27:13 "I did actually do a little bit of optimization work on the simulation behind the scenes... and I might make a short video about that in the future if you're interested." Yes. Yes I think I can speak for many of us when I say we are absolutely interested. Watching you iterate and optimize algorithms is super satisfying, relaxing, and educational!
The way these projects come together through such an interesting, elaborate process is so inspiring! Feels like I fall back in love with coding whenever you release a new video.
@@SebastianLague can these be implemented into games realtime with the ai , game logic and other thing and make it viable for the hardware we have today like 9th gen consoles, pc etc etc? i wish game with island maps like gta had these fluid physics so that the player can be swayed away by the wave or throw a objectt and see it come ashore to beach with waves..... this looks so convincing and smooth i feel like its a dream , do we need a supercomputer to make it work? what is your pc specs?
@@bmqww223 For entire oceans, this couldn't run in real time at a high resolution, even with current hardware. Even a game like Sea of Thieves, for which water is quite a bit more important than it is for GTA, uses a much, much lighter method for simulating waves. An entire ocean like that would simply take up waaay too much computational power for it to be worth it, especially since most games won't really benefit from being able to simulate individual droplets of water.
@@SZvenM can't approximate it with lower sample and like have a reduced render sphere(like within a limited radius within player i can seee the physics but faraway which is not visible properly by the player is just simple wave like it was done before)..... i wish the physics could be interaced with player like i saw in just cause with wind comign your objects just fly off naturally the level of simultion is crazy which i see devoid in gta games
Haven't seen enough people talking about how amazing the sound design is in this video! It's subtle but adds so much to the viewing experience. Especially during the final simulations at 55:19.
Just wow. When I first watched it I did not picked up on it consciously but I clearly remember how it subconsciously made me feel so immersed. Now I can see why
Hi Sebastian! I just thought I'd let you know that your videos on coding are quite literally the reason that I'm on the path that I'm on. I wasn't really sure what I wanted to do after high school, and then I saw your video on slime simulations and the sense of awe I felt at the moment 14:15 changed my life: for the first time I saw code as a way to investigate the universe, and I've never gone back from that. As a result, I'm in my third year of engineering physics and just wrapped up an internship doing plasma physics and software engineering at a fusion energy company. Thanks for everything!
I already know the exact moment you're talking about!! Although I can't remember the exact sound, I do remember that the music choice, and timing of it, mixed with the beauty of the simulation left me with chills!
@@DarkShroom They're speaking of a different video from Sebastian Lague. It's a super awesome video titled "Coding Adventure: Ant and Slime Simulations". It's worth checking out and there are some moments that may just give you goosebumps! :D
I just saw the video and YT said I already watched the first 8 minutes when I haven't. Maybe the algorithm is saying I should've watched that much by now normally lol
Woah, the sound design of 24:18 is incredible. From the phenomenal projects and explanations to the beautiful production, I adore these videos. Please keep making these :)
I dont think many people will appreciate that "I just did a little bit of troubleshooting and it works now" sounds so easy but in reality could very likely be DAYS of painstakingly debugging code and trying out different things. Amazing work as always
@jjbankert thats exactly the video i was talking about! i was super happy to see it in that video. In this simulation, i dont think any dispersion (light being split into its constituents) is taking place, and it does seem like it would be very taxing. If the performance wasnt an issue, i could totally see rainbows naturally forming, it does have the fresnel(?) stuff going on after all
@@ThatShushi17-mc7ct his atmosphere simulations have really nice sunsets without any dispersion just by color shifting the rays based on their angle, even though reighley scattering is an effect of light splitting too, so I feel like you could do something similar here when the light refracts and get rainbows without a big performance penalty. Just having a different fresnel factor for each color band might be enough
genuinely the best coding content available on youtube, and i love how little you focus on the actual code you're writing while also showing all the misses along the way! coding is mostly about thinking, planning, and refinement, and these videos show that process perfectly.
And yet the code he does show is so clean and just the right amount that you can actually follow it and understand how he's implementing everything (mostly)
At 12:30 you nonchalantly just explained my life long confusion with why at some angles you can see through a fishtank and at others you just see a reflection of what is inside. Awesome stuff
Looking at the pattern that forms while the fluid is settling at 56:35... I think a bunch of these with different initial spawn positions or shapes could make a great multi-piece wall art. Imagine 20 frames of slightly different foam whirl patterns.
That moment YT sends a notification that Sebastian has updated his fluid simulation, and you're left in awe of the process and mesmerising results. Delicious.
I wish I had some of that ability to truly see projects true. My project gets to the "barely working" stage, then my brain is like. Yep, got that working. Onto the next. All your projects are really beautiful, the code but also the presentation. Keep up the good work!
While it's clear Sebastian has plenty of natural curiosity, I'm sure "this needs to become a satisfyingly pretty TH-cam video eventually so I can afford my mortgage" helps with the motivation
I haven't commented on anything in a long, long while, nor have I felt such wonder and intrigue... But this video is so phenomenal! I have been smiling, gawking, uttering "that's so cool" for half an hour now and I'm only just realizing there's another 30 minutes to go! Never stop creating! I hope more people find your content! Keep it up!
I think you already have at one point, or I'm thinking of someone else, but the devs of Sea Of Thieves have published a paper on how they did their water. And IMO their water is very hard to beat considering the scale, it's realtime, you can interact/swim in it, etc etc.
5:36 the last remaining puzzle piece for good performance is the fast ray-grid traversal algorithm. That is an acceleration structure in Cartesian grids that's even faster than BVH.
25:41 As soon as I heard this I thought "WHY DONT YOU MAKE THEM BILLBOARDS???" and then he said "Draw them as camera-facing quads" and I felt super smart
10pm and I have all my midterms tomorrow. Ive always always always wanted to make a fluid simulation and now youve inspired me. At least now I know what im working on over the break!!!
This is insane timing. I'm literally working on a fluid simulation right now based on the info from your original fluid video. Glad to see another great Sebastian Lague video
You are truly a magician! You're the type of person that I'm like, "I want to be more like him" in development. This looks like so much fun to create "easy" (As a developer, I know it's hard! But you seem to be doing really well!)
The reason light slows down in media, like water and glass, is well explained in one of the last 3blue1brown videos. It boils down to many phase kickbacks of the light wave. The nice visualizations of Grant Sanderson make it more intuitive than simple text can, in my opinion.
Your videos are incredible, and the attention to detail is so good and interesting, and the fact that you visualize everything and show how it works is so helpful and has taught me soooo much
This serie might be my favorite. Thank you so much for your work (thanks to you and your videos, I got access to my dream school and I am so thankful to you man)
Another amazing video, the name justifies it "Coding Adventure" along with calm and soothing voice. You inspire me to create something great. Thank you so much for awesome content.
I never thought I would enjoy a coding video until I came across one a couple of years ago. Now I pay semi-active attention to my notifications for the next video so I can just vibe. I don't even code but understanding the how-to steps and the problem solving is very interesting to me
Very cool, I love how your projects end up looking just from simulating light and tweaking parameters. Can't wait to see what it looks like once you get object interaction (and maybe even buoyancy?) built in.
10:45 Veritasium actually released a video on Rainbows that I think excellently explains why refraction happens. But I think he mentioned it was taken from 3Blue1Brown
I love the length of these videos! You're halfway through, you see an amazing technique come together, and you can just get excited about the latter half of the video where you somehow continue to improve it!
I find fluid simulations fascinating! Thanks for sharing all that hard work and for showing mistakes along the way! It's part of the process and I feel like everybody could use a bit more exposition to this idea.
Quick and dirty "why does light change speed when it changes transmission medium": the electromagnetic field of the photons causes charged particles in the transmission medium to emit their own field, and this causes a sort of feedback loop that has a damping effect on the photons, and different media have different charge densities which causes the speed to vary depending on the medium.
For refraction and light through mediums, 3Blue1Brown has a great video on the subject titled "But why would light "slow down"? | Optics puzzles 3" Edit: And btw HLSL/GLSL both have a built-in refract and reflect function!
I really love how you show the failed steps on the path to success, it's informative and honest. It's educational both in terms of what a real world coding process looks like and from a technical perspective of his certain mistakes look like and what should one expect when trying to reproduce the code.
I stg, every time I'm like, "Oh, it's been a while since Sebastian has uploaded. I wonder what he's working on?" I spot a new video of his in my feed like, a day or two later.
Thanks for all these videos , your quality of videos is much higher than i can describe by my words . Watching your videos always enthusiast me to learn coding and try to do the basic version myself. ❤❤
Such a pleasure to watch. I've not coded a simulation for 20 years, and I stopped at University, because "its hard". You've reminded me that also, "it's fun!". Seeing you derive joy from the whole process is inspirational. Even if it's a little bias to the joy in the video edit. It's awesome. I will definitely be getting back into coding simulations. Thank you
One idea I had watching the final sim (which was beautiful btw), would be to maybe extend the lifetime of bubbles/foam slightly if the velocity or the liquid around it is low enough. In my mind this could act to simulate bubbles/foam that remains on/near the surface when not too disturbed.
Found this channel through so many people telling me in their own videos to watch yours and I've been addicted ever since! Thank you for the great content! Oh and also thank you for including how your code often doesn't work on the first try. Obviously it's great for educational purposes to watch you debug broken code but also, some of my favourite parts of coding is seeing a buggy programme producing some crazy and wild effects haaha
I wonder why approximations of Snell’s law are so rare in games. maybe it’s just hard to approximate. The only game I know of which has it is Minecraft Bedrock with raytracing
The main issue is that you need the angle to each light source in the scene at each pixel being rendered. This is really expensive -- it's basically raytracing. Faking it with a naive shader looks good enough and provides a much better framerate.
(I implemented a hack once that used a second camera at the water surface to get a rough approximation. This worked better than I thought it would, but... Two cameras!)
Honestly, you are the best coding content on youtube. Your videos are always inspiring and amazing covering the topics in good entertainment way! Well done🔥
This is the most real to life video I've seen of how game development goes. You're super confident it's going to work and it breaks, you fix it and it breaks in other ways. Then you change one thing, and everything is perfect. Awesome video!!
The joy I get when you release a new video is unmatched. Every time I watch one, I feel like I can code anything. I love how you explain each snippet of code. Your videos are amazing, keep up the good work!!!!!!!!!!!!!!
I always love your videos. This time it dawns on me that you are the perfect link between abstract scientific papers and practical programming code. Besides basic math I don't understand the notation used in papers but you explain and visualize this beautifully. There is a wealth of papers for you to dive into. It doesn't always have to be from scratch. Thank you for these videos.
I've been waiting for this since the last fluid simulation video I'm so inspired, this video way surpassed my expectations this was amazing thank you dude!
The addition of foam really makes all the difference ! I've seen the paper on the Two Minutes Paper channel but seeing how it can be implemented is so much more interesting, awesome work.
This is great! I don't really understand much of what you're doing, but it's still very entertaining. The viewing experience with the gradual improvements, music, sfx, everything, it's all amazing. Can't wait for what you're doing next.
No one values quality over quantity on youtube more than this guy
other than hbomberguy
@@RGGaming940op said quality
you got that right
@@RGGaming940 And Ahoy
If you're into gaming, try watching video essays by WhiteLight. The same quality > quantity approach, with a similarly soothing narration.
27:13 "I did actually do a little bit of optimization work on the simulation behind the scenes... and I might make a short video about that in the future if you're interested."
Yes. Yes I think I can speak for many of us when I say we are absolutely interested. Watching you iterate and optimize algorithms is super satisfying, relaxing, and educational!
Absolutely seconded!!!
+
agreed
Agree!
Where can I sign?
The way these projects come together through such an interesting, elaborate process is so inspiring! Feels like I fall back in love with coding whenever you release a new video.
Thanks so much, I’m happy to hear that!
@@SebastianLague can these be implemented into games realtime with the ai , game logic and other thing and make it viable for the hardware we have today like 9th gen consoles, pc etc etc? i wish game with island maps like gta had these fluid physics so that the player can be swayed away by the wave or throw a objectt and see it come ashore to beach with waves..... this looks so convincing and smooth i feel like its a dream , do we need a supercomputer to make it work? what is your pc specs?
never related more to a comment
@@bmqww223 For entire oceans, this couldn't run in real time at a high resolution, even with current hardware. Even a game like Sea of Thieves, for which water is quite a bit more important than it is for GTA, uses a much, much lighter method for simulating waves. An entire ocean like that would simply take up waaay too much computational power for it to be worth it, especially since most games won't really benefit from being able to simulate individual droplets of water.
@@SZvenM can't approximate it with lower sample and like have a reduced render sphere(like within a limited radius within player i can seee the physics but faraway which is not visible properly by the player is just simple wave like it was done before)..... i wish the physics could be interaced with player like i saw in just cause with wind comign your objects just fly off naturally the level of simultion is crazy which i see devoid in gta games
Haven't seen enough people talking about how amazing the sound design is in this video! It's subtle but adds so much to the viewing experience. Especially during the final simulations at 55:19.
Yep that was genius
yeah felt really great
And 24:16 !
i love the subtle water sfx at 24:20!
and how the music dampens inthe water!!!
i love that detail so much
@D3FA1T1 it's the little things that give us a really good idea of how much love and effort he puts into his videos and that I love a lot!
@@quackduckface EXACTLY
WE LOVE U SEBASTIAN LAGUEEEEEE
Just wow. When I first watched it I did not picked up on it consciously but I clearly remember how it subconsciously made me feel so immersed. Now I can see why
And 55:57 - Made in real time by LLM?
Hi Sebastian! I just thought I'd let you know that your videos on coding are quite literally the reason that I'm on the path that I'm on. I wasn't really sure what I wanted to do after high school, and then I saw your video on slime simulations and the sense of awe I felt at the moment 14:15 changed my life: for the first time I saw code as a way to investigate the universe, and I've never gone back from that. As a result, I'm in my third year of engineering physics and just wrapped up an internship doing plasma physics and software engineering at a fusion energy company. Thanks for everything!
Holy mackerel. That's an inspiring story.
I already know the exact moment you're talking about!! Although I can't remember the exact sound, I do remember that the music choice, and timing of it, mixed with the beauty of the simulation left me with chills!
the vide is only a month old how can you have been 3 years on a course
@@DarkShroom They're speaking of a different video from Sebastian Lague. It's a super awesome video titled "Coding Adventure: Ant and Slime Simulations". It's worth checking out and there are some moments that may just give you goosebumps! :D
@@LoadingCodex oh yeah i have seen that one, it's not really realistic ants mind it's the wandering postman problem
My inbuilt Sebastian Lague video timer was telling me there would be a video soon yesterday. I don't know why i have this but i love it XD
I just saw the video and YT said I already watched the first 8 minutes when I haven't. Maybe the algorithm is saying I should've watched that much by now normally lol
Had this a couple days ago. Felt like it was time again
same, but for me it was like 3 days ago
Teach me this ability
I did the same thing last night 🤔
Woah, the sound design of 24:18 is incredible. From the phenomenal projects and explanations to the beautiful production, I adore these videos. Please keep making these :)
Stunning and amazing work as always. I could watch those final waves crashing all day!
Thank you!
@@SebastianLague Please can we have a 1 hour wave video with some relaxing noises? 🙏
@sealpup3775 10 hours video with some watermill moving the water around.
@sealpup3775 I need a waterfall stat.
I dont think many people will appreciate that "I just did a little bit of troubleshooting and it works now" sounds so easy but in reality could very likely be DAYS of painstakingly debugging code and trying out different things. Amazing work as always
Just porting the original 3D simulation into my own compute shader framework took like a weeks worth of debugging... yea, this took him a long while.
10:45 if anyone wants an explanation of the physics behind refraction, 3Blue1Brown has an excellent video on the topic
I think that I saw part of that in the recent Veritasium video on rainbows. Would be fun to see if rainbows could emerge from this simulation.
@jjbankert thats exactly the video i was talking about! i was super happy to see it in that video.
In this simulation, i dont think any dispersion (light being split into its constituents) is taking place, and it does seem like it would be very taxing. If the performance wasnt an issue, i could totally see rainbows naturally forming, it does have the fresnel(?) stuff going on after all
yea really interesting to see that the subject of refraction is addressed in two videos coming out this week...
The veritasium rainbow video was suuuper easy to understand. Both worth a watch for sure
@@ThatShushi17-mc7ct his atmosphere simulations have really nice sunsets without any dispersion just by color shifting the rays based on their angle, even though reighley scattering is an effect of light splitting too, so I feel like you could do something similar here when the light refracts and get rainbows without a big performance penalty. Just having a different fresnel factor for each color band might be enough
*nice in-depth explanation, here's concepts & words I understood so far:*
hello, today, guys...
(ill update this list as i understand more!)
lmao same
genuinely the best coding content available on youtube, and i love how little you focus on the actual code you're writing while also showing all the misses along the way! coding is mostly about thinking, planning, and refinement, and these videos show that process perfectly.
And yet the code he does show is so clean and just the right amount that you can actually follow it and understand how he's implementing everything (mostly)
At 12:30 you nonchalantly just explained my life long confusion with why at some angles you can see through a fishtank and at others you just see a reflection of what is inside. Awesome stuff
Have you seen Veritasium's recent video on rainbows?
@@jesseparrish1993 Whilst I was watching that I was thinking just how good it would be for it to be added to one of Sebastians simulations!
26:30 I really appreciate that you always show the problems/bugs, but a lot of people try to hide and make it looks like they did right at 1st time.
oops.. I did the thing again
24:20 your subtle, refreshing sound editing here was WONDERFUL
Looking at the pattern that forms while the fluid is settling at 56:35... I think a bunch of these with different initial spawn positions or shapes could make a great multi-piece wall art. Imagine 20 frames of slightly different foam whirl patterns.
That moment YT sends a notification that Sebastian has updated his fluid simulation, and you're left in awe of the process and mesmerising results. Delicious.
relatable
Imagine this in a game
I wish I had some of that ability to truly see projects true. My project gets to the "barely working" stage, then my brain is like. Yep, got that working. Onto the next.
All your projects are really beautiful, the code but also the presentation. Keep up the good work!
While it's clear Sebastian has plenty of natural curiosity, I'm sure "this needs to become a satisfyingly pretty TH-cam video eventually so I can afford my mortgage" helps with the motivation
I haven't commented on anything in a long, long while, nor have I felt such wonder and intrigue... But this video is so phenomenal! I have been smiling, gawking, uttering "that's so cool" for half an hour now and I'm only just realizing there's another 30 minutes to go!
Never stop creating! I hope more people find your content! Keep it up!
I think you already have at one point, or I'm thinking of someone else, but the devs of Sea Of Thieves have published a paper on how they did their water. And IMO their water is very hard to beat considering the scale, it's realtime, you can interact/swim in it, etc etc.
I’m not familiar with that paper, but will be sure to take a look - thanks for the suggestion!
I've seen a video by someone else who did a water simulation using the paper. I'll try to find it.
acerola?@@roemischer
@@SomebodyHere-cm8dj yes, exactly
@@SomebodyHere-cm8dj But Acerola!
This is a masterclass in graphics, nature, physics, and incredible teaching skills. So very cool Sebastian!
5:36 the last remaining puzzle piece for good performance is the fast ray-grid traversal algorithm. That is an acceleration structure in Cartesian grids that's even faster than BVH.
Yep, glad you pointed it out because I was about to say it as well! Sometimes gotta match the acceleration structure type to the use case.
25:41 As soon as I heard this I thought "WHY DONT YOU MAKE THEM BILLBOARDS???" and then he said "Draw them as camera-facing quads" and I felt super smart
10pm and I have all my midterms tomorrow. Ive always always always wanted to make a fluid simulation and now youve inspired me. At least now I know what im working on over the break!!!
You make me realize time and time again why I fell in love with coding and compare it to magic
This is insane timing. I'm literally working on a fluid simulation right now based on the info from your original fluid video. Glad to see another great Sebastian Lague video
You are truly a magician!
You're the type of person that I'm like, "I want to be more like him" in development. This looks like so much fun to create "easy" (As a developer, I know it's hard! But you seem to be doing really well!)
Its really nice you do show your mistakes, it makes your videos feel more relatable
Every time i watch this lad, he constantly amazes me. And I feel more left behind every day !!! Love you vids m8 !!
The reason light slows down in media, like water and glass, is well explained in one of the last 3blue1brown videos. It boils down to many phase kickbacks of the light wave. The nice visualizations of Grant Sanderson make it more intuitive than simple text can, in my opinion.
Extra context:
The word media here refers to a medium, which is an area of matter, not social media or visual media
@@redbirb specifically the plural of medium
Yeah indeed. From the series of Optic Refractions. Sebastian has a Pi Creature so he most definitely knows about Grant's channel!
@@Savahax for a second i thought you were 3b1b due to that pfp
@@vibaj16 I get that a lot. I'm not pretending to be Grant. Just a fan!
i love that these videos are still so clear even to me who barely knows any programming. i LOVE this stuff
Yes! I've been waiting for this one! I knew it was gonna have to happen at some point after your fluid simulation video.
Your videos are incredible, and the attention to detail is so good and interesting, and the fact that you visualize everything and show how it works is so helpful and has taught me soooo much
You are one of the best TH-camrs out there. You deserve more subscribers. Your channel is a nice mix between software engineering, Physics, and Math.
Collision physics is stored in the balls
😭
Sebastian lague uploads always make my day!
I amazed and Inspired every time you post a video. Amazing as always. I have to figure water out for one of my projects as well
"looks like balls" is a crazy but in fact true line XD
Has anyone ever referred to this channel as coding ASMR? It’s definitely coding ASMR.
Another comment described it as Bob Ross videos except for coding and that's exactly it
This serie might be my favorite. Thank you so much for your work (thanks to you and your videos, I got access to my dream school and I am so thankful to you man)
Omg congrats!!!
You're so calming to watch and your coding is magic to my eyes you inspire me to get better every time I watch you
Man you always do interesting stuff, really cool!!
Another amazing video, the name justifies it "Coding Adventure" along with calm and soothing voice. You inspire me to create something great. Thank you so much for awesome content.
I never thought I would enjoy a coding video until I came across one a couple of years ago. Now I pay semi-active attention to my notifications for the next video so I can just vibe. I don't even code but understanding the how-to steps and the problem solving is very interesting to me
You finished the ray marched water and I though, "That looks really good, I'm satisfied" I look at the runtime and it wasn't even halfway.
Above and beyond
His voice is so relaxing and nice! Also the quality of this video is insane, like at 24:16 the music changes when he goes underwater
I was literally thinking about you yesterday and how you haven’t uploaded in a while and now you drop this gem??
I love the attention to detail and quality of your videos!
you mentioned you're curious about the light changes in water,
veritasium just posted a super vibey, very wonderful explanation on this very topic :D!
i cant belive i just watched a video about water rendering and getting excited watching the improvments. Nice video!!!
Babe get up the best and most chill coder of all posted again
amazing as always. You are such a great inspiration!
Very cool, I love how your projects end up looking just from simulating light and tweaking parameters. Can't wait to see what it looks like once you get object interaction (and maybe even buoyancy?) built in.
I was missing a good Sebastian Lague video. This one certainly doesn't disappoint. Keep up the great work. These videos always make my day!
10:45 Veritasium actually released a video on Rainbows that I think excellently explains why refraction happens. But I think he mentioned it was taken from 3Blue1Brown
Only parts of it are taken from 3B1B, the part about why light changes frequency when changing medium I believe. The rest should be from himself.
3blue1browns video was better at explaining what Sebastian wants to understand. Goes way deeper into the specifics. Definitely recommend watching it!
@@grootmaster47 no the frequency doesn't change, only speed.
"it" being a small portion of an explanation of the video
@@JTCF Both wavelength and speed change, which balances out to keep the frequency constant.
I love the length of these videos! You're halfway through, you see an amazing technique come together, and you can just get excited about the latter half of the video where you somehow continue to improve it!
27:33 Yes please
I find fluid simulations fascinating! Thanks for sharing all that hard work and for showing mistakes along the way! It's part of the process and I feel like everybody could use a bit more exposition to this idea.
YOU NEED TO STOP!!!
These videos are just too good! I keep rewatching them and spend almost every bit of my free time learning from you! Please stop😂
17:07 I love this visual and angle. It's soothing to me somehow. Leaving this comment here to come back to it sometimes.
Quick and dirty "why does light change speed when it changes transmission medium": the electromagnetic field of the photons causes charged particles in the transmission medium to emit their own field, and this causes a sort of feedback loop that has a damping effect on the photons, and different media have different charge densities which causes the speed to vary depending on the medium.
Sebastian. You are a real motivation for someone like me. Excellent presentation as always. ❤
For refraction and light through mediums, 3Blue1Brown has a great video on the subject titled "But why would light "slow down"? | Optics puzzles 3"
Edit: And btw HLSL/GLSL both have a built-in refract and reflect function!
I really love how you show the failed steps on the path to success, it's informative and honest. It's educational both in terms of what a real world coding process looks like and from a technical perspective of his certain mistakes look like and what should one expect when trying to reproduce the code.
I stg, every time I'm like, "Oh, it's been a while since Sebastian has uploaded. I wonder what he's working on?" I spot a new video of his in my feed like, a day or two later.
These have been my favorite of your projects, so glad you revisited it!
9:25 You created liquid areogel and I couldn't be happier
Yes, I would enjoy a short (or long!) optimisation focused video. Awesome work on this project btw!!
I like how you showed us all the broken version too, that's more realistic of the developer experience
Thanks for all these videos , your quality of videos is much higher than i can describe by my words . Watching your videos always enthusiast me to learn coding and try to do the basic version myself. ❤❤
I love the subtle british joke for the intro:
"Right now it looks like....
(wait for it... wait for it...)
Balls."
Such a pleasure to watch. I've not coded a simulation for 20 years, and I stopped at University, because "its hard".
You've reminded me that also, "it's fun!". Seeing you derive joy from the whole process is inspirational. Even if it's a little bias to the joy in the video edit. It's awesome.
I will definitely be getting back into coding simulations.
Thank you
Oh my gosh, the finished result is so extremely beautiful.. My jaw genuinely dropped when I saw it.. And it's stuck open..
this is soo amazing! Absolutely made my day!
One idea I had watching the final sim (which was beautiful btw), would be to maybe extend the lifetime of bubbles/foam slightly if the velocity or the liquid around it is low enough. In my mind this could act to simulate bubbles/foam that remains on/near the surface when not too disturbed.
I love these videos, your projects are always so interesting
i never thought i would hear sebastian lague say the word "sigma"
Amazing video as always, so soothing.
Loved also the subtle sounds of waves crashing. Wonder if those could also be dynamically generated.
That would be cool! I’m sure it’s possible, but will have to think about it..
Talk to angethegreat for fluid sound generation ;)
I am so glad your back man.
Oh hey, Freya Holmer sighting @36:22!
Was looking for this comment!
Found this channel through so many people telling me in their own videos to watch yours and I've been addicted ever since! Thank you for the great content!
Oh and also thank you for including how your code often doesn't work on the first try. Obviously it's great for educational purposes to watch you debug broken code but also, some of my favourite parts of coding is seeing a buggy programme producing some crazy and wild effects haaha
27:24 YES PLEASE!! I am absolutely interested. But only if it's from you.
Sounds corny but its true 😂
Woah! I was just rewatchibg your fluid video last night!
I knew a guy who got really good at rendering fluids.
Now he does commissions for furries.
Yeah I wonder what fluids >_>
@@darthtorus9341 that’s the joke
theft king you are the last person i expected to see LMAO
Whatever pays the bills, I guess.
Must be challenging to get the consistency right
It's been a number of years since I last understood anything that you said, but I absolutely love watching your progression.
I wonder why approximations of Snell’s law are so rare in games. maybe it’s just hard to approximate. The only game I know of which has it is Minecraft Bedrock with raytracing
Subnautica has Snell's law also!
Snell's law = sin I of material 1 / sin I of material 2 (learned it my school class) 😅
The main issue is that you need the angle to each light source in the scene at each pixel being rendered. This is really expensive -- it's basically raytracing. Faking it with a naive shader looks good enough and provides a much better framerate.
(I implemented a hack once that used a second camera at the water surface to get a rough approximation. This worked better than I thought it would, but... Two cameras!)
Honestly, you are the best coding content on youtube. Your videos are always inspiring and amazing covering the topics in good entertainment way! Well done🔥
30:04 "We can see how it looks quite a bit better than our boxy blur"
youtube compression: I'm about to end this mans whole career
what do you mean?
I really love these videos. They're just so pleasant and comforting.
The outro with name of the patrons surrounded by water was a nice touch.
Very good video as always, thank you!
This is the most real to life video I've seen of how game development goes. You're super confident it's going to work and it breaks, you fix it and it breaks in other ways. Then you change one thing, and everything is perfect. Awesome video!!
This is so amazing. Congratulations!
The joy I get when you release a new video is unmatched. Every time I watch one, I feel like I can code anything. I love how you explain each snippet of code. Your videos are amazing, keep up the good work!!!!!!!!!!!!!!
I always love your videos. This time it dawns on me that you are the perfect link between abstract scientific papers and practical programming code. Besides basic math I don't understand the notation used in papers but you explain and visualize this beautifully. There is a wealth of papers for you to dive into. It doesn't always have to be from scratch. Thank you for these videos.
I've been waiting for this since the last fluid simulation video I'm so inspired, this video way surpassed my expectations this was amazing thank you dude!
The addition of foam really makes all the difference ! I've seen the paper on the Two Minutes Paper channel but seeing how it can be implemented is so much more interesting, awesome work.
This is great! I don't really understand much of what you're doing, but it's still very entertaining. The viewing experience with the gradual improvements, music, sfx, everything, it's all amazing. Can't wait for what you're doing next.