Beginning Metal - Shaders - Swift, Xcode, and iOS

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Kodeco

Kodeco

Күн бұрын

Пікірлер: 18
@dimiutube
@dimiutube 3 жыл бұрын
Thanks for this great tutorial. It is a lot of fun to follow along the way!!
@Jopz06
@Jopz06 4 жыл бұрын
Is the source code for this available for download? This is a bit confusing because of new swift files included in the project after the challenge mode
@martinfinch5011
@martinfinch5011 Жыл бұрын
Great set of videos 😊. Im curious. Why not use c++ instead of swift? I believe unity compiles to c++ when creating an xcode project.
@element4element4
@element4element4 2 жыл бұрын
These videos are great, but too bad that the code extended in each video is not the same as the one from last video. Where did Plane, Scene, GameScene etc come from...?
@ConernicusRex
@ConernicusRex 2 жыл бұрын
From the previous challenge. There are steps you need to take on your own before moving on described at the end of the video. In this case you needed to set up a scene heirarchy as is done in SpriteKit or SceneKit (you should already be intimately familiar with both of these along with CoreAnimation before starting Metal).
@ravitejaaketi5764
@ravitejaaketi5764 6 жыл бұрын
Is it possible to create neon glow effect and volumetric light beams using shaders? If possible, Can you provide some tutorials on this
@mecdos
@mecdos 5 жыл бұрын
i second this question. i've only been able to use coreimage effects but it's not very efficient
@junfly
@junfly 2 жыл бұрын
Hello dear teacher, I am a novice, I encountered a difficult problem today, that is, can the content rendered by Metal to the screen be output as a video and saved locally? I have searched for a long time and have not found a way. Thank you!
@Enter_channel_name
@Enter_channel_name 4 жыл бұрын
2:12 why not this instead? let library = device.makeDefaultLibrary()! let vertexFunction = library.makeFunction("vertex_shader") //...
@Enter_channel_name
@Enter_channel_name 4 жыл бұрын
How do I call those shader functions? Can I invoke them on the CPU? Or are they GPU *ONLY?*
@noco5029
@noco5029 3 жыл бұрын
The pipeline takes care of calling them. You don't control when they get called. They are invoked only on the GPU because it has more power to run each shader for every individual vertex at the same time.
@ConernicusRex
@ConernicusRex 2 жыл бұрын
You don't call them at all.
@andreyVK_D3D
@andreyVK_D3D 3 жыл бұрын
Metal/Vulkan/Direct3D12 forever, OpenGL Must die!
@a4e69636b
@a4e69636b 2 жыл бұрын
Why?
@andreyVK_D3D
@andreyVK_D3D 2 жыл бұрын
@@a4e69636b Because We have no any reason to support old, legacy ugly Interface f or New GPU. A lot of 3D engines/Games dropped OpenGL support. See en.wikipedia.org/wiki/OpenGL#The_future_of_OpenGL
@a4e69636b
@a4e69636b 2 жыл бұрын
@@andreyVK_D3D It does look pretty bad for OpenGL. Sorry to see it go. It gave us a lot of good games in the past.
@andreyVK_D3D
@andreyVK_D3D 2 жыл бұрын
@@a4e69636b don't worry today it's time to start to use a new API - Vulkan. OpenGL must die as soon as possible, a lot Graphics driver developper has big problem eith OpenGL support. Vulkan has more games than OpenGL. Rage 2 - Vulkan + HLSL without bug s an AMD(because Vulkan/Direct3D12 this s native API for AMD Hardware is base on Mantle API.) but Rage (2011) has a lot of bugs on AMD. see kzbin.info/www/bejne/i5uydKZ3gqirkMU&ab_channel=Bocieque kzbin.info/www/bejne/pZTEhnl3odulnLs&ab_channel=SoftpediaGameskzbin.info/www/bejne/q5TchZucn5ujd9U&ab_channel=netkumo
@Enter_channel_name
@Enter_channel_name Жыл бұрын
Nah. OpenGL at least is portable, but if I'm using those, I must individually code a Mac, Linux, and Windows version.
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