So my code that used a "stack" for drawing and did stuff like not draw stuff being behind other stuff and outside the camera was not so dumb after all, gonna add the drawing in order. Great video.
This was a really good guide explaining how the code behaves behind the scenes! Thank you. What I'd like to advise is to look at how you master volume for your tutorial. I near blew out my ear drums from your intro, and then I sill had to raise the volume afterwards because your voice is so much lower.
Awesome video man! You talked about culling in 2D worlds, but how would that work in 3D? I guess that wouldn't be as simple as placing if statements to test if objets are behind the camera, right ?
Depending on the type of game you can still use a 2d check to cull 3d objects. When you view the world from top down you can create a list of object that only exist in the cameras fov and if the objects are small it would be enough to only check if the position of the object is in the fov instead of checking if parts of the mesh are in the fov. For more complex culling you need to look at 3d frustum culling. There you have the frustum, basically a 3d block and you check which meshes bounding boxes are in the frustum and only then you draw them.
So my code that used a "stack" for drawing and did stuff like not draw stuff being behind other stuff and outside the camera was not so dumb after all, gonna add the drawing in order. Great video.
Very well done video! Clear illustrations and examples with measured results!
This was a really good guide explaining how the code behaves behind the scenes! Thank you.
What I'd like to advise is to look at how you master volume for your tutorial. I near blew out my ear drums from your intro, and then I sill had to raise the volume afterwards because your voice is so much lower.
Yeah, the intro was not good, I got some new software for making these and am getting used to it. I have lowered it in the template for future use.
thanks for your video! I really appreciate that you're really to the point, no time wasted :)
Love the inclusion of stock footages
tysm and pls Do some raylib tutorials pls 🙏
Excellent video, thank you very much
This is great! Thank you for making this!
Awesome video man! You talked about culling in 2D worlds, but how would that work in 3D? I guess that wouldn't be as simple as placing if statements to test if objets are behind the camera, right ?
Depending on the type of game you can still use a 2d check to cull 3d objects. When you view the world from top down you can create a list of object that only exist in the cameras fov and if the objects are small it would be enough to only check if the position of the object is in the fov instead of checking if parts of the mesh are in the fov.
For more complex culling you need to look at 3d frustum culling. There you have the frustum, basically a 3d block and you check which meshes bounding boxes are in the frustum and only then you draw them.