why do we draw 2 triangles for a square, rather than... you know... a square?
@javidx912 сағат бұрын
It's a good question! Triangles are the simplest 2D shape, and have many desirable properties that this series goes on to explore. Fundamentally, you can't "bend" a triangle, which means all of the maths of a triangle happens on a single plane.
@edipedipbulmaz12 сағат бұрын
@javidx9 you also can't bind a square im afraid.
@javidx94 сағат бұрын
@edipedipbulmaz you can, along a diagonal, and it forms 2 triangles
@CarlJohanvonGegerfeltКүн бұрын
FPS: First Person Strolling
@oosh_-12 күн бұрын
Thank you for these tutorials! This is what had made 3D graphics click for me. I'm following these on my school calculator using Lua, just need to work on optimisation now! (about 15 faces is its limit to run at 10fps currently 😬)
@cafe_underground2 күн бұрын
Please KZbin, bring me more of this and less of the useless stuff, thank you.
@Redford-io1gh2 күн бұрын
int a[10] goes on the stack and not on the heap
@hiep.s.b3 күн бұрын
Hello Could you upload the source code for dynamic quadtree?
@javidx93 күн бұрын
Hey, it's in the PGE repo, its part of official PGE these days, in the utils folder
@hiep.s.b3 күн бұрын
@@javidx9 Thanks, I found it.
@aleksszukovskis20743 күн бұрын
22:16 when a child creates problems for border patrol one too many times
@frozenbinarystudio4 күн бұрын
I have to give you a shoutout in my project. Between you and Tonc, you're the only two resources that I found that bothered to explain the frustum. Not only in terms of what it is, but how to construct it, the issues that come up with it, and how it looks in terms of math. While I solved Mode 7 in terms of affine transformations on my own, the scanline and pixel transformations were something I poorly understood, even after figuring out how to program it from many other examples. Greatly appreciate it.
@oglothenerd4 күн бұрын
I instantly recognized the opening song! Great job recreating it!
@oglothenerd4 күн бұрын
6:31 Uh oh... you made an oops!
@kannachthemusiclover28695 күн бұрын
33:42 I don't understand how can the triProjected matrix is between -1 and 1 since every point of the vertice of the cube is between 0 and 1 also the matProj can't be negative.
@auraSinhue5 күн бұрын
Awesome explanation!
@DonPuffles5 күн бұрын
A + B + M + F - (C1) + (AK47) B = (S) - (K) ÷ (A) (🚽)
@KJ7JHN6 күн бұрын
Guten Morgen! Please make for us two dasiey chained SPI oled displays which receive their clock mosi and cs from a pcie SCSI card. Id like this to be in c++, and need to know the required hand shaking and memory addresses necessary to send my oled commands. Any advice up front?
@KJ7JHN6 күн бұрын
Thank you.
@donaldfuture9086 күн бұрын
What a refreshing change from the hysterical hyperactive personalities and settings in so many of the videos that the KZbin algorithm wants to highjack my attention to. Thank you!
@Darmanarnar6 күн бұрын
was wondering if anyone else had this issue, I create my program in visual studio 2022 on win11 with "console app" template which I assume is equivalent to template used in video, when I run then program it just opens a standard console window and nothing else how do I get the olcConsoleGameEngine window to open?
@theofouquerel35086 күн бұрын
This tutorial is great, it worked ! Well mine is a lot slower but i render pixels directly on my screen, not a console, so i think it's the problem
@AbAb-th5qe6 күн бұрын
KZbin content has always been bitty. It's not that people have short attention spans, it's that the youtube algorithm encourages bitty content. Plus longer form content is more expensive to produce. No I don't want to listen to a 90 minute AI generated trip hop mix.
@ino91388 күн бұрын
this is insanely good
@AaronCovidio9 күн бұрын
i use Y first and X next
@n0ne0ne9 күн бұрын
part 3?
@asteriskman10 күн бұрын
You look like you are doing great! happy new year.
@random_precision_software11 күн бұрын
Ok thnx for replying
@random_precision_software11 күн бұрын
I know you're not going to buy I've got to ask can you do a version in c# so I can use it on Unity ? You don't know how long I've been trying to get a c# version. I want to create an outrun clone for Unity game engine. Please 🙏
@javidx911 күн бұрын
Sorry, I don't really know C# or Unity! Wouldn't be much use I'm afraid!
@quiteliterallyahuman11 күн бұрын
great tutorial. just a shame that i still somehow have failed to implement it into my java 3d raycaster for some reason. doing the exact same calculations for some reason gives a completely different result. ill keep trying i guess
@volkancicekdal453211 күн бұрын
Is it my math skills or my programming skills that I can not capable of creating this type of applications?
@alekseyalesha2712 күн бұрын
Wow
@dudemanem12 күн бұрын
Damn bro 6 years and this is still a banger. Thanks for teaching the actual math behind it, I can’t wait to make my own engine.
@LifeAreAmazing12 күн бұрын
If that what you do for people who trying to help you better not to watch your stupid channel
@xvgreen858613 күн бұрын
Gold
@duncangibson627713 күн бұрын
Just love all your "here's how to implement this algorithm and why it's useful in games" videos. Curious why you need a 3D printer, but looking forward to the new series Keep up the good work
@abelthomas823214 күн бұрын
io_context::work is also deprecated auto idleContext = boost::asio::make_work_guard(context); works
@abelthomas823214 күн бұрын
asio::error_code is deprecated, i believe, boost::system::error_code ec;
@javidx914 күн бұрын
I don't use boost
@abelthomas823213 күн бұрын
@@javidx9 Ok i am sorry i was not aware that they can be used separately as well.
@Zorbo9014 күн бұрын
8:58 omg its the frame you used for your channel picture!
@alexlindgren85815 күн бұрын
I was searching for a similar method of converting bitmap image to edges just like the algorithm you showed. The problem I am facing is memory usage because I want to utilize this on a very large scale. Is there any other version which doesn't allocate huge amounts of memory and instead minimizes the memory usage as much as possible? For context, I am working with a bitmap image which is 65636 * 65536 pixels large (a few times 8x larger). If I where to convert that to the array of structs, it would become 21 bytes per pixel or in total 90 GB which is way more than I can afford!
@javidx915 күн бұрын
If you just did subregions and stitched those together as a secondary step you would need little memory. Also don't forget hard drives exist, so store on that instead.
@cristinacarrascoangulo17 күн бұрын
Thanks for sharing
@tangyorangegames748817 күн бұрын
Amazing tutorial its one of the only ones on KZbin that actually makes any sense!!! Brilliant so helpful thanks! I'm actually going through each of these sections and fully understanding what's going on! I can't wait to start applying this knowledge in engine thank you :D
@JaimeFins17 күн бұрын
Your still the best game dev resource on youtube. Please keep sharing your teachings
@Already_taken_lmao18 күн бұрын
Wow such a thrill to see you back ! Without you my greatest cpp project ever would NEVER be finished !
@JT-oh6th18 күн бұрын
Shout out to the Vimto!
@lunarjournal18 күн бұрын
For C you have Pawn by Compuphase . Which is an excellent tiny scripting language for emebeded systems and super easy to embed.
@UnOrigionalOne19 күн бұрын
1:49 I think a large number of the PISTures are abnormal
@PowerDrillGames19 күн бұрын
people who have windows 11 :(
@MarcusAseth19 күн бұрын
Just a thought, but as a beginner C++ programmer, I think it would be amazing if you would challenge us on projects of increasing difficulty, that we could try and tackle ourselves before watching in your video how a pro does it. So we could be engaged "hands on" thinking & solving problems, instead of only observing. You could take us on a learning path from 0 to greatness, I know I’d absolutely love it, and I suspect many others would too :D Just an idea :)
@anonymousperson42019 күн бұрын
Distance comparison can remove the square root by taking the distance and squaring it, which for simple comparison works perfectly. Supposedly a square root operation is slow compared to multiply, so assuming that’s still true, this trick can improve speed without compromising the result.
@anonymousperson42019 күн бұрын
Error: The first time you mention turning an angle into coordinates, x comes from sin and y comes from cos, but later when you start showing the math on rotating a point around the origin without knowing the original angle, you instead state that x comes from cos and y comes from sin. This ends up making it real confusing to figure out what the formulas should be. Is P2x = P1x * cos(a2) - P1y*sin(a2) or should the sin and cos be flipped? Even worse with the formula for P2y.
@bradmccoy174719 күн бұрын
Fantastic!
@AstorasDovlias19 күн бұрын
Very cool video i managed to replicate this using Javascript and project 3d models on the website.I actuallyhave done this before, using only distance between camera and projectionPlane.