว +2

      @@TheCherno Wish people in the USA here took that advice, these people are seriously over here protesting because they can not get out to get a haircut. Old people be damned we need stylish hair to show off to absolutely no one...

    • @johnrussell6971
      @johnrussell6971 4 ปีที่แล้ว +1

      He looks like Doc Brown with that hair.

  • @mudlee1058
    @mudlee1058 4 ปีที่แล้ว +1

    Just found you and started watching the series. It's an awesome work! I have like 4 years opengl experience + unity and stuff, and now I started to write my cross-platform framework with bgfx (via LWJGL), and your knowledge helps me a lot there.

  • @starkstarks4122
    @starkstarks4122 4 ปีที่แล้ว

    You are awesome bro.Just keep it up , upload new videos with amazing content.

  • @fdelduquenobre
    @fdelduquenobre 4 ปีที่แล้ว +13

    I remember loading Bolderdash thru a tape in my MSX when I was a kid. I love this game. You are kind young to know this game.

    • @JayAnAm
      @JayAnAm 4 ปีที่แล้ว +1

      I had it for C64 - on datasette.

    • @StarlasAiko
      @StarlasAiko 3 ปีที่แล้ว

      Had it on C64 on floppy disk, three different versions, each with 99 levels

  • @iamailasama
    @iamailasama 4 ปีที่แล้ว +5

    hey man, great stuff! please do an 3D skeletal animation tutorial for OpenGL and Assimp or whatever you like. A good clean explanation is really missing from the internet

  • @TheR971
    @TheR971 4 ปีที่แล้ว +3

    Hey, I've been kind of obsessed optimizing my tetris (with some starseed pilgrim mechanics) written with SDL for a few weeks now. As in writing an lru cache to save whole words of rendered text...at 4k I get around 600 fps. This is so up my alley right now!
    Also loved your CI video as I am working as a research assistant on a big c++ code base that is moving to a pseudo-CI.

    • @seditt5146
      @seditt5146 4 ปีที่แล้ว

      Not sure I am up on my terminology what is Iru cache?

  • @raedabdullah478
    @raedabdullah478 4 ปีที่แล้ว +1

    That's so inspiring and amazing keep up the good work man!

  • @HeBeHu
    @HeBeHu 4 ปีที่แล้ว

    Keep up the good work!

  • @kpag3030
    @kpag3030 4 ปีที่แล้ว

    This brings me back.

  • @bradfry2259
    @bradfry2259 4 ปีที่แล้ว +2

    Haha I picked that was boulder dash from the thumbnail, I used to play that all the time on my amiga 500.

  • @iAskShahram
    @iAskShahram 4 ปีที่แล้ว +1

    Awesome Man👍

  • @ChildOfTheLie96
    @ChildOfTheLie96 4 ปีที่แล้ว +2

    Cherno I love your videos and but would LOVE a tutorial on integrating a scripting layer with Hazel!

  • @berylliosis5250
    @berylliosis5250 4 ปีที่แล้ว +56

    Had a dream that you said you were taking a 2-year paternity break from TH-cam, glad to see that's not the case.

    • @TheCherno
      @TheCherno  4 ปีที่แล้ว +40

      Haha, I’d never do that, I’d just make videos with Baby Cherno!

    • @rufodeer5421
      @rufodeer5421 3 ปีที่แล้ว +1

      @@TheCherno Baby Cherno, nice name.

  • @mirvids5036
    @mirvids5036 4 ปีที่แล้ว +1

    Forgotten about that game !
    If you want to stress test Hazel, look at Robotron. That was a manic game. Two handed.
    One joystick to move, one to shoot. Great sound effects too.

  • @xonic5025
    @xonic5025 4 ปีที่แล้ว

    Played this game on Commodore C64 in 90's. My first adventure with games :)

  • @RainerK.
    @RainerK. 4 ปีที่แล้ว

    In the original you can hold down the fire button and pick up a gem that is next to you by pushing into its direction without actually moving the figure. You can also remove dirt that way. Makes it a little easier to get the more difficult ones.

  • @PbPomper
    @PbPomper 2 ปีที่แล้ว

    Boulderdash, such an amazing game! The memories :)

  • @Spawnova
    @Spawnova 4 ปีที่แล้ว +2

    Damn that performance profiler is awesome, I wish i had something like that for my autohotkey engine =[

  • @ollierkul
    @ollierkul 4 ปีที่แล้ว +2

    Waaaait a sec. I've played this game, but the one I played was "Digging Jim". I spent like 10 years finding that game from my childhood and here it pops up.

    • @rabid_si
      @rabid_si 4 ปีที่แล้ว

      There was also a Boulder Dash inspired clone named Repton, and the character in this iteration seems to be a direct homage to the titular character of that game.

  • @perfectionbox
    @perfectionbox 4 ปีที่แล้ว +1

    You can use optimizations in debug builds like UE, and disable them for easier debugging by using a #pragma in the .cpp file you need to step thru. Then the debug performance will be closer to release build

  • @GustavoValdiviesso
    @GustavoValdiviesso 4 ปีที่แล้ว

    Would it help if we use templates or constexpr to have two versions of the draw call, one with and one without rotations? We could wrap glm in a custom class or something like that.

  • @naphipps28219
    @naphipps28219 4 ปีที่แล้ว

    Awesome video, but I might suggest adding Hazel’s own debug vs release macros if they’re not there already. A lot of game devs want to debug their code without having to debug the engine every time.

  • @adamodimattia
    @adamodimattia 4 ปีที่แล้ว +2

    Well, please make a new playlist: Cherno playing 80’s games!

  • @tinujos8306
    @tinujos8306 4 ปีที่แล้ว

    My favourite channel!

  • @JorgeOliveira-ww8ry
    @JorgeOliveira-ww8ry 4 ปีที่แล้ว +14

    Am I the only one who can't understand a thing he says but still can't stop watching his videos?

    • @Ev3r0x
      @Ev3r0x 3 ปีที่แล้ว

      lol

  • @64jcl
    @64jcl 4 ปีที่แล้ว

    Is it possible to put in some compiler markers on certain functions or blocks of code to enable that those parts are optimized as if it was a release build but the rest of the code is in debug? Normally you are likely debugging some game logic anyway and want to regard stuff like drawing quads as an atomic black box function anyway.

  • @sam_is_people1170
    @sam_is_people1170 2 ปีที่แล้ว

    thanks!

  • @theguess7
    @theguess7 4 ปีที่แล้ว +2

    Interesting to hear you talk about SIMD as I just learned about that in my COMP systems class. Just wondering? Do you ever use optimization techniques like loop unrolling to take advantage of instruction level parallelism?

    • @thedoublehelix5661
      @thedoublehelix5661 2 ปีที่แล้ว

      Doesn't the compiler do that for you?!!

    • @theguess7
      @theguess7 2 ปีที่แล้ว

      @@thedoublehelix5661 Unless newer compilers do I don't think so. We had a lab with the course where we benchmarked different variations of loop unrolling and plotted the results. It's a pretty nietch technique though used for looped math operations.

  • @andraskmeczo575
    @andraskmeczo575 4 ปีที่แล้ว +1

    Hey Cherno! I'm making a 3D game engine with OpenGL and Vulkan, but I've run into an issue. I don't like duplicate data, so I've created my material class like this: it has a static vector of Textures (and other data too, like this), which stores Texture pointers for ALL materials created. And each instance of that class has a local unordered map of strings and size_t indexes, and this index tells me where in the static vector is that resource. So I don't store data per-material, I just index it. If I wanted to access say "albedoMap", I would see what is the index in the unordered_map at "albedoMap", and get the Texture* from the static vector at that index. But the other day I've profiled the app and this is the slowest part of my app. I think it has an O(2) complexity for accessing resources, then why is it so slow? Would it be better if I stored all data locally and have some data duplicated? (Deleting resources would then be more problematic, though)

  • @TamasKalman
    @TamasKalman 4 ปีที่แล้ว +1

    boulder dash was one of the earliest games on the c64, did you implement it in your own game engine? i played it in the 80s, its a classic :)

  • @iHelpOfficial
    @iHelpOfficial 4 ปีที่แล้ว

    Hey! I am currently following this tutorial series right up to the brim of rendering. I am trying to customize many things, also planning to implement audio soon myself. I really want to make this engine in a way that “I made it” but I really don’t know how to do a great job of abstracting rendering and stuff. Do you think I should be continuing the rendering part of the series as well as learn the more correct ways of writing a rendering api (I am looking into graphics / game engine development for a potential career in the future) with these series or should I try to do something similar myself with opengl? I believe that I would learn more doing that myself but by following these videos I would mentally feel like I am doing all of that in a correct way and feel better I guess.

    • @dikyyakin3395
      @dikyyakin3395 4 ปีที่แล้ว

      you can join cherno discord server and ask that

  • @zeezFPS
    @zeezFPS 4 ปีที่แล้ว +3

    Haircut rocks)

  • @CanoiGomes
    @CanoiGomes 4 ปีที่แล้ว

    is the any way i can adapt the batch renderer to support draw no filled shapes?

  • @HobosLikeStew
    @HobosLikeStew 4 ปีที่แล้ว +1

    It's possible to squeeze those duplicated quads into larger quads and repeat the texture, this will result in a lot less vertex data being sent to the GPU especially in those larger scenes. This is something called greedy meshing when applied to voxel worlds like Minecraft.

  • @Brad_Script
    @Brad_Script 3 หลายเดือนก่อน

    in GLM, you can force the code to run SIMD by setting some macros. You don't actually have to use release mode.

  • @viko1786
    @viko1786 4 ปีที่แล้ว +2

    Have you thought about implementing Vulkan in the future for really big future games?

  • @konstantinseurer2653
    @konstantinseurer2653 4 ปีที่แล้ว +5

    Use complex numbers instead of rotation matrices. That will reduce the amount of multiplications required.

  • @gordonfreeman4150
    @gordonfreeman4150 4 ปีที่แล้ว +2

    The original boulder dash was pretty slow and the frame rate changed when the level was bigger on the C64. Especially if there was alot of movement of stones, diamonds or enemys. But it was not an easy game as the detection of your movements was pretty bad. Maybe it only seemed to be hard because we were not used to gaming as people are today.

  • @perfectionbox
    @perfectionbox 4 ปีที่แล้ว

    You could have feature macros in a config header like SUPPORT_ROTATIONS or USE_MATRICES and then #ifdef the transformation codepath. A game doing only translate/scale could leave out matrix code

  • @RafaganAbreu
    @RafaganAbreu 3 ปีที่แล้ว

    Hello Cherno! Do you have any study references to apply for EA Core Game Team on another AAA company?

  • @KennyTutorials
    @KennyTutorials 4 ปีที่แล้ว

    As you said earlier, we will soon about 10-12 months be writing our own math library, but then we will need to use SIMD for this, otherwise our library will be worse. In the future we will write a math library using SIMD or some other ways to optimize math code?

  • @SilverDashie
    @SilverDashie 2 ปีที่แล้ว

    A good test would be a BulletHell game. Tons of performance needed to handle that kind of thing.

  • @seditt5146
    @seditt5146 4 ปีที่แล้ว +1

    15:05 "OpenGL needs everything to be interleaved" ~~~ Would it be possible by any chance to perhaps provide a bench marked demonstration of this because test I have run have shown little to no difference( in favor of totally opposite VBO for really old GPU).
    In my test I made my VBOs all separate VVV-NNN-UvUvUv, bound and set the data, than bound different VAOs for many objects in a naive loop. Doing the same with many different VAOs for each object yet interleaving the Buffers VNUVNUVNU provided little to no benefit and when constantly updating the buffer provided worse performance. For updating the data in the buffer a single buffer containing contiguous data in VVVNNNUUU provided the best performance. I admit this was all naive test on an older 2012-2013 GPU that used around 1000+ VAO's with one for each object so I would really like to see how a more advanced rendering system like what you have going on here performs in this respect. Various little test I have seen over a range of computers makes me think this is something that is highly GPU dependent with no real good answer.

  • @DonaldDuvall
    @DonaldDuvall 4 ปีที่แล้ว +1

    Don't forget, console output is super slow too. So, removing the console logging, should improve your frametime too.

  • @notuxnobux
    @notuxnobux 2 ปีที่แล้ว

    doesn't spamming the console also make it slower on windows? (cmd text output making printf slow down the entire program)

  • @pulse8112
    @pulse8112 4 ปีที่แล้ว

    Hi, I really like your videos, and would like to make my own engine, so I'm asking, will you ever make a tutorial series about 3d engine?

    • @6emetaeg
      @6emetaeg 4 ปีที่แล้ว +4

      After finishing 2d he will expand it to 3d.

  • @mixchief
    @mixchief 3 ปีที่แล้ว

    That 0X guy/gal picked one of history’s best games.

  • @KennyTutorials
    @KennyTutorials 4 ปีที่แล้ว

    I just remembered that you can use GL_TRIANGLE_STRIPS for rendering. I can't figure out if this rendering method will be better than our GL_TRIANGLES with an array of indexes. If you think this way, GL_TRIANGLE_STRIP Open Gl does not need to give indexes that indicate how to connect the triangles, it will automatically finish drawing the second triangle. It turns out that we will not use indexes at all, which means that we will optimize our engine in terms of memory, since now we will use as much as 24 bytes less memory for rendering squares.

    • @hydra1346
      @hydra1346 3 ปีที่แล้ว

      Triangle strip makes batch rendering quite difficult without geometry shaders. So having less data does create a few complications.

  • @scality4309
    @scality4309 4 ปีที่แล้ว

    Boulder Dash..

  • @TheMessi324
    @TheMessi324 4 ปีที่แล้ว +1

    Hello! I just subbed thanks to your C++ series 👌
    What's your real name by the way?

  • @blackflag7020
    @blackflag7020 4 ปีที่แล้ว

    Hi, I know you that you probably get asked this a lot but I am currently making my own engine, and I tried to find the most basic point I could start from. This led to me creating my engine using winforms, as I think that is the most basic sort of make-a-window next to using the console. The reason that i didn’t use console was because of having to use a library, and my goal was to do all the code from scratch with just .NET as a base. I was just wondering if you knew of an even more basic starting point, or even a better starting point. Thanks in advance for any reply, would be very much appreciated!

  • @pm71241
    @pm71241 4 ปีที่แล้ว

    I played the original ... and this really looks like Boulderdash ... it's a great game btw

  • @allypezz
    @allypezz 4 ปีที่แล้ว

    These old games were pretty genius

  • @armafa4370
    @armafa4370 3 ปีที่แล้ว

    I want to ask, how do I install or download and use hazel,
    and can i use hazel with visual studio code (text editor version)

    • @pislify34
      @pislify34 3 ปีที่แล้ว +1

      git clone link --recurcive

  • @AntiWanted
    @AntiWanted 3 ปีที่แล้ว

    Nice

  • @RamHomier
    @RamHomier 4 ปีที่แล้ว +1

    What do you mean FPS is exponential... it is a direct linear relation with frame time. It is just a bigger number cause of the unit we use.

    • @IlariVallivaara
      @IlariVallivaara 4 ปีที่แล้ว

      Although I agree exponential does not make any sense here, I also think inversely proportional is not linear (fps = 1000/frameTime).

  • @avernusivandobrovski6614
    @avernusivandobrovski6614 4 ปีที่แล้ว +9

    What do you think about Godot?

  • @gbroton
    @gbroton 4 ปีที่แล้ว +1

    I'd like to see a video about SIMD in c++

  • @GRHmedia
    @GRHmedia 2 ปีที่แล้ว

    I always like seeing what other programmers are doing. I'm guessing you are probably running your game engine on newer hardware than my 8+ year old stuff I test on. My current 2D side is pushing 40,000 moving objects around at 60fps. That works out to about the same as yours since you are pushing 14080 squares to the screen. The only real difference mine area all moving. I used SDL2 which is pretty well optimized but honestly could be done better in some areas. I'm curious as what your hardware specs are. I'm running an old xeon 6 core at 2.93ghz with an RX570. Most the new hardware can crust the heck out of it. I only use one call to the video per cycle. If my older system can handle it no reason yours can't.
    My point is you should be getting a good bit better performance than what you are.
    I'm also guessing that the menu system you are using is suck up a good bit of performance. I went and built my own. It effectively eats up about as much as pushing a few tiles to screen. So pretty much no performance hit.
    Nice work though you are a good bit ahead of me in a lot of areas.

  • @viatori5566
    @viatori5566 3 ปีที่แล้ว

    Okay, this is probably a really dumb question. I'm brand new to coding. Like, 2 weeks left in my very first semester of software development (c gets easier right?....right?). I'm also coming over from using unreal. Okay, to my question. Do most engines not have a user interface? If not, what is the benefit of using this over just coding the whole game from scratch? Reusability for a studio?

  • @rayansattarkhan6807
    @rayansattarkhan6807 4 ปีที่แล้ว +1

    just a question, how did you get to this level in programming? I'm an IT student, 3rd semester in BS.

  • @afansher1662
    @afansher1662 4 ปีที่แล้ว

    nice

  • @Archimagus
    @Archimagus 4 ปีที่แล้ว

    Don't kid yourself, knowing that bottleneck is there, is going to eat you alive until you fix it :) I can see the look in your eye 17:56 or so, same thing happens to me. I bet your brain is already "Hmm, if I did it this way..."

  • @amrwael4990
    @amrwael4990 4 ปีที่แล้ว

    Can you please make a video about friend classes and functions, and abstract classes , in the C++ series ?

    • @seditt5146
      @seditt5146 4 ปีที่แล้ว

      Check through his older videos, I know he has done a video on this already 100% positive. It might be in one of the other series ( not sparky though) but I am sure he has a video on it.

  • @adamodimattia
    @adamodimattia 4 ปีที่แล้ว

    Favorite game of all time maybe... few years ago had a clone on android phone - it looked awesome on the phone...

  • @HimanshuYadav-by6cx
    @HimanshuYadav-by6cx 4 ปีที่แล้ว +1

    Didn't get anything but it sounded cool

  • @perfectionbox
    @perfectionbox 4 ปีที่แล้ว

    might run faster still in release build and standalone instead of release build being run from visual studio

  • @vijay6877
    @vijay6877 4 ปีที่แล้ว

    I just don't get it !!? Why, Why people dislike these type of video? what's wrong with you? btw I'm your fan.

  • @simivb
    @simivb 4 ปีที่แล้ว

    At 13:42 it seems like you are simply doing a bunch of unnecessary work that leads to it being slow: You construct the transform on line 229 with three multiplies ((identity * translate) * (identity * scale)), when one could simply compose the matrix directly. Or am I missing something?

  • @dkthehunter596
    @dkthehunter596 3 ปีที่แล้ว

    Why does Debug mode ever do anything different than Release mode?
    (What good is debugging stuff that's not going to be in the release?)

  • @dorianpercic3875
    @dorianpercic3875 4 ปีที่แล้ว

    Do I have to play many games and have spent much time in my life playing games, in order to be good at creating games, or even game engines?

  • @obidahasdia4095
    @obidahasdia4095 4 ปีที่แล้ว

    Game look cool i like puzzle

  • @ludologian
    @ludologian 3 ปีที่แล้ว

    @0:00
    TH-cam subtitles says
    Hello and welcome my name is China

  • @darcgames6375
    @darcgames6375 ปีที่แล้ว

    Couldn't you just time IMGUI separately and then subtract that from the total frame time to get your normal framerate?

  • @levanapakidze1606
    @levanapakidze1606 4 ปีที่แล้ว

    Go live and look into the code during the live ^_^

  • @estanforth6754
    @estanforth6754 4 ปีที่แล้ว

    very similar to repton for the bbc micro

  • @obidahasdia4095
    @obidahasdia4095 4 ปีที่แล้ว

    I made a golf game xD on MIT XD

  • @heisallexx6748
    @heisallexx6748 4 ปีที่แล้ว +1

    Wo

  • @watercat1248
    @watercat1248 4 ปีที่แล้ว

    Cherno
    wean you make Hazel visuals more visual and artist friendly i want to try in the order to give you feedback but to know my I have very high requirements because Unlike meny people the have code for mein focus when create game i focus more in the art to make the level environment to make 3D model and to use the tools.... and after that the code

  • @yudanaim6849
    @yudanaim6849 4 ปีที่แล้ว +1

    The problem with unity and unreal is that they ran too fast leaving those programmers with cheap laptop's
    That cant hold the new versions
    I think a light and fast engine for these market in mind will be a hit

  • @ayoubbelatrous8080
    @ayoubbelatrous8080 4 ปีที่แล้ว +1

    nullptr made game using hazel

  • @iProgramInCpp
    @iProgramInCpp 4 ปีที่แล้ว

    Maybe you could try making it a raycaster 🙂

  • @csgowoes6319
    @csgowoes6319 4 ปีที่แล้ว

    Clone? It looks identical to the C64 version as I remember it, impressed, sure the guy didn't just port an emulator?! :)

    • @tubeincompetence
      @tubeincompetence 4 ปีที่แล้ว

      Actually does look a bit different but yes it does look quite close. Totally misses the amazing intro music though. :(

  • @thegamevortex2709
    @thegamevortex2709 2 ปีที่แล้ว

    1970 SON: MOM MOM I GOT THE WORLD RECORD FASTEST FRAMERATE
    1970 MOM: (2 FPS) OMG

  • @Fobber92
    @Fobber92 4 ปีที่แล้ว +5

    can someone confirm 'zero-ex' or 'ocks'?

  • @Jkauppa
    @Jkauppa 2 ปีที่แล้ว

    upload the transforms to the gpu

    • @Jkauppa
      @Jkauppa 2 ปีที่แล้ว

      cpu is only a caretaker in the house