Buy a shirt! - acerola.gg/ This has been in the works for awhile since I got the 4090 back in July, first video uploaded in 4k too! Hope you think it's cool.
@hundvd_7Күн бұрын
That cat has some really impressive fur simulation, it's almost life-like
@Progr_ammerКүн бұрын
dude well done, you always figure out how to innovate things past than they normally seem
@noreoallesКүн бұрын
But acerola, you should have found a way to optimize your code on the gtx1660!
@noreoallesКүн бұрын
But as a 1660 ti owner, im happy you´ll contineou to use your 1660, so ill be certain i can follow along. Love your videos.
@Wonky2Күн бұрын
The fractals look fantastic in 4K
@astral6749Күн бұрын
Thank you for sticking with the 1660. It makes your simulations more realistic, not graphically but practically. Not all of us has RTX graphics cards after all.
@theftkingКүн бұрын
Yeah but think of the ridiculous stuff acerola could do with 24GB of VRAM... I'm stoked.
@mavromichalisfamilyКүн бұрын
@@theftkingTHEFTKING???? I LOVE YOUR VIDS
@futuremapper_Күн бұрын
Well now he has a 4090
@7xyn14 сағат бұрын
@@theftking hi i watch ur fnaf vids
@funky55510 сағат бұрын
as someone who upgraded to a 2080super from a 1660, do not believe the lies. get a new gpu its worth it
@SeantheShortКүн бұрын
But acerola,
@recurvestickerdragonКүн бұрын
but Acero LA...
@funkdefied1Күн бұрын
Butt Acerola,
@magic_nanitoКүн бұрын
But cacerola,
@errorstudiozКүн бұрын
But Ace in the hole,
@BooLightningКүн бұрын
this will never get old
@jonathanfaber3291Күн бұрын
> can't figure out how to optimise particle system > realise bottleneck is in hardware > problem solved Nice.
@Beakerbite9 сағат бұрын
Acerola unlocked the wealth algorithm.
@acegikmoКүн бұрын
oh shit right I HAVEN'T PUBLISHED THE BLOG POST YET ;-;; its over now they'll know you got a secret early access ill try to get it live asap brb
@arcywastooshortКүн бұрын
I was so confused I thought I missed it
@BillieTheGooseКүн бұрын
Holy shit, I love how collaborative KZbinrs are. I always see fun shoutouts and cameos! And you two are undeniably my favorite graphics programming creators!
@bogdan_ostaficiucКүн бұрын
no way the bezier curve woman!
@true7563Күн бұрын
Smh insider information trading by my graphic KZbinrs??
@aze4308Күн бұрын
omg
@jaceg810Күн бұрын
Problem: Maths too difficult Solution: Randomly apply functions If only there was a way this was possible for everyday problems
@matejsmetana3165Күн бұрын
Problem: Optimization is too difficult Solution: Just buy better hardware
@En0834Күн бұрын
Functions are math too, but using a dress to look cuter.
@HellHappensКүн бұрын
Oh but everyday is like that, you just have to keep going until it works out
@4mb127Күн бұрын
Eventually you will saturate every search space. It will usually take more than the lifetime of the entire universe.
@xaf15001Күн бұрын
Every programmer ever is sweating rn
@simyonКүн бұрын
35 minute Acerola video. We've been blessed today
@Rhythm162.Күн бұрын
Real and true
@GyrosYTКүн бұрын
Indeed!
@joeisfat23 сағат бұрын
agree
@thirteen3678Күн бұрын
Hey man, I just wanted to let you know that whenever I'm walking home alone from a pub while drunk, I stick on one of your videos and pretend I'm on the phone by answering your rhetorical questions. It makes me feel a lot safer, and the interesting stuff keeps being alone off my mind. So I just wanted to say thanks for that.
@RFC3514Күн бұрын
"I saw this guy on the street, he was clearly drunk but still telling some poor game developer what to do over the phone. And then people wonder why games' performance sucks these days."
@thirteen3678Күн бұрын
@@RFC3514 Look, how is the average game developer supposed to be expected to stay sober these days?
@tequilasunset4651Күн бұрын
@@RFC3514he kept on starting every sentence with "But Acerola?" too - did he think this Acerola guy was stoopid?
@josephpbrown21 сағат бұрын
@@thirteen3678id be more surprised if the average game developer could afford to be drunk
@eliaslamsa654117 сағат бұрын
This has got to be the funniest comment I have ever seen. Just the image of some drunk game dev talking about compute shaders on the phone is so hilarious
@cup-noodle-loveКүн бұрын
"Wait a second" - starts stopwatch 💀
@jacobcowan3599Күн бұрын
This one killed me. I had to pause the video to make sure I didn't miss anything while laughing
@vxpdxКүн бұрын
padding for ads. shaking my smh
@daylen577Күн бұрын
I love how your videos feel like those videos of NES developers explaining how hacky they got just to display things that seem simple nowadays. You really manage to both explain why it's needed and how you did it in such a simple and engaging way that very few other channels manage to recreate
@RFC3514Күн бұрын
I remember when you had to do two shifts and an add (y
@TheAnimeLibrary-Күн бұрын
Acerola with a 4090 feels like thanos with the infinity stones
@tawandagamedevsКүн бұрын
Death metal bands just found a font generator
@g.o.a.t.y.g.u.yСағат бұрын
XD good one
@BearTheCoderКүн бұрын
I'm kinda dumb, so the only thing I learned from this video is that Acerole uses Unity Light Mode @16:42
@Acerola_tКүн бұрын
it's more of a neutral gray
@darjanatorКүн бұрын
@@Acerola_t 1 nit or bust
@aeliusdawnКүн бұрын
@@Acerola_t What a monster
@RFC3514Күн бұрын
Maybe it's just that I "grew up" with 3D Studio (and later 3DSMAX) and Autodesk Animator (and later Combustion / Eyeon Fusion / Nuke), but If I see someone running a 3D IDE in dark mode, I automatically think: "Wanker. Everybody knows that dark mode is only for 2D compositing." And coding IDEs should _obviously_ use light grey text over a dark blue background, like Borland and Watcom intended! 😜
@aeliusdawn17 сағат бұрын
@@RFC3514 yeah its definitely because you are used to it because most software are dark mode by default now
@literallymaciek3688Күн бұрын
you made a lot of cool visual art like the realistic waves, filters that turn images into text and now this cool particle system. Why not use that for your merch. Then people could pick the merch related to their favourite video
@Acerola_tКүн бұрын
yeah now that I can render at 4k I'll be doin prints soon
@Spots1000Күн бұрын
Yeah I was really disappointed that this channel is all about beautiful graphics effects and math, and the merch is just flat boring text.
@ajm2671Күн бұрын
The one at 31:57 would be really cool on a black t-shirt.
@neozeo4245Күн бұрын
@@Acerola_t Yeah pls put your fractals etc. onto shirts or posters!
@ShadeDemon214111 сағат бұрын
@@Spots1000 I was surprised by the merch as well. But I also realized that I
@finaltheory588Күн бұрын
The 1660 asked the point cloud, "If you and 4090 fought, would you lose?". The point cloud responded, "Nah, I'd win".
@Acerola_tКүн бұрын
if the number of thread groups exceeds the maximum dispatch limit i might have a little trouble
@ripbycoppa13 сағат бұрын
would you lose?
@3lH4ck3rC0mf0r7Күн бұрын
Maybe you could've weaponized the massive amounts of overdraw and relied on additive blending and the Z-buffer to calculate your lighting? Since you don't have any light sources that may be occluded by the geometry.
@user-sl6gn1ss8pКүн бұрын
I was really hoping for this since the halfway point
@blanana_mКүн бұрын
What's next? Your own real time fluid sim? Turbulent flow models know how to fight back
@RibiveerКүн бұрын
I'm really loving that rendition of WHITE SPACE. It sounds great! It's also a song very dear to me, so it surprised me to hear it.
@soup9911Күн бұрын
Oh boy! Another acerola video, I sure I hope I am not reminded of a video game that permanently altered my brain chem. (My clueless ass about 40 minutes ago)
@NufshiКүн бұрын
Aight. Time to watch another acerola video that i understand nothing about but act like i do.
@h2o848Күн бұрын
i love how your editing and writing style mixes all this kinda-hard math with a dash of silliness
@Reegeed12 сағат бұрын
16:53 sitting dragon 16:55 bat 16:57 hawk 17:01 Very fluffy eagle 17:02 vulture that had ot have his coff. . . Oh. Its not my appointment?
@sepiar7682Күн бұрын
The Domain Expansion: Chaos Game bit was amazing!
@lucasvervoort5830Күн бұрын
Wow, this was the topic of my bachelor thesis! Really happy to see it computed this nicely. The mathematics on why this chaos game approach works is a really nice topic to delve into
@RandomlyAwesomeGamerКүн бұрын
I mean, it's not like bad topology helps either. Even if they are not the bottleneck here there _are_ setups you'll encounter in practice that are taken out back behind the barn by overdraw and subpixels. So the gpu does care, just not too much. sidenote; most of those blends really do look like wings, would be pretty cool to have that system attached to a character, even before the Kuwahara makes them even more feathery. The noise even fits with/supports the whole "energy gathering into a shape" motif.
@bobolandart3873Күн бұрын
I've always loved your Monogatari editing style, and (for some reason) just realized why you're called Acerola. nice 🦇
@captainbreadbeard9870Күн бұрын
The randomly generated shape @ 17:01 looks like a phoenix, and I love it
@creepermangr4589Күн бұрын
I can't believe i understood everything from this video, this is suh an achievement for me. I feel like I should put "understanding this video" to my CV, or maybe print it and put it on the wall like a degree!
@DaCubeKingКүн бұрын
26:14 NEW GPU LETS GOO
@riddellriddellКүн бұрын
For particle lighting you might want to try deep shadow maps using Fourier series I made an example of this ages ago (search Volumetric Particle Lighting Fort Attack if your interested) Another option is using statistics, random and temporal blending. Each frame you randomly select a set of particles to render from the lights perspective then do a standard shadow map calculation and temporally blend the results for each particle. If you have a 100 particles evenly distributed on the lights path and only select one per update then a particle in the middle will be closer to the light 50% of the time giving you volumetric lighting.
@xenen9797Күн бұрын
13:46 I love TAA shirt made my day lmaoooo
@JulzaaКүн бұрын
32:41 but I'm sure it's coming! See "3D Gaussian Ray Tracing: Fast Tracing of Particle Scenes", an NVIDIA paper from this summer.
@trupotatoКүн бұрын
I would wear a shirt with the fractal render at 31:57 on it
@jjjmmm613319 сағат бұрын
Pretty good video. Because like 10 Years ago I had to merge and interpolate between 2D matrizes. And exactly as you mentioned, interpolating and merging rotations of a sheared object was extremely tricky.
@seedmoleКүн бұрын
Many familiar topics here, nice to see. Like lerp functions (I think of them as mix functions..) and easing functions (I think of them as transfer functions).. and like, even Affine transformations are analogous to a classic Gain + Offset module in the context of modular audio synthesis. Okay and yeah, a possible way to "fix" the noise issue is to use another easing/transfer function on the values of the voxel grid before the occlusion calculation. This is the same problem of Gate signals in modular audio synthesis being too abrupt (especially with digitally controlled ones that can operate arbitrarily quickly), so they're used to control Envelope modules, which give a way to set the rate of change for the rising and falling edges of the signal. This is really important when using an threshold detector on an incoming audio signal to generate gates, because otherwise super brief changes in the signal level can produce large changes in the output level... anyway yeah, interesting to see more and more analogous operations.. almost as if they're the same topic but over different domains or something hehe.
@inv41idКүн бұрын
As it happens, even in GLSL (the language used for writing shaders in OpenGL) the built-in lerp function is called "mix"
@herksku905112 сағат бұрын
ive got a chem exam tomorrow and its 23:26, seems like the perfect video to watch instead of studying
@donthiremeКүн бұрын
"accidentally invented a new particle system never seen before" i know god damn RIGHT the video will be good
@soleilvermeil19 сағат бұрын
The screenshots at the end are marvelous ! I would more likely buy a print of one of them rather than a shirt haha
@JBitonКүн бұрын
But Acerola, you of all people deserve a 4090, I’m happy for you 😊
@alexisfa1312 сағат бұрын
The explanation about transformation matrixes would've been so useful when I was working on my submission for your game jam. That said, there's so much useful information here that I'm going to be rewatching this video a lot. Great video, thanks!
@TheLlameaКүн бұрын
Dude, your videos are so lit. Never touched graphic design and probably never will but I do like video games and I love peeking into how this aspect of them is created through your videos. I really like how you navigate between idealism and pragmatism in your approach and the examples you create always turn out really aesthetically pleasing. Also from an educational standpoint you impress me in a big way, especially with the math heavy parts. A lot of the time you are explaining concepts that are totally novel to me and 1) you're able to make me interested in and end up understanding a lot of what you cover, and 2) even when something totally goes over my head, I never feel like I've lost the thread and the rest of the video is incomprehensible. You always tie stuff into the overarching goals/ideas that people with zero relevant background can grasp. Besides, even though strictly the topics themselves are unlikely to ever be useful to me, I feel like your videos legitimately have taught me some really valuable perspective about approaching big, complicated problems that I can apply to my own creative ambitions. Thanks for making these!
@DunceDudeКүн бұрын
I have never seen this youtuber once in my life, I clicked on it not knowing anything, and I left still kind of not knowing anything, and I loved every second of it. Excellent video.
@mcbeanieeКүн бұрын
i didnt expect to have to break out my simple domain in the middle of an acerola video
@Tobiky12 сағат бұрын
top tier tech tuber television
@lunabell-2Күн бұрын
1:00 ok coconut lady
@evilotis01Күн бұрын
oh i'm glad you mentioned Freya Holmer's video! that was one of the first things that got me interested in how graphics work
@ИльяВитцевКүн бұрын
That 4090 bit was quite funny.
@devpoodleКүн бұрын
These renders look so cool!
@makebreakrepeatКүн бұрын
11:30 You'd be surprised how often GPU land comes up at my AA meetings
@Waffle_6Күн бұрын
hey acerola, i have been studying dynamical systems in my free time these past few months and a really interesting project you could do that is equivalent to this, is modeling state space diagrams of dynamical system. nonlinear dynamics, and chaos theory(ding ding ding!! you just dipped your toes in it with this video) would be a really fascinating computer science and computational difficult problem at reasonable compute times. Like a live mandlebrot set, or whatever other maps. all sorts of cool orbits, cycles, attractors and the like to explore. especially if given some dynamical system, could freely explore certain systems and investigate their structure. anyways, really cool video as well. super neat stuff
@1ups_15Күн бұрын
you should really implement TAA for this I think, I can definitely see how it would benefit this project in particular!
@JulesB418Күн бұрын
What if we move through the point cloud space with bezier curves ? We "chose" multiple matrices in advance and blend between them with a bezier curve, it could make the animation more smooth instead of going from one to another and see a clear stop in between the blends
@JulesB418Күн бұрын
Sorry if it is not well written, english is not my first language
@ZyxlianКүн бұрын
My biggest pet peeve right now in graphics is the use of blurring effects to hide inefficiencies. I get that it would be too costly to generate things without noise and dithering, but I just hate how the results look. I have not ran into an implementation of TAA that has looked good to my eyes, including upscaling like DLAA and such. I like how ray tracing is being pushed more, but this transition time that relies on dithering and other noise effects to hide the performance impact cannot end soon enough.
@Acerola_tКүн бұрын
there will always be inefficiencies it came for free with your reimann sums
@ZyxlianКүн бұрын
@@Acerola_t I get it, but I just feel that the older methods of hiding them were better than the current temporal methods. The way that they are implemented now means that there is not even the option of turning off the temporal effects without destroying visuals completely. So you just have to put up with smearing instead of the jaggies of before. I preferred jaggies since there are multiple other ways of hiding them - like a simple increase in render resolution once hardware gets better.
@cataclystpКүн бұрын
@@Zyxlian you're looking at them with rose-tinted glasses. Old games were aliased and jaggy as hell, and no, increasing resolution doesn't make the problem go away, it just makes it smaller. That doesn't count since in this case, the resolution of your screen has no relevance to the resolution of the particle system. I get that TAA is the new biggest thing for everyone to pretend to be an expert on, but the truth is that these are new problems that weren't feasible before due to limitations of hardware. "Old methods" didn't do particle systems like this better because they literally were not possible on old hardware. You're literally looking at a novel technique that hasn't been done before and saying "well back in my day things were done better!!!" while failing to understand what the word "novel" means
@ZyxlianКүн бұрын
Sorry, I don't mean to come off as rude, I think the particle systems shown here is really cool. I just got irked about handwaving the performance impact of it by implementing TAA. I get that these techniques to push the visuals in graphics are always going to be ahead of the hardware (I was working with ray tracing implementations in the early 2010s, where it took several seconds to render frames). I just hate how there is an increasing number of games where the implementations of these effects are locked on, and the solution to the significant performance impact is to just decrease the resolution and add blurring. What's the point of ray tracing or particle swarms if they just end up being displayed as a dithered blur? As for my increase in resolution comment, I was thinking more along the lines of increasing the amount of particles in the swarm. In the sense that future hardware will be able to render more particles natively. By implementing the feature in a way that, even with this increase in particles and hardware performance, will still be blurry/dithered no matter how performant the hardware is, just seems counter-intuitive to me. I just want the option to turn the blurring effects off without destroying visuals.
@RADkateКүн бұрын
@@cataclystp the forced taa hate is so funny to me, its the holy grail of aa, it really feels like a jesus situation lmao
@t1peON18 сағат бұрын
Please do a tutorial about GPU Instancing in Unity. I'm not that smart, and I've got no idea how to implement it. Such a tutorial with pre-measures is going to be very helpful for indie game developers. Great Opportunities Come With A GPU Instancing :)
@Acerola_t8 сағат бұрын
there are lots of tutorials already just google unity gpu instancing tutorial
@jan_haraldКүн бұрын
actually, I suspect some splatting, perhaps even gaussian splatting, could work for games if you don't do it every frame, but like, use it as a basis, much like videos have keyframes and then a bunch of change frames that only modify parts of the frame... like you quickly chaos game the general scene very broadly, then splat a mostly-done scene over it, then quickly chaos game the approximation of details, and then do a little bit of something more, like use low-poly models and traditional rendering to map the result to a model, and for the next couple frames, you could just figure out a few changed areas, and do the chaos details + lowpoly, and perhaps re-splat the changed areas every say, 5th frame, or 10th frame? maybe even like every 30th frame or so... I'm not smart, but I think some sort of combination thingie like this could actually work, not necessarly exactly as I described, but something a bit similar...
@nikolamladenovic890114 сағат бұрын
It was so epic when Acerola activated his domain expansion, CHAOS GAME, and reduced the time complexity of the algorithm from exponential to linear time, truly a cinematic masterpiece.
@t3dotggКүн бұрын
I haven’t watched yet but I know this is gonna be such a banger
@t3dotggКүн бұрын
Update: It was indeed a banger
@RenderingUserКүн бұрын
@@t3dotggoh no it's theo
@RainlessSkyКүн бұрын
@@t3dotggoh no it's theo
@bungercolumbus16 сағат бұрын
I love the way you introduced the chaos game lol
@NikitaShokin2003Күн бұрын
Such a nice solution! But, unfortunatley, I haven't found a 4090 at my kitchen. What do I do now?
@wyduaКүн бұрын
Silly. The 4090s are in Acerola's kitchen.
@tolkienfan1972Күн бұрын
Matrix multiplication is not commutative in the general case, but it IS associative, and you can sometimes get a big speedup my reordering multiplies. It's worth noting, however, that floating point multiply is not associative, so some algorithms can suffer if you don't account for this.
@ccenccethКүн бұрын
jaw actually dropped when the kuwahara filter was enabled
@gracicot4219 сағат бұрын
You could easily write a paper and publish it given the quality of this content and the novelty of this technique
@funnygoose2146Күн бұрын
This is one of your best videos in my opinion. The results were crazy beautiful!
@isned200015 сағат бұрын
One thing to note about the tiny triangle quad overdraw problem, it probably wasn't a big deal in the particle case because the particles were not texture mapped. The GPU only does the full quad finite differences pass if the fragment shader reads an interpolated attribute like texture coordinates, solid color triangles don't pay the cost. In general the tiny triangle inefficiency only becomes a problem in very specific cases, the performance tax it incurs depends on the way the rest of the rendering pipeline is set up. The more work that is done by the triangle's fragment shader, as opposed to a full screen pass later, the worse the performance hit, MSAA magnifies it. Microtriangles need special considerations in the most extreme conditions, like UE5's Nanite, where every triangle is a microtriangle by design, or VR rendering where frametimes are small and everything is rendered using forward rendering with lots of MSAA, (basically the quad inefficiency worst case) but you really don't need to worry about it in the general case. A game isn't running slow because of one really dense model, or even a few really dense models.
@raedevКүн бұрын
ooo i actually did a similar thing to the sierpinsky triangle example you showed, like 7 years ago or something after seeing a demo on numberphile where they had three target points and one moving point, and you're just rotate the one moving point towards one of the target points (literally at random) and moved it halfway there, then you'd plot its position and repeat the steps. the moving point very quickly (like within three or four iterations) moved itself into the triangle fractal area and then stayed there no matter what. I experimented by using more than 3 points, as well as changing just how far towards them the moving point would move instead of "halfway thhough", and got some very cool results. - EDIT: HAH it was their Chaos Game video from 7 years ago, I was right! The way I did it back then was much more inelegant though, I simply opened gamemaker and rawdogged a surface with draw_point calls, which is all CPU bound _and_ incredibly slow (it's slightly faster nowadays but i still wouldn't recommend it lol)
@yesno7889Күн бұрын
Funny how I did the exact same thing after watching that exact video too
@insightfulgarbageКүн бұрын
Me: Mom, can we have Flam3 ? Mom: We have Flam3 at home Flam3 at home:
@chickenbobbobbaКүн бұрын
25:37 missed opportunity to pull it out of your oven, like jensen did in his kitchen
@moveton314Күн бұрын
PART TWO PLEASE, ACEROLA I LOVE YOU
@beamshooterКүн бұрын
babe wake up acerola just posted
@slembcke12 сағат бұрын
Neat! I did something similar for a VR prototype a couple years ago, though I just transformed the previous eye buffers instead. That means you lose a dimension from the transformation each time, but that adds some really weird effects to it. (especially in stereo) It's basically like a VR version of the infinite mirror effect. :) Instead of points I drew a few hundred little meshlets each frame which would then get multiplied in successive frames instead of doing the whole IFS in a single frame. This made it _extremely_ cheap to compute on mobile VR hardware.
@logana.martinez770Күн бұрын
This week I've been learning Vulkan and this gives me just the motivation I needed
@XxX_J41M13_XxX12 сағат бұрын
17:14 cat fractal :D
@CoolestPossibleNameКүн бұрын
I hate the way this video is edited, but it makes me keep watching
@El-Mostazas13 сағат бұрын
"Domain Expansion, The Chaos Game" Absolute Cinema
@nuclearsuКүн бұрын
31:54 Holy shit bro is an artist.. That's actually beautiful
@SorrowMaid17 сағат бұрын
Acerola: explaing and showimg complex particals and graphics rendered with 4090* Me watching in 360p:
@SondelllКүн бұрын
but aceroola, I'm at wooork :(
@murkshroom19 сағат бұрын
This video is simultaneously very impressive, comforting, educational and fun to watch. Also timer on "wait a second" had me dead
@mauricetaneca9337Күн бұрын
NO WAY SLAMM JEKER
@imdaros6500Күн бұрын
I haven't seen anyone mention this, but from your video you made on water rendering, I swear you look much bigger and more built, great job working out bro you look sick 🔥🔥
@user-kj4wz3vp1jКүн бұрын
ACEROLA FREYA COLLAB WHEN
@AlexFoulon-hh1jvКүн бұрын
25:52 Jokes aside the company I work for has a lot of money and my team provides 3D applications bundled WITH the hardware. If we have performance problems we just buy the best possible GPUs, and then if even that is not good enough we eventually start optimizing... So good point
@nicolerogowski268819 сағат бұрын
This is so insanely cool! I study chaos game and its relationship to IFS for my PhD, but I never would have expected these topics to come up here! I use chaos game to represent genetic information, thus producing a unique fractal out of it - which I then use as input for all sorts of analyses like convolutional neural networks. I do all of this through the lens of virology, as I use this method to study how COVID-19 evolves in real time (real time being every few days because the gov won't let you sample people too often) in response to different pressures - like antiviral treatment! I hope someday to make something so visually intuitive for my research, and this video has given me plenty of ideas on how to do exactly that - huge thanks!
@phitsf5475Күн бұрын
Acerola! I like seeing you do complicated interesting things and then talk about them.
@shyvv.8 сағат бұрын
Acerola is the only KZbinr I’ve seen who has mastered the sponsored segment. I watch the whole thing.
@lebasson20 сағат бұрын
hot damn, when you added lighting it became absolutely mesmerizing. I'm impressed you managed to publish this video, I'd still be watching the simulation ceaselessly transforming into infinity.
@tomgrimard8075Күн бұрын
I'm so happy you posted another video! I was waiting for one lol. It's a very cool video as well is how they did use those things on Astro bot and mixed those with gravity and interaction with the player
@theultimatetrashman88720 сағат бұрын
All those formations after you yapped about matrix the movie look like pretty cool drawn explosions.
@Fur0rem13 сағат бұрын
these fractal looking things look sick af, and i think the kuwahara filter works well for those since they're kind of millions of tiny brush strokes
@candygonemad16 сағат бұрын
always cool to see matrix math i learned about being applied in an interesting way
@Baekstrom17 сағат бұрын
I clicked on this video specifically to make a joke in the comments about particle accelerators, and now I can't think of anything funny to write.
@hisshameКүн бұрын
As always, Acerola, amazing I would love for there to be a game tech R&D organization where people like you can just make new technologies for the industry to use
@aiden_objКүн бұрын
35 minute acerola video is such a feast
@akirarosa5003Күн бұрын
I think you could make some pretty cool merch with the renders you can make with your shaders
@Nithraniel18 сағат бұрын
I'm a simple man, I hear heavy use of Va-11 Hall-A OST on top of cool stuff, I like
@alexwilkinsgamesКүн бұрын
Bro, you popped up on screen and said "hello everyone" and I just immediately felt happy and liked the video.
@rianantony13 сағат бұрын
I'm still amazed at Feya mentioned. You got cool graphics youtube in my cool graphics youtube, what the heck.
@cauhxmilloy7670Күн бұрын
I'm curious if you had tried having the generation calculated from the instance id. Then all the particles could be calculated in 1 batch, where later generations compute their position in a loop. This requires "duplicate" calculations, but it removes the actual interdependencies between particles.
@gadget262223 сағат бұрын
Knew straight away the bottle neck would be in the vertex shader, performance issues always happen when you attempt to move/manipulate large amounts of memory. 😅😂 Love the video! Always so informative, keep up the good work! 😊