I really love this series! Very excited to see where it goes.
@battosaijenkins9462 жыл бұрын
@ GamesWithGabe, You made a huge blunder @ 6:52 where glm::mat4 projection = glm::perspective(glm::radians(45.0f)... not just 45.0f!
@GamesWithGabe2 жыл бұрын
Well I wouldn't say it's a huge blunder. Technically 45 radians is the same as 58 degrees, and some people prefer an fov of 60 degrees. And I may have meant 45 radians and not degrees the whole time 😏. In all seriousness good catch though haha, I'll have to update the code for anybody referencing it
@ibegream58542 жыл бұрын
@@battosaijenkins946 bro... You got ratio'd so savagely two times by the same guy, while trying to roast him lmao Or feedback
@hirzanabqary2 жыл бұрын
just when i started going through this series there's a new episode. Nice!
@orbyfied2 жыл бұрын
Amazing series. Sad that only 4% of people are subscribe. This is professional course level content for free.
@zeon1372 жыл бұрын
Incredibly informative and well done as always. Great video and thank you for the quality content :)
@Destroyer199419952 жыл бұрын
Really like how you progressed with your explanations. Feeling like I am watching discovery channel how it works
@EnderKill982 жыл бұрын
This explained really well how glsl stuff works. I had a course a while ago, but was not quite sure and this video really drove home how it works internally. I also didn't really understand the whole "Shader" vs "Program" stage until now. Great explanation!!!
@bxnny0374 Жыл бұрын
Instant sub. This was the first video I’ve ever seen of yours and it is so, so helpful. I’m so excited to binge watch your whole channel!!!
@doodle173_2 жыл бұрын
Not sure if you'll ever see this, but I just wanted to say that I think this series is really cool! I tried doing this "Code a Minecraft clone" type project a while ago but never got far past rendering a few cubes - mostly due to confusion and lack of understanding in terms of OpenGL coding. If I'm being honest though, I think this explains a lot of neat concepts that helped me understand some of the issues I had in the past, though.
@GamesWithGabe2 жыл бұрын
Thanks for the comment! Even if I don't respond I try to read all the comments and I always appreciate encouragement like this :) And coding minecraft is definitely a hard project haha. I also tried coding it unsuccessfully 2-3 times before I came up with a solution that I like :D
@dimi58622 жыл бұрын
This is a series I've alway been looking for, but could never find it. Please make more videos, I really enjoy this kind of content!
@merlang72 жыл бұрын
This is best explanation of shaders I've ever seen.
@Dasedandconfused3142 жыл бұрын
Dude top notch! I feel like I’m back in college! Thank you!
@lobotomiepraktikant11282 жыл бұрын
Good video for everybody who wants to learn about shaders! :)
@w.t.29057 ай бұрын
WHOOOOOW!!! 2:19 mario can go inside a tube!!! Amazing!
@RonnyRun Жыл бұрын
I'm impressed by your ability to explain such things o.o ❤
@kurciqs83552 жыл бұрын
this gotta be the best opengl tutorial
@georgeelsham2 жыл бұрын
This series has given me motivation to try out GPU programming with Metal (not OpenGL, but each to their own), thank you!
@MehOccor2 жыл бұрын
Please, make sure to use Metal Debugger as much as you can when learning. It's an awesome tool and it will help you understand all sorts of issues. Watch some WWDC videos to see how to use it, and good luck, started GPU programming with Metal too and it's sick.
@louitdev55402 жыл бұрын
Dude your channel is so underrated!
@XxSabergamingxX2 жыл бұрын
Please keep up this series I love it!
@KozelPraiseGOELRO Жыл бұрын
Kozel thing in head hurt. Maybe this info and tutorial would be usefull to me if I was wanting to learn how to do it.
@6px2 жыл бұрын
i was waiting for this for 2 weeks! lets gooo
@dimitris3sr2 жыл бұрын
Absolutely wonderful! Can't wait for the next one
@oglothenerd Жыл бұрын
[3:50] What font are you using for that code editor window? I really like it!
@紺野-純子2 жыл бұрын
shaders is really daunting the first time I learned about it, it still is.
@quentinquadrat93892 жыл бұрын
Nice video, a cool syntax trick to pass data from vertex shader to fragment shader without confusing namess is to use structures. For example fragment side: out struct v2f_s { vec2 UV; } v2f; and fragment side: in struct v2f_s { vec2 UV; } v2f; and you can access as v2f.UV of course structures can be more complex.
@GamesWithGabe2 жыл бұрын
Nice! I haven't messed around with structs in shaders too much, but this is something I've been meaning to try :)
@tarck333333rrrr2 жыл бұрын
Nice! Wish there were more content like this!
@mo-s-2 жыл бұрын
Thanks I wondered how that stuff works for way to long! :D
@ricardohnn2 жыл бұрын
AMAZING CONTENT! Totally subscribing
@GVal982 жыл бұрын
Why am I watching this at 4am. I don't even make games
@ゾカリクゾ10 ай бұрын
you could start tho
@joewilliams43902 жыл бұрын
This is a great video! Wish I had this to hand when learning
@VictorGordan2 жыл бұрын
Very nice video, it reminds me of 3Blue1Brown! :)
@GamesWithGabe2 жыл бұрын
Yea, 3blue1brown's animation library is super awesome:D
@Gibus212502 жыл бұрын
Hello! nice video! What is the background music at 7:38 ? :D
@PLANKCTON2 жыл бұрын
La vidéo est vraiment cool ! C'est bien expliquer est vraiment intéressant pour les gens qui débute comme moi ;)
@asherhaun2 жыл бұрын
Oui, c'est bien :D
@kurciqs83552 жыл бұрын
Je le comprends. C'est incroyable.
@SB-pq8dp2 жыл бұрын
Incredible! You have such a great talent for explanation :^)
@RiccardoBocci2 жыл бұрын
can't wait for next ^_^
@GamesWithGabe2 жыл бұрын
Thanks! I'll be releasing a devlog in the next week or so. Unfortunately that means the next tutorial will probably be coming out mid-late March, but I'll be working on it in my spare time :D
@НикитаБеломестных-и4я2 жыл бұрын
Реально крутой туториал. Это не то, что я искал, но то, что мне было нужно. Однако я слишком тупой и ограниченный в понимании всего этого сразу. Поэтому увидимся через парочку лет и тогда посмотрим, если эта инфа влезет в меня.
@OleKristianElns2 жыл бұрын
Funny that this showed up in my recommendations. I started learning OpenGL some months ago and I am currently making a minecraft clone myself (without following any tutorials as a challenge). So far I have been able to make a 3d world with minecraft blocks and infinite terrain generator that utilizes a perlin noise-like algorithm that makes the terrain look minecraft-esque. It's fun but also frustrating.
@GamesWithGabe2 жыл бұрын
I completely understand. I've been working on a MC clone for the past 8ish months that I plan to turn into my own game. Like you said, it's fun, but it can be very frustrating at times haha. Good job on the progress so far though! And I'm sure you'll learn a ton of new stuff throughout the process :)
@stavanmehta92182 жыл бұрын
Hey in your rasa nlu tutorial which rasa version did you use cause in the new one (Downloaded on Feb 16 2022)almost everything is changed like the model files now have no nlu and core and the interpreter is not being imported although rasa shell works just the same. Thank you
@immanuelcharles28752 жыл бұрын
Is your library open source? If so I would love to see some of its code! Also you have thought me to a lot about graphics programming through the Java Mario game engine series. I feel like I have enough knowledge about shaders and general graphics api stuff to maybe implement these concepts in another graphics api like vulkan or directx! I just want to say thank you for keeping this free for everyone😀.
@GamesWithGabe2 жыл бұрын
Yep it's open source! There's no license but I can add an MIT license just to make it clear :) github.com/ambrosiogabe/CppUtils
@immanuelcharles28752 жыл бұрын
@@GamesWithGabe thanks!
@abdoemr34362 жыл бұрын
Hi gabe thx very much but I really hope that u make a dedicated course for computer graphics (opengl) then reference this course in the upcoming series
@SuperGrimmy2 жыл бұрын
glProgramUniform* is much nicer in general, but needs GL 4.1... BUT the vast majority of 3.3 implementations support it. No shader binding needed so you can set a uniform at an point in time without worrying.
@shehryarmahmood50202 жыл бұрын
Good man!
@dr_nyt40412 жыл бұрын
3:45 glm::scale requires another parameter. You should probably do "glm::mat4 transform = glm::scale(glm::mat4(1.0f), scale);"
@GamesWithGabe2 жыл бұрын
That's equivalent to what I did in the video :). Glm overload all those functions so that you can construct the matrix either way
@dr_nyt40412 жыл бұрын
@@GamesWithGabe For me it required me to do it this way. Maybe I have an older version of glm or something
@KiroHayashi Жыл бұрын
When KZbin recommend this video when minecraft shaders is not a thing anymore in bedrock, I wish they are adding it back.
@WatchInVR110 ай бұрын
Hi. I was typing "understanding registers in shaders" in the search bar in KZbin and got to your video. r1, r2 etc are temporary registers; o0, o1 etc are output register; v1, v2 etc are input register (for vertex shaders 3.0). I would really like to understand this because I want to stereorise shaders in games. This means I want to edit shaders of games through DLL wrappers. Do you have any videos or sources that explains what these registers do and what they mean in ASM or HLSL language..?
@rayenhamdaoui Жыл бұрын
This video clarifies how easy to use game engines are
@zdspider6778 Жыл бұрын
3:42 This is wrong. Scaling should be done last. Otherwise, let's say you're scaling it by 0.001. That means whatever translation you apply AFTER, will be scaled by 0.001. The translation itself will be scaled. You won't move it 10 units (for example), you'll move it 10 * 0.001 => 0.01 units. Same goes for rotation. Am I the only one to point this out? 🤔 Am I wrong? And the glm::scale() function takes 2 parameters, not 1. You'd have to use it as: 'glm::scale(glm::mat4(1.0f), scale)' otherwise it won't even compile. You can see for yourself the function definition on GH: /g-truc/glm/blob/master/glm/ext/matrix_transform.inl
@GamesWithGabe Жыл бұрын
Hey thanks for finding the glm error, it should have that glm::mat4(1.0f) as the first parameter. And in regards to the order, you definitely scale first. You may be confused because of how glm applies the multiplication. In this code github.com/ambrosiogabe/MathAnimation/blob/0b85d45f492a5647db989fac295731350e0fe906/Animations/src/math/CMath.cpp#L780 you can see that the scale is the last thing multiplied. However it’s actually multiplied right to left, so the order is scale, rotate, translate. You have the reasoning correct but backwards if that makes sense. If you translate then rotate then scale, the scale will effect the rotation and translation. That’s why you have to scale before you do the other two operations. Hopefully that clears up the confusion, but let me know if you need any other clarification :) For more info you can check out this great learn OpenGL article. Towards the middle they explain it like this: > When multiplying matrices the right-most matrix is first multiplied with the vector so you should read the multiplications from right to left. It is advised to first do scaling operations, then rotations and lastly translations when combining matrices otherwise they may (negatively) affect each other. learnopengl.com/Getting-started/Transformations
@noxmore2 жыл бұрын
I'm new at c++ and was wondering why you're using things like GLint instead of int?
@GamesWithGabe2 жыл бұрын
Those are just typedefs that the OpenGL API provides. You can safely use an int most of the time, but it is possible that on some platforms they might use a 16 bit integer or something instead of a 32 bit integer. This would have especially been true around the time OpenGL was created when 32 bit machines were not mainstream. I wouldn't worry about this unless you run into a specific example that requires that though :)
@shivanshuraj71752 жыл бұрын
can you do compute shader?for beginners
@mobcont83352 жыл бұрын
Excellent tutorial and presentation. However i can't help but feel that opengl functions in general are way more overcomplicated than they should be, and i really don't know why. I wanted to take a look at vulkan and other libraries but i think thos will be even worse.
@chonkychungus2 жыл бұрын
love these videos but pleaaasee no music :c I want to put my own music on in the background whilst I watch c:
@AstralSnowstorm61572 жыл бұрын
1:00 Just give me a sec to start planning a video right quick.
@xd_joe2 жыл бұрын
Always wondered how shaders were made
@joysaha39272 жыл бұрын
❤️❤️👌👌👏👏
@icesentry2 жыл бұрын
You forgot to add a link to the book of shaders. It's easy to google, but just letting you know it's missing.
@GamesWithGabe2 жыл бұрын
Thanks for letting me know! I had a feeling I might have missed something haha
@bonenaut72 жыл бұрын
> How to code minecraft > Minecraft usually not using shaders, and even not using such simple things as Vectors, Matrices, Quaternions and etc 🤨
@bonenaut72 жыл бұрын
@@lolguy91wastakenbyanidiot author says in the title "How to code Minecraft", but minecraft not using shaders by default as i know(1.7.10> absolutely zero shaders)
@GamesWithGabe2 жыл бұрын
Maybe I should retitle series to, "How to code minecraft well" ;)
@bonenaut72 жыл бұрын
@@GamesWithGabe and you will be right, fair enough lol Maybe someone sometime will make something really good after your videos (Cant just even look at minecraft after their gameloop in old versions lmao)
@ゾカリクゾ10 ай бұрын
shaders are the backbone of graphical programming, so it's really good overall to include them in the series. you could potentially use them in your minecraft clone too.
@Larkinchance2 жыл бұрын
i'm having an anxiety attack....
@elgatoxd-ki2bo9 ай бұрын
En español no hay piipippipi
@cali44842 жыл бұрын
Dislike 👎
@cali44842 жыл бұрын
@@lolguy91wastakenbyanidiot so much advertisement made it bad