Crafting a Better Shader for Pixel Art Upscaling

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  • เผยแพร่เมื่อ 29 พ.ย. 2024

ความคิดเห็น • 362

  • @samuelmediani
    @samuelmediani ปีที่แล้ว +350

    The quality and clarity of this video is surprising. You are both a great programmer and educator

    • @loco-ok5bi
      @loco-ok5bi ปีที่แล้ว +3

      and animator

    • @X22GJP
      @X22GJP ปีที่แล้ว

      Saying to somebody, "I'm surprised you did so well" is actually kinda' insulting, no matter how good the intent.

    • @t3ssel8r
      @t3ssel8r  ปีที่แล้ว +8

      no harm no foul

  • @aarthificial
    @aarthificial ปีที่แล้ว +319

    Fascinating video! I'm currently using the naïve method of first scaling up by the floored ratio using nearest neighbor and then scaling up the result with bilinear filtering. I need to give your method a try.

    • @t3ssel8r
      @t3ssel8r  ปีที่แล้ว +137

      yo ty for the motion-canvas it made those code animations so painless (unlike almost everything else about making this video lmao)

    • @CloudPhase
      @CloudPhase ปีที่แล้ว +12

      I was literally thinking about you throughout this entire video, I even considered reaching out to you about this video as I would love to see you implement something like this in your own game so this is great to hear.

    • @clankfish
      @clankfish ปีที่แล้ว +15

      i mix you two guys up constantly

    • @floppypaste
      @floppypaste ปีที่แล้ว +1

      ​@@clankfish😂 same

    • @meme-tastic6089
      @meme-tastic6089 ปีที่แล้ว

      @@t3ssel8r BROOO I WAITED FOR 2 YEARS U STILL DIDNT GIVE OUT UR 3D TO 2D ART MAKERRR. PLSS MAKE IT AVAILABLE TO BE DOWNLOADED.

  • @ChillestDudeEver
    @ChillestDudeEver ปีที่แล้ว +64

    After discovering this channel, I binged the content so hard. Concise explanations, logical flow through the explanations, high production quality, practical applications of concepts... These videos are just superb from both an educational and entertainment perspective. Kudos!

  • @sgtreckless5183
    @sgtreckless5183 ปีที่แล้ว +37

    This might have been the first complex shader video that I've seen that I was able to follow each step of. Really great vid!

  • @MercurySteel
    @MercurySteel ปีที่แล้ว +476

    I didn't understand a single thing but it was fun to watch

    • @JJalmanke
      @JJalmanke ปีที่แล้ว +9

      동감한다

    • @MercurySteel
      @MercurySteel ปีที่แล้ว +16

      @@JJalmanke
      я не говорю по-китайски

    • @ciso
      @ciso ปีที่แล้ว +12

      ​@@MercurySteel I think he he said that he agrees

    • @D01Light
      @D01Light ปีที่แล้ว +7

      T'as pas tord

    • @Jlewismedia
      @Jlewismedia ปีที่แล้ว +6

      ​@@ciso booga wooga ooga

  • @LordFaultier
    @LordFaultier ปีที่แล้ว +24

    Your overview of these mechanics have been very helpful and pretty insightful for my own projects. You are truly brilliant! Thanks for putting out such a wonderful content :)

  • @PleepusPlopus
    @PleepusPlopus 4 หลายเดือนก่อน +17

    where'd bro go :'(

    • @poly_xp
      @poly_xp 3 หลายเดือนก่อน +1

      The video take alloooot if time to make man.

  • @BenjaminCode
    @BenjaminCode ปีที่แล้ว +5

    The amount of work you put in this video to teach us something that should be so hard to grasp is insane. As a TH-camr myself, I see all the work there is behind this video and it makes me even more grateful.
    As usual Tim Soret's recommendations are dope.

  • @pixelarp
    @pixelarp ปีที่แล้ว +20

    Been waiting for a new upload from you! Last video was a treat! Keep it up, both your game and yout videos!!

  • @snesmocha
    @snesmocha ปีที่แล้ว +213

    always love a nonbullshit full explenation of a system!

    • @Jake28
      @Jake28 ปีที่แล้ว +3

      explanation*

    • @snesmocha
      @snesmocha ปีที่แล้ว +1

      @@Jake28 um, comments already hearted so ummmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmm 💀

    • @Jake28
      @Jake28 ปีที่แล้ว +6

      @@snesmocha just let people discover the correction in the replies on their own

    • @snesmocha
      @snesmocha 7 หลายเดือนก่อน

      @@Jake28I return to this comment 10 months later and am just face palming rn 😂

  • @MrA6060
    @MrA6060 ปีที่แล้ว +7

    Dicovered this channel with the absolutely brilliant animation with math video, and it just keeps on providing cool, informative and very well made videos

  • @interessts5033
    @interessts5033 ปีที่แล้ว +2

    I have been watching youtube videos for about 10 years or so and this is no joke the very best one I have ever seen. The amount of work you must have put into this seems so much! Congratulations!

  • @semmu93
    @semmu93 ปีที่แล้ว +6

    the animations in this video are seriously jaw-dropping. such a high quality work, very easy to understand and follow, well done!

  • @capsey_
    @capsey_ ปีที่แล้ว +6

    Never thought of using bilinear sampling as box average. Love your videos, they are unique that you deep dive into heavy math and technical details about niche problems while keeping it extremely approachable and entertaining! Visualizations are well made

  • @GGCannon
    @GGCannon ปีที่แล้ว +3

    Holy... I started re-watching your older videos yesterday, wondering when you'd post a new one because it had been a while and just woke up today to this *GIFT*.
    Love your content and one of my wish is to develop the skill set to do something similar to what you do.
    Thank you for the video.

  • @JayFolipurba
    @JayFolipurba ปีที่แล้ว

    no video in 10 months, I randomly check out this channel and here you are.
    I just realised that this is probably how all 3D texture editors work, like blender textured view and substance etc. At least it has the same effect.
    The effect it has on your game is perfect!

  • @therealgamewizerd
    @therealgamewizerd ปีที่แล้ว +4

    I'm probably never going to use this specific type of shader ever, but the quality of the video was so good and the production value felt so high that I feel you earned a sub regardless. Incredible video

  • @bobthedeleter
    @bobthedeleter ปีที่แล้ว +2

    always a good day when this guy uploads. keep up the videos, you have a talent for explaining these concepts in such a concise way!

  • @j_smith_
    @j_smith_ ปีที่แล้ว +5

    Congratulations on the #some3 win!

  • @1000orks
    @1000orks 11 หลายเดือนก่อน +2

    I feel very stupid for having the same problems (for dynamic UI scaling actually) and going with the first algorithm thinking this is good enough.
    Then encountering all the problems you have adressed in your solution and now realizing I should have just watched until the end and not just vaguely remember.
    Thank you - this really helped a lot!

    • @t3ssel8r
      @t3ssel8r  11 หลายเดือนก่อน +3

      thanks! I was motivated from hearing similar struggles from several different teams (RadicalFish, Tim Soret, Aarthificial, ...) so I thought I would really cover all the details one is likely to run into when doing this.

  • @drawnsequence
    @drawnsequence ปีที่แล้ว

    I'm absolutely floored by the quality, skill, and knowledge on display here.

  • @warmechanic8186
    @warmechanic8186 ปีที่แล้ว +1

    I've always loved how your videos explain topics in detail while making good use of visual demonstration. Where I would have been stuck on how perspective effects anti-aliasing, I understood in seconds with the warped quadrilaterals.

  • @ThatTrueCJ201
    @ThatTrueCJ201 ปีที่แล้ว +1

    This guy is slowly teaching me math better than some of my professors. What is referred to as the deformation gradient in the video, is more generally called a Jacobian.

  • @OrangeJambo
    @OrangeJambo ปีที่แล้ว +1

    I cant tell you how exciting it is to get another video from you! Leaving another comment after watching. :)

  • @retro_marco3363
    @retro_marco3363 ปีที่แล้ว +2

    Man, you are on some big brain stuff. Amazing results for next level pixel art!

  • @Tubeytime
    @Tubeytime ปีที่แล้ว +3

    As a digital artist, I understand this concept intuitively, but not mathematically. Fantastic explanation, I'm sure.

  • @ShiftyTheDev
    @ShiftyTheDev ปีที่แล้ว +1

    Wow, this was a phenomenal video! Seeing how far your game has developed over the past few years has been great, but these explanations are something in a league of their own. Excellent job!

  • @PMA_ReginaldBoscoG
    @PMA_ReginaldBoscoG ปีที่แล้ว +1

    Congrats on getting the first place in Grant Sanderson' favourite 25 videos of #some3🎉

  • @xlkfromsmwc
    @xlkfromsmwc ปีที่แล้ว

    Wow! I made a similar implementation when trying to make multi-colored SDFs, and while I directly went with the fwidth() approach, I hadn't considered updating the uv gradients nor the sampling window!
    Also having the explanation as to why this works in the first place was amazing! Thank you so much for these videos!

  • @EricBatlle-k7u
    @EricBatlle-k7u ปีที่แล้ว

    Please never stop doing this so high quality explanatory videos, I'm just amazed

  • @thelastfaeinthewoods
    @thelastfaeinthewoods ปีที่แล้ว +1

    You're back! I'm going to have to try this for one of my projects.

  • @sw97058
    @sw97058 5 หลายเดือนก่อน +1

    This was a game changer. I am working in Godot and with a simple translation this shader is working better than any other option, including heartbeasts jitter-free scaling shader. This is perfectly upscaling my 720p pixel art to 1080p.

  • @mischahordijk9385
    @mischahordijk9385 ปีที่แล้ว +1

    Amazing vid and your game at the end looks sick, can't wait for the next update on that project. Keep up the stellar work!

  • @nibbler7
    @nibbler7 ปีที่แล้ว +5

    BABE WAKE UP, t3ssel8r UPLOADED A NEW VIDEO!!!

  • @danielsiriste917
    @danielsiriste917 ปีที่แล้ว +1

    Your video editing, the way how you explain things and subjects are pretty impressive. You are very talented man!

  • @niklas5336
    @niklas5336 ปีที่แล้ว +1

    This scaling method is also useful in video/image display, in particular for solving the issue of temporal aliasing. The popular video player mpv had the (simplified) version of this scaling method for 10 years, as the name “oversample”, for both scaling and frame mixing. VLC 4 has had it a few years also.

  • @alextheshinymonkey
    @alextheshinymonkey ปีที่แล้ว

    Keep it up! Love how much your content has grown, from the twitter gifs to here, it's great

  • @mikkelens
    @mikkelens ปีที่แล้ว

    I was pretty unsure at first if your technique was actually prettier than nearest neighboor in my opinion, but turns out that was only an issue because you were zoomed in on a low resolution upscaling. I think your usage of this in the footage you showed of your game was very pretty, super impressed.

    • @t3ssel8r
      @t3ssel8r  ปีที่แล้ว

      ahh yeah it's a bit tricky to balance in a youtube video since everyone could be watching on vastly different devices. I might have over-optimized for small phone screens

  • @DarshUK1
    @DarshUK1 ปีที่แล้ว

    I have no idea what you're on about but the video is weirdly relaxing and the editing is really nice. Great job

  • @starbi
    @starbi ปีที่แล้ว

    I really appreciate the way you go into great detail about technical aspects that might not seem as important in the grand scheme of things - really perfecting them. I'm sure when this all culminates into your game, you will be able to feel that extra layer of polish. Looking forward to disecting this when I get my hands on it! Great work as always. :^)

  • @wolfpox
    @wolfpox 8 หลายเดือนก่อน +1

    😵‍💫 so cute graphics are actually rocket science

  • @Mefrius
    @Mefrius ปีที่แล้ว

    I am so happy to see you come back! Your videos are really hard but very useful!

  • @AntoCharles
    @AntoCharles ปีที่แล้ว

    Awesome! Always a treat when you upload! love the detail and editing that goes into these explanations. I could imagine this'll help a lot of people.

  • @gogokowai
    @gogokowai ปีที่แล้ว

    With so much of modern gaming being for-profit shovelware where the devs just throw together premade asset packs and slap microtransactions on it, I have really learned to appreciate the real game dev pioneers figuring out the math and spending hours on problems that others just live with because fixing it would be too much work. Your game has so many interesting systems that the industry typically deems not cost effective or impactful enough to work on, but they're compounding into something amazing that you typically only see from AAA titles that give their developers the time/money/freedom to add polish (which is extremely rare). Most games would only have 1 or 2 of the features your videos cover and base their entire gameplay around it because of how cool it is, and here you are cramming them into a single game just for small aesthetic boosts. I can't wait to see the end result..

  • @goldyloxeg
    @goldyloxeg ปีที่แล้ว

    absolutely incredible. you have a gift for this. amazing visualizations

  • @yannickleroy7419
    @yannickleroy7419 ปีที่แล้ว

    Love how in-depth you go in these videos

  • @1ogic948
    @1ogic948 ปีที่แล้ว

    I love learning about technical details like this. Excellently presented.
    Also, looks like a lot of work got done on the gameplay and such, which is looking very exciting!

  • @fletchcanny717
    @fletchcanny717 ปีที่แล้ว

    Thank you! I stg it is impossible to find anyone saying that you can scale pixel art to non integer resolutions! The only exceptions seem to be Casey Muratori, a shader on shader toy, shovel knight, and a video about doing it in Godot by HeartBeast, and even the Godot documentation says it can't be done! Thank you so much for the simple description!

  • @xx_Ashura_xx
    @xx_Ashura_xx ปีที่แล้ว

    been watching this series since day 1 and i cant wait to see the final product i love every video

  • @jeffreystephens2658
    @jeffreystephens2658 ปีที่แล้ว

    Excellent presentation. Very clear, very easy to understand, and absolutely zero frills. This is fantastic content.

  • @SpaceflightSimulator_Official
    @SpaceflightSimulator_Official ปีที่แล้ว

    The production quality of this video is absolutely amazing.

  • @thygrrr
    @thygrrr ปีที่แล้ว

    I've used several of these techniques, but only had an intuition. Your explanations really expanded my understanding. Your3D stuff looks absolutely stunning, and I'm considering some kind of pixelated look after switching engines from unity to Godot.

  • @beastbomber2316
    @beastbomber2316 ปีที่แล้ว +1

    So happy you are back!

  • @bigmojito1765
    @bigmojito1765 ปีที่แล้ว

    This is cool! I've been stuck on working with OpenGL stencil buffers to achieve something similar to octopath, but its inspiring to see progress in this art style

  • @Blazah99
    @Blazah99 ปีที่แล้ว +1

    Novis game dev enthusiast here. Might is ask from where and or whom you learned and aquired such skills and knowledge?
    Secondly, if your source/s is out of reach/unattainable for most by either price, availability, complexity, or extrapolation/coherency would it be possible to create a learning class and or course on the web? If not provide or direct us to a list or supplemental courses and or materials or forums you recommend?
    These questions come from my long love and facination for 2d pixel games and a roadblock i have always have had has been wanting to understand how these sort of things in hames can most efficiently and effectively accomplished while knowing or understanding it deeply.
    If you read this I thank you from your time whether or not your able to answer and or respond to my questions, requardless...
    Thanks for the video. 😌

  • @nameno7032
    @nameno7032 ปีที่แล้ว

    God like explaination, please make more of this math related content, the transformation into fwidth is so smooth!

  • @yellowpie
    @yellowpie ปีที่แล้ว

    I’m about 6 weeks into a class on graphics programming, and this video is a really neat intersection of things I totally understand and things I don’t get at all

  • @denisbryukhachev3663
    @denisbryukhachev3663 ปีที่แล้ว +1

    Maaaan instant subscribe to your patreon, wish you good luck with your project!
    Don't forget to add some content before release (weapons, abilities, enemies), this beatiful game must be played by a lot of people))

  • @Veptis
    @Veptis หลายเดือนก่อน

    I am very happy to come across this video. It shows a ton of sampling concepts with great examples. Will send it to other people as reference

  • @TukaihaHithlec
    @TukaihaHithlec ปีที่แล้ว

    Excellent way to visually explain very interesting niche concepts! Always love your videos.
    Perhaps this is handled separately, perhaps not at all, but I’m curious - is gamma correction taken into account when blending colours? Maybe it’s high cost for little change, but I don’t know. It definitely makes it look better, so I’d imagine that if it’s not being used it’s because you looked into it and decided it wasn’t worth it.
    For anyone else interested, gamma correction is used to adjust light intensity from their display values to their physical values, then do the relevant math, then adjust them back. This is one of the biggest unsung heroes of making video games look more realistic in the last 10~15 years. For an extreme example as it pertains here, suppose you have a checkerboard pattern of 0% and 100% (black and white). Suppose you reduce resolution to half both ways, and now you have a solid grey by mixing half of each, but what does that look like? Intuitively you’d say 50%, but gamma corrected it would be 73%. To understand, get a pixel perfect screen that has the checkerboard in the middle, and each version of grey on either side, then back away or squint until the checkerboard blends into a solid grey. You’ll find that it matches the 73% and not the 50%, which is a result of how our eyes perceive light values. Most game engines and 3D renderers automatically do this now, but most other things do not by default, including OS screen settings and image and video editors.
    If you made a video about gamma correction I’d share it with everyone.

    • @t3ssel8r
      @t3ssel8r  ปีที่แล้ว

      modern engines do all operations in linear color space and only apply the display gamma at the end. that is also what happens here. (Although parts of the video were authored in a video editing software that operated in rec 709, so in this video you could see some variations, but in practice, nobody's gonna notice if the anti-aliasing has a nonlinear gamma)
      I probably won't make a video about it because it's a subject others are more qualified to speak about (and tbh, I hate dealing with these sorts of bookkeeping problems)

  • @AntoCharles
    @AntoCharles ปีที่แล้ว

    Congrats on the golden pi creature was a nice surprise to find your video mentioned !!

  • @GTGTRIK
    @GTGTRIK ปีที่แล้ว

    Personally, I prefer to have internal resolution set to something like 360p for that pixel KRUNCH. Just a bit annoying to make UI work.
    But that was a really cool explanation and way of thinking about the filter! Awesome video.

  • @CristhianMosquera-zr9wj
    @CristhianMosquera-zr9wj 2 หลายเดือนก่อน +5

    I wonder what happened with you. I suddenly remember your video about math and animation and wanted to see more of your work!

  • @OrangeJambo
    @OrangeJambo ปีที่แล้ว +3

    So many titles fail at this scaling issue & when im working & seeing titles come through.. it's a huge pet peeve that these studios cannot figure out what you worded so clearly.
    Great video! Glad to see this topic arise more, modern pixel genre games all need to take note.

  • @Donahue9389
    @Donahue9389 ปีที่แล้ว

    You are such an incredible creator and thinker. Just so deeply impressed 🙇‍♂

  • @GonziHere
    @GonziHere ปีที่แล้ว

    That video is fully amazing, loved every second and stored as a reference.

  • @normalperson4925
    @normalperson4925 ปีที่แล้ว +2

    good to see you again!

  • @dominic_sanchez
    @dominic_sanchez ปีที่แล้ว

    Your project looks great as always! I implemented this for the shader graph and it works great! I don't really have a use for this as of right now but I can see how this could be very useful once I get a bit further in development. One thing I'd really want to see is how you approach creating shaders for various materials like metal and such. I have a base understanding for how to create a metal, leaves, and water but making it look good with the pixel art effect has proven to be tough for me.

    • @t3ssel8r
      @t3ssel8r  ปีที่แล้ว +1

      I took inspiration from the lightningboy metal materials

    • @dominic_sanchez
      @dominic_sanchez ปีที่แล้ว

      Thanks, I'll check it out!

  • @AbachiriProduction
    @AbachiriProduction ปีที่แล้ว +1

    bro you are amazing, your are the one that inspired me to build my game in similar style to yours . keep going bro 🖤

  • @DonLaursen
    @DonLaursen ปีที่แล้ว +1

    Very nice video! Congrats on the SoME 3 win.
    I would have assumed that it would be at least as fast to forgo texture mapping and instead divide a sprite's polygon into smaller pieces that have solid colors (i.e. two triangles or one quad per texel at most, but fewer if multiple texels in a color region can be combined into a bigger polygon). Is that not the case?

  • @luckyknot
    @luckyknot ปีที่แล้ว

    I would need a few lives fully dedicated to study shaders to understand this, but even if I got a 2% that's new knowledge for me. Thanks for this superb visuals presentation, and btw your game is shaping up to be a major hit, best luck sir!

  • @veromolpa
    @veromolpa ปีที่แล้ว +1

    My guy, your videos are amazingly helpful and well done

  • @ShaneStevenson-s3o
    @ShaneStevenson-s3o ปีที่แล้ว +2

    Amazing work as usual. Your content got me really interested in shaders, rasterization, and 3D rendering in general. So much so in fact I was motivated in my linear algebra class and I'm taking the advanced class next semester in a few months. Even with all my interest though, I never understood how you got your foliage to look so good (and your game in general) and I gotta say I am extremely interested. Is there somewhere where I can find this kind of information, and if it is on your pattern I'd be more than happy to support.

  • @pheelgad5455
    @pheelgad5455 ปีที่แล้ว +2

    THIS GUY IS SO FREAKING SMART DAM

  • @alexpic9821
    @alexpic9821 ปีที่แล้ว

    I really love watching your videos. Keep up the great work! Can't wait to see more.

  • @christopherheardalmagrande1372
    @christopherheardalmagrande1372 ปีที่แล้ว +1

    Incredible videos. The 3blue1brown of game dev. Tremendously grateful for your efforts!

  • @ywenp
    @ywenp ปีที่แล้ว +2

    Congrats for the SoME3 victory :). Do you have a roadmap for the game you are working on? It looks phenomenal :)

  • @heliusuniverse7460
    @heliusuniverse7460 ปีที่แล้ว +1

    I think this will be very useful for my rendering engine. thank you for the amazing explanation

  • @MeDjezze
    @MeDjezze ปีที่แล้ว +1

    Great video! I'm always wondering why such basics - and by that I don't mean easy stuff, but fundamental requirements for a game engine - are not provided out of the box nowadays.

  • @justlearning1881
    @justlearning1881 ปีที่แล้ว

    glad to see you dev blossom, been subbed

  • @Cakez77
    @Cakez77 ปีที่แล้ว +2

    Wow great video, how did you make these cool animations? Did you use a software for that? Is it difficult to do?

  • @BaronVonScrub
    @BaronVonScrub ปีที่แล้ว +1

    This is sick! Makes me wonder a little about how a little temporal would look stacked on top of this? Might look like trash and undo eveything, or might actually lessen the effect of "pixel-jumping" when things move or rotate.

  • @lawlessgames3844
    @lawlessgames3844 ปีที่แล้ว +2

    What the heck did I just watch. The content is great (don't understand most of it though xD) but what is this editing! What do you use and how do you use it xD really outstanding.

  • @FriedBacon88
    @FriedBacon88 9 หลายเดือนก่อน +2

    I love your videos. Hope everything is good on your end

  • @aloysiuskurnia7643
    @aloysiuskurnia7643 ปีที่แล้ว +1

    The amount of math that goes into just 5 lines of shader code is crazy. It feels satisfying.

  • @iamahtic
    @iamahtic ปีที่แล้ว

    Not only bro is good at making games but the editing is crazy too

  • @mithrals6659
    @mithrals6659 ปีที่แล้ว

    Totally great video, I can only imagine the amount of work you put into making of this!
    On a personal note I would be VERY interested in how you go about making the shader that "transforms" your 3d models into pixel art. They look incredible.

  • @zanarkandmusic
    @zanarkandmusic ปีที่แล้ว

    I love your art style for your own game! I want to play it!

  • @beatproducerman7157
    @beatproducerman7157 ปีที่แล้ว +1

    Hey man, absolutely love what you’re working on and would totally be interested in buying once you release it. Was just wondering how did you make you’re character look pixelated and how did you apply that to the 3d model? I know it’s a very fundamental question but as a total beginner who is interested in making my own pixel art style game I’d love to know especially if it is a better alternative to animating 2d sprites

  • @literallyjeff
    @literallyjeff ปีที่แล้ว +1

    Great video, really stellar visualizations

  • @Yuyu-vr1wm
    @Yuyu-vr1wm ปีที่แล้ว

    always having confusion on why derivative existed, finally today i see a use case in game dev, very awesome!

  • @yCherkashin
    @yCherkashin ปีที่แล้ว

    All that was so very, very good. Well done.
    Q: you are your own editor, correct? Do you edit the script first, or do you collect bits and bobs before animating an emergent coherent final cut? Do you program around in AE/Motion too? Or do you render animations in the game engine, primarily?
    Before you're off to Patreon and questions like that will not be searchable, if you will.
    Are youtube comments searchable? Hm.

    • @t3ssel8r
      @t3ssel8r  ปีที่แล้ว +1

      The tools I use change depending on the needs of the video. Usually production is an iterative process. Patreon posts elaborating on videos are currently made public when the video is published.

    • @yCherkashin
      @yCherkashin ปีที่แล้ว

      @@t3ssel8r Not dissing the patreon, I hear patreon is great.
      So, that's an a) both, b) that and much more? Did I take that right?

    • @t3ssel8r
      @t3ssel8r  ปีที่แล้ว +1

      in this case most of the videos were either captured in engine, in AE, using manim, or motion canvas

  • @Eleazarus07
    @Eleazarus07 ปีที่แล้ว

    Yeah! I will play this game. Seeing the techniques is wonderful.

  • @ro-ce8vg
    @ro-ce8vg ปีที่แล้ว

    congrats on winning in SoME3!

  • @ben256dev
    @ben256dev ปีที่แล้ว

    This video was very well made! Game looks awesome too as always

  • @astrid.5973
    @astrid.5973 ปีที่แล้ว

    you make some of the best videos on game programming implementation ❤

  • @anon_y_mousse
    @anon_y_mousse ปีที่แล้ว

    I can't wait until this game comes out. I just hope it's going to be open source because then I could make it work for any platform I use and I would definitely buy a copy then. I could see this reasonably going for anywhere in the range $20 to $40 easily.

  • @dogzer
    @dogzer ปีที่แล้ว +1

    It looks really good. I really like this style

  • @totheknee
    @totheknee ปีที่แล้ว

    1:00 - This is really a huge improvement. On a pedantic note, I see there are still some edge artifacts on each "pixel" on the right. This is not a criticism, but just got me thinking, how is it that we can print out a cutout of a pixelated character, and rotate it around in real life without any edge artifacts? At first I thought it is just the nature of scaled-up pixels, but we can do it with a 4k video, so how does it not work with a 4k game engine? Do we just see more noise with video, so our brain accepts it? Whereas the game engine is pixel perfect, so the artifacts show up? I can't figure it out!
    Edit: Is it just a matter of resolution? Because at 6:19 the pixels look perfect.

    • @t3ssel8r
      @t3ssel8r  ปีที่แล้ว

      I purposefully zoomed in a bit to make the artifacts more noticeable for some parts of the video. This is needed because viewers may watch the video on different devices at different resolutions/distances. Of course, in engine, we'd try to render at native resolution when possible.

  • @acykablyatley
    @acykablyatley ปีที่แล้ว +1

    i think this method would be very desirable in a minecraft shader.