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.
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.
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!
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 :)
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.
Dicovered this channel with the absolutely brilliant animation with math video, and it just keeps on providing cool, informative and very well made videos
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!
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
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.
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!
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
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!
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.
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.
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.
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!
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!
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.
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.
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.
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
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. :^)
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..
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!
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!
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.
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
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. 😌
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
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))
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.
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)
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.
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.
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.
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?
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!
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.
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.
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.
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.
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.
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
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.
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.
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.
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.
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.
The quality and clarity of this video is surprising. You are both a great programmer and educator
and animator
Saying to somebody, "I'm surprised you did so well" is actually kinda' insulting, no matter how good the intent.
no harm no foul
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.
yo ty for the motion-canvas it made those code animations so painless (unlike almost everything else about making this video lmao)
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.
i mix you two guys up constantly
@@clankfish😂 same
@@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.
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!
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!
I didn't understand a single thing but it was fun to watch
동감한다
@@JJalmanke
я не говорю по-китайски
@@MercurySteel I think he he said that he agrees
T'as pas tord
@@ciso booga wooga ooga
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 :)
where'd bro go :'(
The video take alloooot if time to make man.
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.
Been waiting for a new upload from you! Last video was a treat! Keep it up, both your game and yout videos!!
always love a nonbullshit full explenation of a system!
explanation*
@@Jake28 um, comments already hearted so ummmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmm 💀
@@snesmocha just let people discover the correction in the replies on their own
@@Jake28I return to this comment 10 months later and am just face palming rn 😂
Dicovered this channel with the absolutely brilliant animation with math video, and it just keeps on providing cool, informative and very well made videos
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!
the animations in this video are seriously jaw-dropping. such a high quality work, very easy to understand and follow, well done!
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
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.
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!
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
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!
Congratulations on the #some3 win!
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!
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.
I'm absolutely floored by the quality, skill, and knowledge on display here.
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.
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.
I cant tell you how exciting it is to get another video from you! Leaving another comment after watching. :)
Man, you are on some big brain stuff. Amazing results for next level pixel art!
As a digital artist, I understand this concept intuitively, but not mathematically. Fantastic explanation, I'm sure.
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!
Congrats on getting the first place in Grant Sanderson' favourite 25 videos of #some3🎉
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!
Please never stop doing this so high quality explanatory videos, I'm just amazed
You're back! I'm going to have to try this for one of my projects.
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.
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!
BABE WAKE UP, t3ssel8r UPLOADED A NEW VIDEO!!!
Your video editing, the way how you explain things and subjects are pretty impressive. You are very talented man!
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.
Keep it up! Love how much your content has grown, from the twitter gifs to here, it's great
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.
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
I have no idea what you're on about but the video is weirdly relaxing and the editing is really nice. Great job
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. :^)
😵💫 so cute graphics are actually rocket science
I am so happy to see you come back! Your videos are really hard but very useful!
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.
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..
absolutely incredible. you have a gift for this. amazing visualizations
Love how in-depth you go in these videos
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!
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!
been watching this series since day 1 and i cant wait to see the final product i love every video
Excellent presentation. Very clear, very easy to understand, and absolutely zero frills. This is fantastic content.
The production quality of this video is absolutely amazing.
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.
So happy you are back!
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
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. 😌
God like explaination, please make more of this math related content, the transformation into fwidth is so smooth!
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
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))
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
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.
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)
Congrats on the golden pi creature was a nice surprise to find your video mentioned !!
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.
I wonder what happened with you. I suddenly remember your video about math and animation and wanted to see more of your work!
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.
You are such an incredible creator and thinker. Just so deeply impressed 🙇♂
That video is fully amazing, loved every second and stored as a reference.
good to see you again!
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.
I took inspiration from the lightningboy metal materials
Thanks, I'll check it out!
bro you are amazing, your are the one that inspired me to build my game in similar style to yours . keep going bro 🖤
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?
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!
My guy, your videos are amazingly helpful and well done
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.
THIS GUY IS SO FREAKING SMART DAM
I really love watching your videos. Keep up the great work! Can't wait to see more.
Incredible videos. The 3blue1brown of game dev. Tremendously grateful for your efforts!
Congrats for the SoME3 victory :). Do you have a roadmap for the game you are working on? It looks phenomenal :)
I think this will be very useful for my rendering engine. thank you for the amazing explanation
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.
glad to see you dev blossom, been subbed
Wow great video, how did you make these cool animations? Did you use a software for that? Is it difficult to do?
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.
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.
I love your videos. Hope everything is good on your end
The amount of math that goes into just 5 lines of shader code is crazy. It feels satisfying.
Not only bro is good at making games but the editing is crazy too
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.
I love your art style for your own game! I want to play it!
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
Great video, really stellar visualizations
always having confusion on why derivative existed, finally today i see a use case in game dev, very awesome!
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.
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.
@@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?
in this case most of the videos were either captured in engine, in AE, using manim, or motion canvas
Yeah! I will play this game. Seeing the techniques is wonderful.
congrats on winning in SoME3!
This video was very well made! Game looks awesome too as always
you make some of the best videos on game programming implementation ❤
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.
It looks really good. I really like this style
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.
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.
i think this method would be very desirable in a minecraft shader.