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@zdiblo11 ай бұрын
hi guy
@incalite11 ай бұрын
That's impressive. I love how you casually went from Java 3D series and Minecraft to a full top notch Game Engine talking about next steps. Truly inspired Yan!
@Blayms11 ай бұрын
Finally, the official particle system support lol
@DarioCorno11 ай бұрын
Yes, we definetly need a specific video on how to implement those single features! Keep on with the grate work.
@3v3rb0t11 ай бұрын
I feel a bit lost with the engine. Typically when something is being made, its to solve a problem that exists. What is it that Hazel aims to solve or stand out at? Highly recommend explaining the advantages of what your making. Im hoping its aimed more at hardware constrained devices. Also I just want to see you suceed.
@jeremy_carver11 ай бұрын
A proper undo/redo (serializable to storage) will help you create e2e tests for the editor and content pipeline. Super useful tooling FTW!
@WoodyGamesUK11 ай бұрын
Is the plan to always keep the full engine for people on Patreon, or is there a point when you will consider Hazel to be ready for a commercial version (or whatever distribution), for the general public?
@sleepycatguy305911 ай бұрын
@adamkeenan yea it was another video. free to use but if you want access to the latest dev features and source code it requires a small donation edit: also I think he mentioned they planned on making money most of there profits from the games there planning to make and have the engine be a small but steady source of income
@CreativeSteve6911 ай бұрын
Hey Cherno, It has been a blast on watching Hazel grow since I found ya seems to feel like almost a decade ago. Now you got me into computer science and almost getting my degree soon. After dabbling with learning programing for gamedev and general use with python, and css/thml as of recent. I have gained high interest now into making my own engine too which seems to be a fun rewarding journey. I already have my ideas in thought for it's uses. I plan on combing basics of css/thml and python onto it to form a new language. If that is actually possible.
@ToniPlays_11 ай бұрын
I remember one night, a long time ago you showed us (few people in the voice chat, including peter) the early versions of raytracing. It was super sick
@lucascecil628711 ай бұрын
I have absolutely zero understanding about 90% of what you spoke on. However, I am excited to see your progress!
@josiahjack45511 ай бұрын
Looks great! I think focusing on the lighting is the most important. If you can make light baking per object that would put this above other engines easily. Can't bake the whole multi hundred thousand object scene all at once without more RAM than can be put on most motherboards in engines that don't have per object baking. Also having lights still light up unbaked objects with options for specific baking and dynamic layers/lists-of-objects per light would be amazing. Speaking of differentiating your engine, look into implementing tools for gaussian splatting.
@CrooSWanteDtm11 ай бұрын
3:30, consider changing the dnd logo on your "animations and ci". not probable but could lead to trouble...
@KuroiPK11 ай бұрын
I look mostly forward to Linux support and particles
@petribayley11 ай бұрын
I love the Melbourne tram chime at 10:32
@mjthebest729411 ай бұрын
Would be very cool to see you talk deeply about those features and even work on those on livestreams!
@marcialpena273011 ай бұрын
Just found out about your engine. I am subbing to that patreon immediately
@sebastianantes10 ай бұрын
I have to learn vulkan for a course on university and I have to implement a gpu particle system... Unfortunately, I only have opengl experience and finding resources about implementing compute particles in vulkan is very difficult. So if you know a code example for creating a simple particle system on the gpu side within vulkan please let me know!!! Or even better: make a video about implementing a gpu particle system and I swear I will divide my salary to enable a patreon support for you !!! Thanks for you help and all your videos that already helped me in understanding the vulkan API. cheers, Sebastian
@ziccodx11 ай бұрын
Hi, is there a video on how you do packaging(building & cooking into distributable game)? I remember you doing a poll on it and it losing, but just in case I'm quite interested and if there are any specifics to the layout and optimization
@kamil_atakan11 ай бұрын
Hey Cherno, have you ever thought about collaborating with a studio where they develop the game with your engine and your studio develops the engine based on the game studio's needs?
@antonioburgos428711 ай бұрын
No
@perelmanych11 ай бұрын
I think it is too early stage of engine development for any studio wanting to commit themselves to use it.
@mikolash824611 ай бұрын
Good luck!
@virtualpilgrim8645Ай бұрын
That bouffant hair like my grandma. LMAO
@MrBTOdell11 ай бұрын
Nanite and Lumen support when?
@first927911 ай бұрын
Are you going to continue Ray Tracing?
@akashGupta01111 ай бұрын
I’d love to know more about GPU rendering particle system in detail and also if you need an intern I’d love to work with you and your team it will be a great opportunity to work on hazel 2.0
@thenotbaldguy426311 ай бұрын
as for real-time gi try looking into amd's gi 1.0
@steluste11 ай бұрын
I can't wait for Hazel to launch. I hate Unity, and Godot is not comfortable. Hazel sounds just right.
@tushanemclean11 ай бұрын
this is interestiing
@spelledfunny11 ай бұрын
Any chance of Mac/Metal support?
@elakstein11 ай бұрын
Earlier the channel was about cpp, now it's about hazel.
@martinlasek11 ай бұрын
Definitely make a video on each of the big particle features 🫡
@anon_y_mousse11 ай бұрын
It's nice to see cool new features added, but just remember that some people are on potato hardware and such features should also have an off switch.
@_bxffour11 ай бұрын
Are you accepting volunteers? I would love to support as a devops engineer
@luthecoder11 ай бұрын
Will There Ever Be MacOS Support? :)
@GameGevUA8 ай бұрын
13:42
@SAP120111 ай бұрын
bro pls make seperate videos for the features THANKS. 😁😁
@bagel786011 ай бұрын
YAN! TALK ABOUT JOLT IN HAZEL! I SAW IT IN YOUR PREVIOUS VIDEOS!
@bertiecartwright82411 ай бұрын
cant wait for hazel to become more mature
@cirkus44211 ай бұрын
hello
@MsDuketown11 ай бұрын
Nothing about docs? This could be #1 USP.
@blancatrujillohigueras986511 ай бұрын
HI Cherno! CREATE A COMPETITOR FOR AUTOCAD OR ARCHITECTECTURAL VISUALIZATION
@user-sl6gn1ss8p11 ай бұрын
I didn't pay for this! (or anything else, either, so good luck and have fun)
@TheLateral1811 ай бұрын
I have a question. In gaming is pointless to add or more animations. I have play a few fps. There is no animations to open doors or drawers. Also the world. Is shiny. But isn't really interactable, is it really hard to make destructable environments? Or interact with objects? Are there tech limitations for that. Or when the game has stairs, the player is going up or down. The walk style doesn't change. What's the point of putting stairs!!!???
@gsestream11 ай бұрын
does it help if you drown in your tools, the amount of them, k.i,s.s.. you dont have to use tools. advice: keep your focus on the goal, not the way. does not matter if the way is super nice looking, if the goal slips by. about the particles, if you have both the descriptors of entities and the data of the particles, in simple acceleration compatible arrays, then you can have both. ie the acceleration arrays have only the physics etc in them, and only pointers to the entity arrays, and back from the entity information arrays. so you can do the slow entity evaluation systems, when needed and most of the time use the acceleration to draw/calculate the stuff. remove all bloat-ware thx. sometimes entire project is bloatware.
@jadedplover185111 ай бұрын
algorithm comment
@unkgames-abdullahali404811 ай бұрын
I don't think path tracing is used for games anymore (consider making ray tracing), except if u want to make realistic cinematics, u should make baking system can bake all of the textures in the scene since then it will make sense to apply path tracing.
@kingx118011 ай бұрын
Path tracing is coming back to games in Real Time form with ReSTIR For example cyberpunk 77 overdrive mode, rtx remix mods (Portal RTX), and Alan Wake 2
@unkgames-abdullahali404811 ай бұрын
@@kingx1180 do u suppose that they will do a high quality story games, might will they!? I mean this is a very hard core work and requires team of billions of people to achieve it.. right?
@kingx118011 ай бұрын
@@unkgames-abdullahali4048 cyberpunk and alan wake 2 is already AAA games!, it's just hard to run now and AMD GPUs performance is abysmal. So in the future we'll have more path traced games as GPUs get more powerful
@LightTheMars11 ай бұрын
Ray tracing is part of Path tracing, if you support one you have the framework to easily support the other.
@3v3rb0t11 ай бұрын
Look into AI and Ray Reconstruction.
@oamioxmocliox808211 ай бұрын
;)
@MrSandshadow11 ай бұрын
scammed notion?
@Xphy11 ай бұрын
If you dont feel empathy for the palastine recheck if you still have a heart #free_palastine
@ViperPacket11 ай бұрын
would you make the GPU particle standalone sourcecode available? it is nice to follow along even though the code might be horrible. its really nice learning resource.