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@RetroNorth3 ай бұрын
Next project: Vulcan to Glide3 😄
@Bitterman58683 ай бұрын
If anything, i suggest you try your skills with the old WinG32.dll games like shadow of the horned rat, would be interesting to see how GDI to Vulkan would work since the original HOMM1 and 2 patch did the same with GDI to direct 3d if i remember well
@shadowarez13372 ай бұрын
Isnt it a thing step 1.4090 step 2.use RTX Remix 3. Profit Remix old games with Ray tracing change out okd twxtures.
@David-rj1ruАй бұрын
yoou said you hacked d2 to use modern graphics but we don't see d2 using modern graphics. makes me skeptical of claim.
@realghoststories1210Ай бұрын
Now if you could only fix Dragon Age Origin for modern PC's. I bought it of steam as EA had a special on all 3. To my disappointment the game kept crashing every 5 minutes.
@RedlineRob3 ай бұрын
I can’t die peacefully until this has a part 2 with it actually working.
@Dawnarow3 ай бұрын
Cosmic brain is what is required for this... I wonder if blizzard could ever offer what the players always wanted for the current d2r game... that is potentially incredibly easy to accomplish:::::: Sell stash tabs. The game is "loot-oriented" and revolves around being able to trade. I'd keep el and elds to use a recipe nearly no-one uses if they were to do this and I'm sure they'd realize POE had the best structure for games... just offer what your clients want. Heck, if you don't want people to cheat, you can even offer them a "fake" 1-time purchase way to slap textures on your character's items via a "viewer" and just download images for your characters to display new graphics assigned to x-y items. Not selling "skins" but actually offering a way for players to create their own. Do you think you could make this, @nathanbaggs ? That'd be incredibly cool.
@ScandalistRick3 ай бұрын
For real, this coupled with some lossless scaling could result in a true gem of an experience.
@gabydewilde3 ай бұрын
yes, mission failed is not an acceptable outcome. He should create a new character and start over.
@gamecast44323 ай бұрын
Me too, Diablo II it's one of my favorite games
@LarixusSnydes3 ай бұрын
This would also mean that this would also run great under Linux, provided that the other used dll-libraries are implemented correctly in Wine . Vulkan is cross-platform after all.
@EricChamberlain3 ай бұрын
Dude… Please finish this! This is by far the most interesting programming video I’ve seen. I love the format.
@457Deniz457Ай бұрын
I mean basically we already can play the solution. What else do you think did Blizzard? Nothing else, thats how they made Diablo 2 Resurrected
@olpizlАй бұрын
@@457Deniz457Your comment has basically nothing to do with what OP wanted. Dont care about the game, wanna see the process.
@imsoflyrnАй бұрын
Please!
@monarch7318 күн бұрын
Its probably more work than just rewriting the entire game....
@457Deniz45718 күн бұрын
@@olpizl So one guy should do what an entire team full time and paid did, but for free?!? How egoistic.. Amazing...
@TrygveRasmussen3 ай бұрын
So anyway, smallLodLog2 is the logarithm base 2 of the largest dimension of the lowest resolution mipmap... thats crazy
@nathanbaggs3 ай бұрын
Makes sense now
@imqqmi3 ай бұрын
pfff easy! lol!
@teh_hippo3 ай бұрын
Ahhhh now you put it that way. Totally.
@jeinnerabdel3 ай бұрын
@@raelik777Dafuq did I just read?
@imqqmi3 ай бұрын
@@raelik777 Nah it just means any value 2^x. So 16x16, 32x16, 256x256, 512x512. But not 255x127. One small value and one big value ie 16x16 and 512x512. The LOD level determines the number of steps in between, also 2^x. So 32x32, 64x64 etc. Power of 2 numbers are very common in CPU/GPU processing. For example bit shift (basically x2 or divide by 2) is very cheap for CPUs ie costs little processing time as opposed to float divide/multiply.
@cryohellinc3 ай бұрын
Thank you. After watching your video, I feel that I am stupid.
@ksk313373 ай бұрын
small(est) relief, that it took him weeks :D
@rogercruz15473 ай бұрын
@@ksk31337 smallLodLog2(est) relief*
@jblps3 ай бұрын
I is dumb too 😞
@Stinktierchen3 ай бұрын
Gladly I knew I am, even before watching this video, so I dont actually feel any worse now.... he he he
@nathanbaggs3 ай бұрын
All you need to remember is that smallLodLog2 is the logarithmic base 2 of the largest dimension of the smallest mipmap
@beefviper3 ай бұрын
Making your own DLL with a bunch of functions stubs and slowly filling them in... really cool to see.
@nathanbaggs3 ай бұрын
Thanks! Planning on doing a livestream at some point where we can deep dive into the code a bit more
@maxrinehart41773 ай бұрын
@@nathanbaggs oh, man, please do, will absolutely watch even a 10 hour stream of you.
@Wishbone19773 ай бұрын
This reminds me of how KeeperFX was made originally.
@nathanbaggs3 ай бұрын
Make sure you all subscribe then (:
@sparklesparklesparkle63183 ай бұрын
@@nathanbaggs You look like SerpentZA's brother.
@adamleblanc58963 ай бұрын
Finally! You have no idea how long I've been waiting for a video which brings crystal clarity to smallLodLog2 being the logarithmic base 2 of the largest dimension of the lowest resolution mipmap.
@nathanbaggs3 ай бұрын
I’m just giving the people want they want
@diras20103 ай бұрын
it's how big the smallest resolution can be, in logarithm base 2, it just took me like 10 rewinds to understand it
@ladislavseps48013 ай бұрын
Easy. Textures are in power of two sizes, why would anyone sane send the whole integer if its binary contains single 1 padded by 0 on both sides. (Now with just 1 byte you can have texture sizes upto 115 quattuorvigintillion pixels). Then you just send the biggest and smallest of all widths and heigths of the smallest resolution textures. And the texture layout is in different call..
@adamleblanc58963 ай бұрын
@@ladislavseps4801 XD
@edgardsimon9832 ай бұрын
@@nathanbaggs if u said want they what would have been funny sir
@morgan03 ай бұрын
"a lot of graphics debugging is trying to figure out why a screen is blank when you would 100% like it to not be" yep, me the past several days. got a working simple example, got my library to a point where i could replicate it, all the calls look the same, nothing works. classic opengl experience
@TheSuperappelflapАй бұрын
skill issue
@StizzedOut3 ай бұрын
Brilliant. I took an alternate career path, I'm no coder, your videos are easily followed, and not dumbed down.. but just enough technicals for viewers to dig deeper. Thank you
@ricardovilla40723 ай бұрын
I know LOD stands for "Level of Detail", but for my brain it stands for "Lord of Destruction"
@simdimdim2 ай бұрын
because you're using the wrong ctx?
@markvickroy67252 ай бұрын
Lords of Destruction - hacker crew from NYC late 80s Hella
@markvickroy67252 ай бұрын
@@simdimdimbc LoD the og hacker crew
@simdimdim2 ай бұрын
@@markvickroy6725 Did you perhaps mean Legion of Doom? In either case tho, I'm not old enough, (nor anywhere close enough), to have learned that little bit of Internet trivia :) (thanks for pointing out the reference)
@joshuaadkins98202 ай бұрын
i thought it stood for load on demand.
@MSThalamus-gj9oi3 ай бұрын
Yep, Diablo II definitely changes screen resolution a bunch at startup. This is much easier to see on a CRT, because it takes noticeable time to switch between modes. Yet another reason to keep a CRT handy! :)
@klontjespap3 ай бұрын
yeah and switching resolution for cutscenes was pretty much the norm then :D
@Gramini3 ай бұрын
On my Win 10 system with my monitor, it takes around a minute (not kidding) before I can see the game menu. Luckily, I found some windowing wrapper that intercepts those resolution changes and does not _really_ change the resolution of the entire system. So much better.
@supermroz3 ай бұрын
6:51 I've never seen the "emotion" of reading documentation captured so realistically on video, great stuff! 😂
@AJenbo3 ай бұрын
Any chance you would be interested in doing this on Diablo 1 in the DevilutionX project? We would really like to add hardware rendering as an option, but no one on the team really has experience with rendering APIs...
@dave72443 ай бұрын
One thing I would say about Glide is that even when it was way past it sale by date, it looked better than OpenGL and DirectX at the time it was just "smoother". No idea why.
@AROAH3 ай бұрын
Probably because it was created explicitly for Voodoo cards, so it could be perfectly optimized to work on that hardware.
@dave72443 ай бұрын
@@AROAH I had a ATi 9800Pro and my friend had an older computer with a Voodoo 3 or 4 (one of the last Voodoo cards) and the same game had smoother animations on his machine compared to mine, even though my system was more highly spec'd.
@SmallSpoonBrigade3 ай бұрын
@@AROAH Yep, games back then were typically optimized for one chip or another. 3DFX got kind of lucky because the cost of memory chips took a nosedive after they did their designs and announced their initial cards. I think the only serious contender they had during those first couple years was PowerVR, but then they got entangled with Sega doing the chips for the Dreamcast and never got back to making cards for PCs.
@Vatharian3 ай бұрын
@@SmallSpoonBrigade Actually... they did! For a short while, at least. PowerVR was bought by Imagination Technologies, and was part of many ARM designs, but also... Intel's SOCs. For tablets. Remember that cheap tablet craze during Windows 8 era? These were PowerVR GPUs inside Atom SoCs. Thare was even short run of these SGX GPU chips on PCI-Express, but they were mostly development kits, and had exactly 0 public interest. Barely anything worked on it, since original GPU design hanged off of host chip's memory access, while ImT's design used very buggy and inefficient memory controller that could be paired with very, very narrow selection of memory chips, that went out of production at the same time the design hit the tapeout phase.
@64fanatic3 ай бұрын
Glide had a tilt-shift graphical effect missing in the other render API in Diablo 2. Using nGlide and restored EAX hardware audio (there's a few methods on modern Windows now) is *chef's kiss.*
@RRCesconeto3 ай бұрын
It's called Vulkan, but the errors sound like Klingon...
@WarkWarbly3 ай бұрын
Makplah to that 😂😂😂
@atomicskull64053 ай бұрын
Klingon would be an awesome name for a Vulkan wrappper.
@teknastyk3 ай бұрын
not exactly into star trek besides watching few shows as a kid... but this.. was hella funny.
@primeral3 ай бұрын
Today is a good day to API
@joshua74263 ай бұрын
That was a dumb joke
@ILostMyOreos3 ай бұрын
Holy moly, this was so cool. It feels so satisfying to see someone work through really low level stuff but in a way you can keep up if you know the basics. Good stuff.
@ViniciusNegrao_3 ай бұрын
I loved the bit of smallLodLog2 lol, gotta love old documentation. But hey, at least it exists...
@nathanbaggs3 ай бұрын
At least we now know what smallLodLog2 means…
@Resursator3 ай бұрын
It's the logarithm base 2 of the largest dimension of the lowest resolution mipmap.
@Victorpollack3 ай бұрын
@@Resursator Is it the logarithm base 2 of the largest dimension of the lowest resolution mipmap?
@wobblysauce3 ай бұрын
Just rolls off the tongue.
@defeqel65373 ай бұрын
the first read-through did sound like gibberish, but reading the sentence backwards makes it make sense
@Amakratacjan3 ай бұрын
As a beginner in reverse engineering etc., you are the only person making me feel like I've not even started, yet I feel like saying thank you, bcs your videos are hidden gems of youtube. Great work, good luck and keep it up !
@RossWasTaken3 ай бұрын
Interesting as always, iirc Diablo 2 also uses storm.dll just like in the Starcraft video (someone will find that interesting). I still play D2 every day on Project Diablo 2, it's a mod that's not been ported to the remaster (and isn't going to be), that Glide wrapper is a total game changer. We'd all probably be stuck on 4:3 25fps if not for it. I've gained a new appreciation for it after watching this.
@asdf123373 ай бұрын
The 60 fps change was not programmed by PD2's team though. Still awesome they managed to add it (the original authors were hard to find I heard)! the 25 fps were giving me a headache over the last 2 decades whenever I came back to my all-time favorite game...
@Ubeogesh3 ай бұрын
I thought it's the ddraw.dll wrapper that made all the changes in PD2, not glide wrapper
@RossWasTaken3 ай бұрын
@@asdf12337 Yeah sorry I should have been more clear, I meant that the entire PD2 community benefits massively from it, not that it was developed by the PD2 team.
@dave_s_vids3 ай бұрын
You can tell you were 16 hours deep into reading graphics library documentation at the point you recorded this video XD. Great video, thank you for the humour and fascinating info!
@StatueSounds3 ай бұрын
This was fantastic, i would love to see you continue this project and winh you all the best!!!🎉
@oyeahisbest1233 ай бұрын
or you could just play gog version who already did this
@beardedchimp3 ай бұрын
@@oyeahisbest123 oh, does playing the gog version open with a video on how they ported the original graphics api? They even used vulkan instead of opengl? Awesome, why did this guy even bother creating this video in the first place then.
@ShR33k3 ай бұрын
I need to see Diablo 2 using Vulkan !!!! We need a part 2 👍 This is cleaver mind-boggling stuff !
@JimmyZengАй бұрын
You kinda could do this now by using dgvoodoo2 AND DXVK...
@LukeAvedon3 ай бұрын
This video is making me insecure about my programming skillz.
@nathanbaggs3 ай бұрын
If you saw the actual code I wrote for this you'd think otherwise...
@Reahreic3 ай бұрын
@@nathanbaggs I just want a tutorial video on the tools you used to debug the render pipeline.
@jmvr3 ай бұрын
@@nathanbaggs see, you're able to create a viable product with garbage code, whereas someone like me has both garbage code and no viable product lol
@xormak39353 ай бұрын
@@Reahreic The software is called RenderDoc, rendering test graphics into the game and copious amounts of console print statements lol.
@NoThanks-b4u3 ай бұрын
@@nathanbaggs will you release it?
@Shimmen3 ай бұрын
Fun video, thank you! Just an FYI, making an arbitrarily large array of texture samplers like you did and then dynamically picking one in the fragment shader is exactly what “bindless textures” is. So good job on making it bindless 😅
@nathanbaggs3 ай бұрын
There’s a specific bindless extension for Vulkan which gives you more flexibility, I feel like I cheated by just declaring a large array (:
@Shimmen3 ай бұрын
@@nathanbaggsthere’s one extension for allowing the large array to be partially bound and another for allowing dynamic indexing into the array in the shader (possibly more, can’t remember atm). However, in practice, enabling layers is more of a formality and while you’ll likely get validation errors the way you’re doing it now you’re still effectively using at least dynamic indexing even though it’s “illegal” :) so I’d say it counts, if a bit unorthodox
@Fewnity3 ай бұрын
This was soo cool, sad that you did not finished it!
@nathanbaggs3 ай бұрын
Yeah might pick it up again in the future, it took so long just to get that far
@Fewnity3 ай бұрын
@@nathanbaggs yeah I understand but it's already very cool and interesting!
@SAK_-3 ай бұрын
@@nathanbaggs When you would finish it with a "Donate me a coffee" at the end, you are set for life. The Modding comminity on diablo2 is so unbelivable strong and would suck up everything that makes graphics better
@malbeth87003 ай бұрын
@@nathanbaggs If you don't continue, I hope you'll at least shared what you've done so far so others can finish it!
@PeterBrockie3 ай бұрын
It's funny, but D2R is one of the best remasters I've ever used. Especially after the disaster of Warcraft III.
@SmallSpoonBrigade3 ай бұрын
For a post WoW Blizzard game, WCIII wasn't so bad.
@phomjachana3 ай бұрын
No it was trash compared to the original pre wow
@lizardizzle3 ай бұрын
For sure. The team did and is continuing to do an incredible job. Blizzard had a rare win with their choosing of a third party team. Thank God it wasn't in-house. I do lament some of the art styles of the character models, but post release, the game spoke for itself and we were lucky that it could be ignored.
@AlanW3 ай бұрын
This was fun! A couple of things that may or may not be interesting When I was at Borland, we pronounced `_stdcall` "standard call" We also called it "name mangling" instead of "decorating" when it added the `_` to the exported function names. This term also applies to C++ symbols that get all the fun extra stuff tacked on as well.
@nathanbaggs3 ай бұрын
I’ve always pronounced it “stood” same for the c++ standard library. Also yes I would use the phrase name mangling specifically for the process of differentiating overloads in C++ - but ultimately they’re all kind of the same process
@Mireneye3 ай бұрын
Super appreciate the small added bits of humor. It makes it light and fun to follow, but it never overstays it's welcome! I feel that that's new or something you've become more accustomed to, regardless I dig it!
@zerocks883 ай бұрын
desperately looking forward to the follow up for this project!!
@quicksilver_x3 ай бұрын
I love how adequate the pacing and pauses are in your script. It gives me time to absorb what you said.
@anhi3992 ай бұрын
Incredibly funny, super interesting, clear and fast presentation--a very easy sub! Can't wait for the part 2
@armsofundertow983 ай бұрын
This was awesome to watch. I really hope theres a part two where you get everything working
@marcuskobel65623 ай бұрын
Yes, please make more of these videos. It's fascinating to see someone doing this kinds of hacking in old games. It's like magic to me being created and explained how it works.
@saidmouhoun3 ай бұрын
We need more content like this in youtube. I like the rythm and how you follow your though step by step. Even the thing that you try and than work "kind of" Really great content. You deserve all the success in the world.
@knauz213 ай бұрын
1:27 appropriate reaction to implementing anything in vulkan
@HowToMolly3 ай бұрын
Did you get any inspiration from one of the projects on Github? As they modernize D1 and D2.
@napsage3 ай бұрын
Alternate title: Man tortures himself to death for views. I used to be a full stack dev. I have very basic knowledge of game dev. This video basically broke my mind. You are a very skilled and patient man, great work!
@SmallSpoonBrigade3 ай бұрын
Especially, given that there's already nGlide that allows you to use Vulkan for glide games.
@butterparty3 ай бұрын
It's super satisfying coming along for the ride with you to fix all these problems without the 4 weeks of debugging and hair pulling! A nice change from the day job, thanks! 😁
@warriordx55203 ай бұрын
Please contact the devs and look at the engineering of D2 Annihilus: Souls of the Rift mod (best looking d2 mod out there by far). It's absolutely amazing how far this mod have come.
@em00kАй бұрын
This is the second video I have watched of yours where I feel you don’t exactly deliver on the title :) I totally get the Herculean size of these projects, one where is seems you are the only person ever in tackle the problem! Great videos.
@DraconianEssence3 ай бұрын
Every time I think about getting into programming, I see videos like this and I just go "you absolutely have to be a bloody insane. Kudos to you man. I enjoyed the video.
@nathanbaggs3 ай бұрын
This work represents quite a niche area of programming, it’s definitely not something you’d be doing as a beginner. If you want to learn then don’t let this stop you (:
@MarkusK_3 ай бұрын
25 years you say? Damn I feel old now 😅 This game had been a LAN party evergreen. I gotta say I really enjoy this series where you tinker with games from that era 👍
@nathanbaggs3 ай бұрын
I am enjoying tinkering with them (:
@rnts083 ай бұрын
Feeling old? Yes my little brother played d2 at LANs after I already started working. 😅
@ArneSchoberUS3 ай бұрын
Please continue this is nice! It's a well sized pet project. And the glide API seem not to be too large. The Pow2 stuff is probably cannot handle non-pow2 textures and the engineer who designed that API struggled a bit how to formalize this in C. Maybe you could record all the commands into a data-buffer and then once per frame when you flip you process that "recording" so you have more context, can batch more, process the buffer in multiple passes and synchronization should become also easier.
@cianmoriarty73453 ай бұрын
6:13 creating different windows with different resolutions for different parts of the game is absolutely what it does. Back in the day you used to hear a definite click from your CRT monitor when it would change resolution as it went into different parts of the game such as the splash screen, the cinematics, the game itself. Probably because back then it was probably_much_ easier to change resolution than to rescale a (for the time) high bandwidth prerendered video.
@amigo8872Ай бұрын
Hello I'm Brazilian I speak little English, It's people like you who make the world a cool place to live, what a cool idea, your love for the game, keep it up please. with your ideas.
@amigo8872Ай бұрын
espero que voce termine o projeto
@theRemyLuna2 ай бұрын
I love so much how you are sharing this music with those that might never otherwise even thought to listen. Thank you for taking time to share your love of great music.
@gustavaggeboe70142 ай бұрын
This is one of my favorite projects of yours. Insanely cool idea, and you are the perfect person to do it. I feel like there's a huge Diablo 2 community that would be very greatful for this, if it gets developed further. Any plans on making it open source for people to continue the project?
@PrimeRetroGamer3 ай бұрын
I ain’t no programmer, but my takeaway from this video is that reading stuff, explains stuff. 😁
@nathanbaggs3 ай бұрын
Always read the docs
@beardedchimp3 ай бұрын
@@nathanbaggs I saw what "smallLodLog2 is the logarithm base 2 of the largest dimension of the lowest resolution mipmap" did to your mental health and in this case I think it is best advised to never read the docs under any circumstance, unless you openly welcome psychosis.
@felipecaetano153 ай бұрын
Your videos are amazing. The technical content is solid, and you present it in such a fun and engaging way. Really enjoyed it!
@nathanbaggs3 ай бұрын
Thanks! It’s been a lot of work and practice
@first-last5572 ай бұрын
great video! vulkan is terrifying. have you considered looking at cross-referencing functions from two different games on similar engines? (i.e. using Thief 2 to find code in System Shock 2, or something like that) being able to look at the codepaths of almost-identical things is IME a good chunk of RE work
@danielmorgan27592 ай бұрын
I work in COBOL, and it's amazing to see someone - ANYONE - working at this low-level of development as well. Looking forward to seeing part 2!
@DUBSkyLinEx33 ай бұрын
The video got me hooked the whole time, really like how you explain things and show the steps how you got there
@bublybublybubly3 ай бұрын
Please more content on Diablo 2! It's what I started with for my deep dive into reverse engineering. My plan was to figure out if I can repair my broken PlugY stashes and bring PlugY to the latest version, but I lacked the required level of obsession to complete such a task XD
@Sorain13 ай бұрын
As someone with basically zero programming knowledge, this is exactly the level of authoritative I want to sound as a DM when the NPC wizard explains what is wrong with their ritual and thus they need the PC's to do a thing.
@hollenwanderer2 ай бұрын
Very cool, as a graphics programmer my approach to decoding the textures would have been to do it on the fly in a fragment shader as they are sampled - sampling textures and looking up their values in a LUT is exactly the sort of thing programmable shaders were made for :D
@Arokuara3 ай бұрын
I've been trying to do something like this with Asheron's Call with little luck. I did get the render distance bug fixed though by trying to force it to try and read the d3d9, and adding triple buffering in the INI file. However if we could get modern direct-X or Vulkan working it would be a game changer. Most people playing AC though unfortunately are completely okay with playing it on a original CRT screen, and have no interest in making the game look better. So working on this alone has been a headache as I have to pioneer, and figure it out on my own. Good luck to you though on getting DII to render in Vulkan; you're almost there.
@OneMeanDragon2 ай бұрын
when i looked over the one by referancing sven repo from a user named balrog came up, when i looked over that it looked to have d3d11 support so how far up the chain do people want it, 12 would be cool but thats overkill, even vulkan would be overkill but would like to see it, then you could hook into the game and update spellcast gfx with particles etc lol
@benjaminaburns3 ай бұрын
Ok this is fantastic content. You got so much accomplished in only 4 weeks. Having access to documentation and modern tools like ghidra makes all the difference.
@MaylorTaylor3 ай бұрын
as a full time web dev but never touched game dev..this was fascinating to watch - keep it up!
@dn2753 ай бұрын
This is super cool stuff and really fun. I love these videos and am diving into graphics programming myself. I want to eventually get to the point where I can get into debugging some old games!
@CliftonWood3 ай бұрын
@Nathan - Amazing work! Take a break and let us know if or when you are going to come back to this project!
@LuizCarlos3D3 ай бұрын
What great content! There's so much more to it than "just" the port. Congratulations for the content showing the, probably, most useful engineering skills: read the docs, debug, logic... First time watching your video and I've already subscribed! Will definitely make my paternity leave better 😂
@rompeldipp84883 ай бұрын
You sir, despite not finishing the project yet, deserve a cake. God damn that was satisfying thank you 🎉
@MandatoryHashTags3 ай бұрын
I have been in software since 2014. I work mainly in Web Development, and application development. This was immensely fun to watch; on multiple levels. You explain things very well, I realized some of my problems are in contrast very simple, and also that I would have enjoyed doing C++ development had I taken that road. I learned Basic, and then just skipped ahead to PHP, Javascript for Web Development and eventually Python and Go to do Application development. What little C++ I learned was for a little course I took in 2017 on game engines. Seems like no matter the language or skill level of the developer everyone always runs into those silly off by one errors.
@FirstnameLastname-sw1ry3 ай бұрын
Woah!!! Look at that character selection screen. That has to be the oldest of the old. How cool is that? I love it!
@1NSH4N33 ай бұрын
It was a fun watch to see what goes in the back in trying to make a custom render mod. In my opinion, the best option to keep the game pretty much stock is D2DX (glide wrapper), also it has some similar visual extras / mechanics you can add like those present in devilutionx.
@Kirillow3 ай бұрын
God damn I like this channel. I have very little idea about what you are doing or what your are talking about but its like an ASMR kind experience. I just enjoy watching people who know their stuff doing things.
@king_james_official3 ай бұрын
this has got to be the most awesome computer related project i've seen in a while!!!! great work man, hope to see more things like this
@JoeBurnett3 ай бұрын
This was great! Thank you for attempting this and sharing your journey!
@Socrates21stCentury3 ай бұрын
Dude, that was amazing ... please finish and show the working game !!!
@shaylinjames27292 күн бұрын
Do I know anything that you said? No, not a clue. But the way the format was presented, made it infinitely better. Also Diablo 2 is my favorite game and I just happened to stumble upon this video. Well done.
@ericneuman91303 ай бұрын
This is great - can’t wait for part 2! Please keep up the great work! We are all cheering you on 😊
@sunfos3 ай бұрын
Insane video presentation. Love the synopsis of the work process.
@MindCaged3 ай бұрын
Every time I start to think myself something of a computer expert I see videos like this and am left in awe of how much stuff goes /straight/ over my head. To be fair I doubt there's anybody in the world who can possibly know /everything/ about every aspect of computing, it's just too broad a subject for the human mind to completely hold. I've often wished I could and could learn about all the computer topics I've ever wondered about, or been able to figure out how to fix any niche things I want to mess with but just lack the time and memory space in my wetware to hold that knowledge.
@lemagreengreen3 ай бұрын
Graphics programming is and always has been a particular witchcraft even by programming standards. It was complex enough back in the Glide and OpenGL days, these days... who knows. Also why there is just a small handful of engines powering most games these days, it has become incredibly specialised. They used to give a crash course in OpenGL back in my day but I think this is near enough impossible for modern APIs like Vulkan.
@cromulence3 ай бұрын
Cool stuff most definitely, but there are glide wrappers out there - you should have a go at making a wrapper for some really obscure format like ATi CIF or S3 Toolbox!
@BananaWorld20003 ай бұрын
I have been searching last night for old aprg graphics rework and than this video pop up for me, amazing algorithm u deserve my sub!
@GdfeltDev3 ай бұрын
Ah, I want a part 2! Also would you consider providing the glide translation code you end up with to the community?
@kidman25052 ай бұрын
I'm not a coder but I've had to use plenty of technical documents/guides, and it's always like this. Once you figure what's trying to be said, the reaction that occurs 100% of the time is, "OHHHHH, why didn't they just say ______?" lol Great Video!
@BurnBabylon19903 ай бұрын
I still play it to this day for 24 years straight. I love Project Diablo 2 it's really cool made to even refresh that good old looting experience. I am hardcore loot addict but only 2 games can give that. Torchlight 2 and Diablo 2 Lord of Destruction. Best games ever.
@baciucatalin21993 ай бұрын
I don't understand most of what you are saying but I understand enough to find this quite entertaining and fun. Keep it up!
@TheOracleFile3 ай бұрын
Thanks for another very interesting video. I don't blame you stopping at some point where it would end up in a lot of effort without a real benefit. But the best of it is you being honest about the time it took you to get it to run, showing your own mistakes and when you don't understand something in the first run. Though sometimes I wish more details or shared code base to better understand how it works.
@malbeth87003 ай бұрын
Wow! Great work so far! Can't wait to see more progress into this! Don't give up!
@brandonfrancey55923 ай бұрын
I did a Computer science course, mostly creating and editing databases, which in a sense most games are, but never got into graphics or hardware. It's been years since I've programmed anything and I'm completely out of my depth with current software, but watching this I could feel some of it coming back. The enjoyment of even just editing a text file and seeing it appear in the running game. I may have to create something some day soon.
@LightTheMars3 ай бұрын
Now do this for Sacred Underworld! There are older patches for it but none of them work great on modern-modern hardware either. Fantastic work with this video.
@sylvainfrancoeur59053 ай бұрын
Very interesting topic. Thanks for sharing! Remind me when i was reverse ingeneering protocols to communicate with old devices that was left unsupported and making them compatible with present protocol. And GL with synching if you ever do, that really doesn't sounds fun with at all :D
@naxxtor3 ай бұрын
Having recently spent at least a day trying to render a single triangle with Vulkan, i appreciate this video.
@yah31363 ай бұрын
Nice video, lot of memories (3DFX/GLIDE and Diablo). Hope you will continue this serie, I would love to see the final result. Thank you
@RenninganEA2 ай бұрын
- I'm a software developer (Android-Java) - I have no idea whats happening for 95% of the video - I'm waiting for part 2
@ulior283 ай бұрын
Came for the coding stayed for the "VUK" error out of date "kahar" and "wuz" popup, keep it up bro!!!
@greatemeraldoz2 ай бұрын
I may be stupid here but wasn't d2 remastered with modern graphics? I mean I bought it and played it. Graphics seemed pretty modern and you can even hit a button and see what it looked like back in the day. Please explain to me the difference.
@orestes_io3 ай бұрын
This is such an interesting video. Love the debugging skills, the research, the ingenuity. good stuff!
@D4rkS7der3 ай бұрын
Really cool! I enjoyed this video quit a bit! Will you please make second part of this? Btw.: are there gonna be t-shirts with smallLodLog2? :D
@thantul3 ай бұрын
great video! very appreciate the work you've put into this and takes me back to my C++ graphics classes
@ThatKidBobo3 ай бұрын
Downloading a Glide Wrapper and using it improves Diablo 2 alot. It'll be interesting to see what this improves over that way of playing.
@sebastianramadan7863Ай бұрын
There exists the concept of largest object, which is a sequence of contiguous bytes. It tends to vary from storage duration to storage duration, though I'm convinced mmap transcends mere ISO-compliant storage durations. Structs may contain implicit padding after the first element, between elements and/or at the end. We're kinda meant to serialise them to some expected format but 🤷♂️ that be less time for shopping
@Bobbias3 ай бұрын
While I do appreciate the smallLodLog2 joke, I do hope that was purely for comedy's sake. Its quite clearly the base 2 logarithm of the largest dimension of the lowest resolution mipmap. How hard is that to understand?
@LinguisticMirage3 ай бұрын
Not everyone has 100% energy at all times to understand. Even i sometimes dont understand simple text if im tired enough
@phitsf54753 ай бұрын
ok smartypants
@bide76033 ай бұрын
I really do hope this comment is for sarcastic effect…
@Bobbias3 ай бұрын
@@bide7603 facetious at best, but yes.
@8manifest1433 ай бұрын
Really interesting video. Not a good programmer, but conceptualizing things in the particular way you bring them to light, is thought provoking. Thanks for sharing!
@RaisinsO2 ай бұрын
Even though I did not understand anything, it was fun to watch and listen to the explanation. Thanks!
@RawFish2DChannel3 ай бұрын
I always wanted to do something like this, I tried to do the same with Red Alert 2, but it's using software rendering, and without a lot of modifications it's impossible to hook it up to modern graphics API... It's probably possible to modify game code for that, but I'm not good at reverse engineering and reading raw assembly to figure out what game does. There are also few other very old games I want to try it on, like Cutthroats: Terror on the High Seas (great game, buggy, with outdated graphics, but very good and hard game) and Corsairs Gold, haven't checked how they render stuff yet. Great video, subscribed 👍
@ScandalistRick3 ай бұрын
Nathan, thank you for highlighting how truly minimal my computer/coding knowledge is. I need to switch to something light, let me go take a look at the quantization of energy and the probabilistic behavior of energy quanta... Or something...
@S1ckbg3 ай бұрын
This is exactly the kind of videos youtube loves to show me at 4 am in the morning and i live for it