5:10 Uh-oh. Is anybody going to point out that world and universe are the same? World is often used to mean planet Earth, but it really means universe / cosmos. To be fair, the analogy still holds, if the "outer" universe is removed, due to e.g. the many-worlds-interpretation of quantum mechanics providing a linguistic precedent and concept. What is beyond the world / universe / cosmos? We don't know. You do you though, this has no bearing on what you call the concepts in your code. (Please use parent & child instead of father & child, which Unity does. 🤦) My irrelevant nitpicking aside, these videos are both very entertaining and quite informative. I am very partial to the presentation and the overall perspective. It is good to have the option to use bson, which is simply binary json (that Cereal apparently supports, as per the video). Especially for files, that don't absolutely must be text. Many people prefer text files for development data and binary files for final data, as the latter is more compact and faster to parse on top of that, but the former can be trivially inspected, fixed and merged.
Didn't think about that, indeed, it might make sense to re-name Universe into a World Manager, or just come up with a different naming scheme entirely. The thoughts on using text for development and binary for production makes sense to me especially considering that multiple people might work on a single project. Thank you for the support.
Hey i am also dumb so i will ask question to same dubness but more experiencess human entity Is it good idea to make game editor separate programm that will somehow load game code and edit save files itself when running game to show game world and its transforms? Or it is better to somehow implement editor into game loop and idk like turn it off somehow in release version??
I wouldn't dare to say how it SHOULD be done, but I ended up making the Core a static library and the Editor a separate application (with the intent that games are also completely separate and would have no editor code in them). You can check out the latest video to this date.
that would be quite the piece of work. blender has been released since 1995, so that'd be 29 years of work. but here's the catch: more than one person worked on blender.
your videos are super informative and entertaining, keep it up!
Thanks. Glad to hear someone found this informative.
Definitely one of my favourite game dev youtubers.
Love it
I am with you for this whole insane journey
Insanely underrated channel, you are the goat o7
5:10 Uh-oh. Is anybody going to point out that world and universe are the same? World is often used to mean planet Earth, but it really means universe / cosmos. To be fair, the analogy still holds, if the "outer" universe is removed, due to e.g. the many-worlds-interpretation of quantum mechanics providing a linguistic precedent and concept. What is beyond the world / universe / cosmos? We don't know. You do you though, this has no bearing on what you call the concepts in your code. (Please use parent & child instead of father & child, which Unity does. 🤦)
My irrelevant nitpicking aside, these videos are both very entertaining and quite informative. I am very partial to the presentation and the overall perspective.
It is good to have the option to use bson, which is simply binary json (that Cereal apparently supports, as per the video). Especially for files, that don't absolutely must be text. Many people prefer text files for development data and binary files for final data, as the latter is more compact and faster to parse on top of that, but the former can be trivially inspected, fixed and merged.
Didn't think about that, indeed, it might make sense to re-name Universe into a World Manager, or just come up with a different naming scheme entirely.
The thoughts on using text for development and binary for production makes sense to me especially considering that multiple people might work on a single project.
Thank you for the support.
amazing work, hope you get into material system with pbr and model loading
Nice! good job
Hey i am also dumb so i will ask question to same dubness but more experiencess human entity
Is it good idea to make game editor separate programm that will somehow load game code and edit save files itself when running game to show game world and its transforms?
Or it is better to somehow implement editor into game loop and idk like turn it off somehow in release version??
I wouldn't dare to say how it SHOULD be done, but I ended up making the Core a static library and the Editor a separate application (with the intent that games are also completely separate and would have no editor code in them).
You can check out the latest video to this date.
Great video, I think there is a way to disable that right-click menu in File Explorer with a registry tweak, I'm not sure though.
I found some github repositories that have an executable to remove that pesky menu later.
Let Him Cook!
I like your content
Thank you :')
Remake blender with good UI pls
I first need to learn how to use blender myself...
that would be quite the piece of work. blender has been released since 1995, so that'd be 29 years of work. but here's the catch: more than one person worked on blender.
Wait till this guy gets a hold of maya
fuck boost its way too big and you wont even use all of its features