Hey Yan, that duck on your shirt makes me think of something. Did you remember to take the turkey out of the oven? ;)
@n_x18914 жыл бұрын
Than you so much for your tutorials Yan. This is super fun! I'm building an Oldschool Runscape Clone from what I'm learning!
@bartoss925 жыл бұрын
7:05 Confirmed, mathematicians are not humans :D
@voxelrifts4 жыл бұрын
Mathematicians don't always use Radians.
@laurensscheldeman41215 жыл бұрын
Replacement for the dead cactus! Nice sunny flower!
@Oingoboingo7105 жыл бұрын
This is so underrated thank you so much
@s1nister6885 жыл бұрын
Excited for 3D as well ;)
@CeilingPanda5 жыл бұрын
Something fun to mention when it comes to FOV is that when you implement a camera, if you use a far plane and turn, objects might "go away" when you turn TOWARDS them, due to how squares and distances work. Depending on implementation of course.
@techgo44315 жыл бұрын
0scar1994 which is why in any 3D program the far plane is generally customizable.
@agfd56595 жыл бұрын
When you imagine how the frustum rotates when you rotate the camera, it makes sense
@CeilingPanda5 жыл бұрын
@@agfd5659 It sure does, but in my experience when people don't have an habit of drawing things up to visualize it and mostly look at numbers first, and just try to conclude if it's correct or not by looking at the camera when completed it might throw them off guard, it did for several people at our school when doing a camera :)
@icaroamorim31235 жыл бұрын
Maybe you should do another playlist with all the planing videos. They are nice as "single videos" classes.
@AnilKumar-bh4vt5 жыл бұрын
Don't quit..... Keep going
@Puddlestomps5 жыл бұрын
Very interesting discussion! I am just wondering where depth sorting happens if you batch objects by shader/material. Unless OpenGL does it automagically? Surely somewhere you have to decide on a specific order that you render objects in. Oh, and I would love for the series to get to 3D ASAP! It seems much more interesting than 2D.
@jannis82185 жыл бұрын
The order doesn't matter, OpenGL uses a Z-buffer for depth testing, you can look that up on Google
@agfd56595 жыл бұрын
@@jannis8218 but you have to tell OpenGL to use the depth buffer
@ghosthitthose86812 жыл бұрын
@@jannis8218 is it better to just use opengl's implementation of depth testing for more official games or would your own system be a better alternative
@Aziqfajar5 жыл бұрын
So, does that mean that the camera doesn't exist, but the camera actually transform all the environment?
@zeuglcockatrice46335 жыл бұрын
it means that when you move your mouse in a game you actually rotate the entire game world in the opposite direction
@kutanarcanakgul55335 жыл бұрын
Hey man. I started watching you like 2 days now and i watched 20 videos of your. You have a great content. I haven't see a video about Design Patterns. Can you Series about that?
@sam_is_people11703 жыл бұрын
thanks!!!
@stargazerch.36054 жыл бұрын
Is the Clipping Matrix the same as the Projection Matrix?
@stormsoendergaard30234 жыл бұрын
7:05... well... dang... guess I'm not human then
@JohnHiz14 күн бұрын
It's too late I guess but what app do you use for drawing?
@richardlighthouse53285 жыл бұрын
When will we load custom models into our engine?
@fanisdeli5 жыл бұрын
to load custom models, we will need a lot of stuff we currently don't have. For once, a camera. Then, a 3D renderer, a 3D camera, textures, models, and other stuff I can't think of right now.. also, some other important stuff comes before loading custom models. I don't know when that'll happen, but probably it'll be at least a month. Hazel Development branch already has custom models and all that, you can support him on patreon to get access to that
@richardlighthouse53285 жыл бұрын
@@fanisdeli I have implemented all of these you listed to load custom models. My problem is that the model just doesn't show. and no errors on debug output.
@ronnieoogies21147 ай бұрын
or "Data American is on Point😂🤣"
@Jkauppa3 жыл бұрын
world simplest (or among them) is ray casted cameras
@Jkauppa3 жыл бұрын
not regarding 2d sprites always same view, do your own version of virtua cop
@Jkauppa3 жыл бұрын
camera is a origin point, a direction (point + vector), with a desired surface centered (field of view, angle) on the direction viewing direction, it could be a rectangle or a partial/full sphere, anything, then you map the view to the view port, screen, what might be anything, even a vr sphere, in head mounted goggles
@SarrabiscosPT5 жыл бұрын
What if you are trying to do a game like portal, in which there are multiple cameras at once? Doesn't tying the camera to the scene limit the number at cameras being rendered at once to one?
@techgo44315 жыл бұрын
Sarrabiscos then you just have to give the user the option to create and customize their own cameras which is something all game engine does, the camera that is tied to the scene is just the game engine camera it's what enables people to move around in the game engine.
@MrPool4125 жыл бұрын
Best video ever
@eric-jt4ij5 жыл бұрын
U r The 1
@jaoschmidt378610 ай бұрын
90º is insane? I always play with 120º to 100º lol. I think 100º is the sweet spot
@Jim-sf9qh5 жыл бұрын
It think it would be interesting to see you make a simple 2d game before you go onto 3d stuff.
@industrialdonut76814 жыл бұрын
How did you learn all this stuff that you know lol?
@Destroyer199419954 жыл бұрын
He worked at EA for years as game engine developer
@SoundsOfTheWildYT5 жыл бұрын
Idk this doesn't seem like much of an intuitive explanation of how world space - local (Camera) space - screen space transformations work. Like the individual cases of what happens to the cube when the camera moves are pretty simple, but saying it inverts it to "the cube (and whole scene) gets further away" seems to overcomplicate it, but it might be that I have more experience with Linear Algebra and Affine Geometry having experienced those in my degree before moving over to attempt to understand computer graphics. Interesting discussion though, and great video as always!
@Matt234885 жыл бұрын
I would cast a vote for 2D stuff first.
@seditt51465 жыл бұрын
Dude... It is definitely pronounced Data not Data, idk why you said Data but everyone around here says Data instead.
@0101-f1j5 жыл бұрын
what
@seditt51465 жыл бұрын
@@0101-f1j 9:00
@samuelrasquinha67124 жыл бұрын
@@0101-f1j Hey Peter
@JustARegularPlayer3 жыл бұрын
I surely think it's pronounced "Data"
@clodgozon39685 жыл бұрын
Hello bois
@retroryuu72545 жыл бұрын
Duck
@Ageof3D5 жыл бұрын
Good video, right?
@quanghong39225 жыл бұрын
Hello
@Aldrin.Antony5 жыл бұрын
First
@TanjoGalbi4 жыл бұрын
You over complicated the camera rotation explanation. The cube and all the other objects in the world rotate around the origin of the camera, that simple. The maths are not that simple but the quick explanation that you could have used is 🙂