One of the videos that inspired me to study programming and game engines, leading me intro gamedev
@drahgon55Күн бұрын
If you cannot smooth the graphics you need to click the Player prefab > Extract Materials. Then extract them to the Characters > Materials folder and you can now select all and set Smoothness to 0
@mattcroftКүн бұрын
19:39 "What's going on in there??" "Oh, bounding boxes. Right outside my viewport."
@timnewsham1Күн бұрын
I'm really enjoying using the toy/tool you built to demo some logic concepts. One shortcoming I'm banging my head against is the ability to create edge-triggered flip flops. Normally this is done by having the clock go directly to an AND gate, and also to a NOT gate that goes into the other input of the AND gate. This looks like it computes "clock and NOT clock" which is always false, but because of the signal taking slightly longer going through the NOT gate than it takes to go directly into the AND, there's a small period of time where the AND gate goes true before going false, and this can be used as the latch signal into a flip flop which will latch the data for a short time window. I notice that some circuits with feedback loop around, and I would love to have some way to have a flip flop which can only latch data at the instance of time that the clock signal transitions from low to high. Due to the way this is probably simulated, it might be easiest if it was a primitive. Speaking of primitives, it would also be nifty if new primitives could be added with a small scripting interface. It looks like you're already displaying the scripting inside of primitive modules when peeking inside of them. Is this compiled-in or would it be easy to allow new scripted primitives to be added? Just some suggestions. I love the tool and of course love your various videos (not just the logic ones) and appreciate that you've made such great content and even provided the programs for us viewers to play with. Kudos.
@jordinfarraj23592 күн бұрын
ok we were shared this video as like a part of our lesson in 3d modeling, am i really the only one who believes this videos a bit out dated compared to modern blender?
@dougmcfarlane2 күн бұрын
Add parameters to modify all x/y points by a random noise factor to add a more hand-drawn effect. Each same glyph would look different.
@dougmcfarlane2 күн бұрын
Then animate those offsets over time (randomly for a 'squishy' effect, or algorithmically such as using curves). But, great work!
@taruscristian76012 күн бұрын
Hey, nice video :D. Can u, pls, make a tutorial on delaunay triangulation and deriving voronoy diagram out of it ? I struggle with implementation in unity for my City Generator (based on voronoy diagram) project :( I could use existing solutions but it kills all my passion in procedural generation :< TQ ^^
@digit59112 күн бұрын
it doesnt work
@localwalloutlet2 күн бұрын
its always great when youtubers show their cats!
@Philluminati2 күн бұрын
This is incredible, fantastic explanation
@simonemartin-pn9zi2 күн бұрын
hi, I'm new to unity, does anyone knows how can I add a component to the chunks I'm generating?
@rainrope50692 күн бұрын
I really love your videos. Exploratory/creative coding content like this is easily digestible and it allows your viewers to follow along and take the same steps that you do. Reading a research paper is pretty daunting-- being explained the concepts in plain language is a lot easier :)
@wannaflyme2 күн бұрын
My brain stopped at the AND
@saeedd29862 күн бұрын
watched 5 related videos before this one i can say this is by far the best one of them by any means thank you for this great video i eventually learned everything i needed
@jingboss12342 күн бұрын
noixe
@claudiupavel85293 күн бұрын
SkinnedMeshRenderer incompatibility fixed type of SkinnedMeshRenderer was not recognized as type of SkinnedMeshRenderer, when part of a prefab, when assigned to public variable of type SkinnedMeshRenderer. had to unpack prefab of player in armour, the blender file from the attached dropbox file. first unpack, then add to meshes folder, then add to SkinnedMeshRenderer field.
@haachamachama73 күн бұрын
This is incredible, man! I'm always super inspired when i watch your videos, man, as a programmer myself, you make me realize programming is such an art form!
@martinaverseng2233 күн бұрын
Amazing series of video. Thank you so much for creating it. Spectacularly clear and beautiful. Bravo
@syntaxed24 күн бұрын
I pilfered and pillaged everything I could from this code, not ashamed one bit!! - Thanks mate :)
@RohanThor4 күн бұрын
Nice video
@Rockittyy4 күн бұрын
HOW CONVINIENT! I've been reasearching about digital audio for a fun project, and bam, when the world needed the most, he did not vanished
@babras4 күн бұрын
Podemos hacer de este canal.un patrimonio de la humanidad?
@RohanThor4 күн бұрын
Si
@AirZeee5 күн бұрын
I could play with that for hours!
@iamnotgonnatellyou5 күн бұрын
45:40 : where you got to the final version of the bot, and version one still won 27 games. I'd be really curious to see how those 27 games went where version one was still able to pull a win off.
@Pikmingaming5 күн бұрын
how do you do this in blender?
@ThatFunnyGuyXx5 күн бұрын
I understand that this video is over a year old now, but I was playing around with this simulator myself and am wondering how one gets the 7 segment display to use? I’ve been following along the series and have the rest of the logic gates you have made until now but am lost as to how one gets the display. Thank you.
@Ila_Aras5 күн бұрын
i like how it's implied that Sebastian is indeed a cat.
@arxsh43015 күн бұрын
where do you find those DOCUMENTS/ PAPERS to read, and research like WHEREE????!?!!?
@calummcrae77355 күн бұрын
I'd assume the edge effects are because the boundaries should be exerting the same force as the particles?
@TheWagonroast6 күн бұрын
40:45 be optimistic, it’s a gravity simulation!
@straycatannie58686 күн бұрын
coding is for people that want AI injected into their brains....
@JoshAntBrown7 күн бұрын
These videos are great, hope you're able to produce some more at some point!
@nothing_inside99227 күн бұрын
feels oddly weird
@damiengates75817 күн бұрын
See a speech therapist.
@Chrispyoy7 күн бұрын
it was so satisfying to watch the particles actually starting to behave like a liquid around 30:00🤩
@Dylanlamprecht7 күн бұрын
How to make universe sandbox tutorial 🤔
@Rowlesisgay8 күн бұрын
"These have been pretty interesting looking I think" -> Me, still reeling from how gorgeous the first few shaders were, dying
@bingusbongus98078 күн бұрын
43:23 you like chessing boys dont you?
@drggayathridevi1958 күн бұрын
Let the cat do programming and first teach the cat 😂😂
@Luke-p3k8j8 күн бұрын
Why does the bvh need to be generated at game runtime could this not be precomputed and stored the bvh in a custom format to load at game time
@Luke-p3k8j8 күн бұрын
If you argue that it will not work for moving meshes why a bvh is just a set of boxes so why not have them transform with matrices
@Xnoob5458 күн бұрын
Why didnt you release the version of the simulator with the displays on the chips
@sander-s9 күн бұрын
You remind me of Bob Ross.
@GameDevGeeks9 күн бұрын
finally got some free time to watch a Sebastian Lague video. what a good day
@Chukilled9 күн бұрын
This is basically where I am on my journey and I'm almost 30.
@dariodzimbeg9 күн бұрын
And billions and billons and billions of calculations of that type is done in second. Mind bending!
@basimbasimsim10 күн бұрын
Simply wow. It is too good. I always wondered how electrical signals are converted to computer-understandable language. This answers a lot of it.
@AtypicalDork10 күн бұрын
I appreciate the fact that 'gravity' is a 'float'.
@heraclitoqsaldanha613310 күн бұрын
31:14 from Brazil
@IsaacMiller59511 күн бұрын
So umm, I don't think this works anymore, just a hunch since unit is forcing me to use monobehavior in the TerrainFace script. Is anyone else having this issue? It won't run if I don't have monobehavior in my script.
@mercantilistic11 күн бұрын
If you don't want to allow diagonal movement, you can change the double for loop in GetNieghbours to: int[] xDir = {0, 1, 0, -1}; int[] yDir = {1, 0, -1, 0}; for (int i = 0; i < 4; i++) { int checkX = node.gridX + xDir[i]; int checkY = node.gridY + yDir[i]; if (checkX >= 0 && checkX < gridSizeX && checkY >= 0 && checkY < gridSizeY) { neighbours.Add(grid[checkX, checkY]); } }