Coding Adventure: Clouds

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  • Опубликовано: 25 июн 2024
  • Clouds are lovely and fluffy and rather difficult to make.
    In this video I attempt to create clouds from code in the Unity game engine.
    Project source (Unity, HLSL, C#) is now out of early access:
    github.com/SebLague/Clouds
    If you'd like to support the creation of more videos like this, please consider becoming a patron:
    / sebastianlague
    Learning Resources:
    killzone.dl.playstation.net/ki...
    www.diva-portal.org/smash/get/...
    patapom.com/topics/Revision201...
    www.gamedev.net/forums/topic/...
    Assets:
    Mouse flight: github.com/brihernandez/Mouse...
    Plane model: www.turbosquid.com/FullPrevie...
    Music:
    "Hypnothis" and "The Show Must Be Go" by Kevin MacLeod (incompetech.com)
    Licensed under Creative Commons: By Attribution 3.0 License
    creativecommons.org/licenses/b...
    Notes:
    I made a mistake at 2:12 in saying that the closest point is guaranteed to be inside the adjacent cells, it’s possible to get arrangements where the nearest point is two cells away orthogonally. This doesn’t seem to occur much as I never noticed any discontinuities in the result, but worth knowing.
    Chapters:
    0:00 Intro
    0:56 Worley Noise
    3:12 Image Effects
    3:50 Raytracing... a Box!
    5:14 Raymarching Cloud-ish Shapes
    7:10 Light Scattering Theory
    8:26 Mishap Montage
    9:22 Final Code
    9:44 Cloud Editor
    11:31 Final Demo: Flying Through the Clouds

Комментарии • 2,2 тыс.

  • @SebastianLague
    @SebastianLague  4 года назад +1223

    Hello, hope you enjoy the video! It was a lot of work getting this far, but definitely still have a long way to go. Clouds are tough! I'd love to hear your thoughts about how they could be improved.
    Links to all the resources I learnt from are in the description if you'd like to know more.
    Edit: I made a mistake at 2:12 in saying that the closest point is guaranteed to be inside the adjacent cells, it’s possible to get arrangements where the nearest point is two cells away orthogonally. This doesn’t seem to occur much as I never noticed any discontinuities in the result, but worth knowing. Thanks to everyone who pointed it out.

    • @redrolacitebahpla
      @redrolacitebahpla 4 года назад +5

      Love your videos!

    • @polygorg
      @polygorg 4 года назад +2

      Cool videos!

    • @owenhey3187
      @owenhey3187 4 года назад +22

      That extremely well put together and entertaining - and the final result is amazing. Any ideas on how you are going to optimize it? Since you are already doing basically everything on the GPU, what other optimizations exist? Thanks!

    • @wistlov9248
      @wistlov9248 4 года назад +2

      That looks absolutely stunning! You inspire me so much😄

    • @OsUltraBug
      @OsUltraBug 4 года назад +2

      It looks awesome, I would like to know if it would be feasible to actually simulate the clouds as they are in real life (as in simulate condensation, evaporation, etc.). It would probably be too much for a GPU to handle so my suggestion would be to hand it off to a server that would then stream the simulation and it's just a matter of rendering.

  • @Why485
    @Why485 4 года назад +8622

    It was quite a shock seeing my aircraft controller randomly show up in this video! I'm still laughing. Thank you for the shoutout!

    • @terrybeckett2512
      @terrybeckett2512 4 года назад +84

      subbed to you awesome content on your channel.

    • @level5822
      @level5822 4 года назад +30

      Hello fellow DCS player

    • @terrybeckett2512
      @terrybeckett2512 4 года назад +14

      @@level5822 Thanks a lot for mentioning that game name I've finally found the kind of game I've been looking for since months
      ^-^

    • @lukelader
      @lukelader 4 года назад +1

      @@Beengus I know english. you know not

    • @Beengus
      @Beengus 4 года назад +24

      @@lukelader It was a joke you fool. Couldn't you tell, you tool?

  • @bipstudios2573
    @bipstudios2573 4 года назад +2780

    "Every day the clouds would float past my window, taunting me."
    Hahaha, love your videos!

  • @supermatt614
    @supermatt614 4 года назад +1667

    As a pilot, can confirm that the end is pretty damn accurate to what flying in a cloud looks like.

    • @leaderofcommunistchina1427
      @leaderofcommunistchina1427 4 года назад +184

      Scary as hell when going through zero visibility near terrain. Avoid whenever possible. Had to go through some thick fog up in Indonesia once and basically had to trust the console with my life

    • @user-qp3qj2jv6f
      @user-qp3qj2jv6f 4 года назад +51

      @@leaderofcommunistchina1427 man, you have some hardened steel balls

    • @ClokworkGremlin
      @ClokworkGremlin 4 года назад +72

      It better be, the rendering technique he's using is pretty close to physically accurate for how light behaves when passing through a cloud.
      (He could upgrade his raytracing to photon mapping or even path tracing, which would make it as close as possible, but his GPU is already visibly struggling.)

    • @motsgar
      @motsgar 4 года назад +4

      @@ClokworkGremlinwould it be possible to write a shader like this in blender and make it look really good?

    • @ClokworkGremlin
      @ClokworkGremlin 4 года назад +5

      @@motsgar probably. I dont know much about Blender, but hes got most of the theory in the video so if you follow along and look up the right equations you should get a similar output.
      The thing I'm not sure about is the shader runs using the compute-shader raytracer he wrote a few videos previously and then upgraded in a subsequent video.

  •  4 года назад +308

    In 2011-2012 I and my friend watched your tutorial about how to make a platform game for our final graduation exam. After 8 years both of us now are technical leader/head of dev but your video still bring new things for us, always! Thank Sebastian, you always a part of our career path.

  • @darkking571
    @darkking571 4 года назад +1487

    Sebastian Lague in 2050:
    "Coding Adventure: The entire Universe"

    • @viktorpetukhov727
      @viktorpetukhov727 4 года назад +22

      Quantum Physics

    • @SimplePhysics00
      @SimplePhysics00 4 года назад +11

      ~~I'd pay to watch that~~
      I'd pay to install that

    • @OriginalMrE
      @OriginalMrE 4 года назад +16

      "With a little bit of C# coding using a generation function, I've created New York in the year 2021, a pretty relative look back to what it actually looked like using only coding."

    • @kurtisgibson2929
      @kurtisgibson2929 4 года назад +7

      Depends on what you are emulating but it's entirely possible

    • @pablodelgado744
      @pablodelgado744 4 года назад +2

      "Coding Adventure: Life" xD

  • @beastbum
    @beastbum 4 года назад +2488

    Boids + Clouds + Weathered terrain + simulated fauna + planet generation
    ... equals an unhappy cpu

    • @aikatheshibainu3994
      @aikatheshibainu3994 4 года назад +41

      Came here to say this! He should definitely try this!

    • @sosig6445
      @sosig6445 4 года назад +55

      once terrain generation is done the weathered terrain does not affect performance much...

    • @RaimarLunardi
      @RaimarLunardi 4 года назад +70

      Imagine when he makes the clouds Interact with the mountains...

    • @anandsuralkar2947
      @anandsuralkar2947 4 года назад +31

      Lol GPU*

    • @knightshousegames
      @knightshousegames 4 года назад +20

      The interstellar survival game he has the tools to make will be amazing.

  • @gblawrence034
    @gblawrence034 4 года назад +1337

    Sebastian: makes clouds
    me: woah
    Also Sebastian: casually makes it into a flight simulator
    me: wtf

    • @aquaarmour4924
      @aquaarmour4924 4 года назад +32

      Is this supposed to be funny, relatable, quirky or whatever you normies think is cool nowadays.

    • @gblawrence034
      @gblawrence034 4 года назад +152

      Aqua Armour are you okay?

    • @KatzRool
      @KatzRool 4 года назад +32

      @@aquaarmour4924: when my face when tfw'd
      me: pikachu pogger emoji

    • @aquaarmour4924
      @aquaarmour4924 4 года назад +22

      @@gblawrence034 The question is are you ok? All I see on the internet nowadays are stupid kids using this "meme" format in places where it really doesn't make sense just to act cool. Ever heard of using normal sentences?

    • @gblawrence034
      @gblawrence034 4 года назад +106

      @@aquaarmour4924 you seem extremely angry at literally nothing

  • @mom0367
    @mom0367 4 года назад +44

    I love watching this guy be good at coding instead of using my time to actually learn coding.

  • @wanderingheath
    @wanderingheath 4 года назад +689

    No matter how good I think I’ve become, I watch something like this and feel like I’m coding in crayon.

    • @matube600
      @matube600 4 года назад +31

      same man this guy make feel waaay too stupid

    • @CodeAsm
      @CodeAsm 4 года назад +32

      I believe in you guys, we can do this :D lets stop watching youtube and start coding (wich is basicly watching youtube browsing stackoverflow for code help, ow and apparently reading papers)

    • @xjonnyd93x
      @xjonnyd93x 4 года назад +26

      He is impressive as hell, but most of the stuff he does takes a lot of planning and a shit ton of math. He is definitely confident in his math abilities, but nothing he was programming was too outlandish.

    • @tear728
      @tear728 4 года назад +26

      @@xjonnyd93x Agreed. The programming itself isn't so bad. Its really the math and knowing how to approach the problem, which is gained by years of experience.

    • @justinflowers9380
      @justinflowers9380 4 года назад +9

      Well, keep in mind the fact that he dedicates a LOT of time into these. No matter your coding skill, if you put effort amd time into it you can achieve your goal.

  • @TruePauperkoning
    @TruePauperkoning 4 года назад +670

    That endshot looks absolutely beautiful. I'm a programmer myself and hope to be this good in the future. Keep it up because im watching every single video you post

  • @hans_____
    @hans_____ 4 года назад +2792

    No wonder I can't find a job. Everyone else is smarter than me.

    • @chaomatic5328
      @chaomatic5328 4 года назад +80

      - ᔕጠጠ ᓬェᗆ⊣ ⤙o⊂ ᗜ-ᗜ ェጠᓓጠ
      Hint: look sideway.

    • @Soulixs
      @Soulixs 4 года назад +125

      he's been doing this stuff for over 10 years

    • @user-ec1bd6is1r
      @user-ec1bd6is1r 4 года назад +16

      Do you have a portfolio? If no then there's no chance

    • @Arcaryon
      @Arcaryon 4 года назад +45

      Just get zhe Flammenwerfer.

    • @____uncompetative
      @____uncompetative 4 года назад +178

      hans
      1. These are all a part of a technical showcase of coding techniques
      2. These are complicated because he is using hard mathematics
      3. These are difficult because he is using C#
      4. These are not the work of a hobbyist
      5. These shouldn't discourage you
      6. These aren't fun games
      7. You can do better

  • @Arekkussou
    @Arekkussou 4 года назад +89

    You claim it's far from finished, yet looking at the end of your video, my jaw dropped at how real this feels. Sure, there are artefacts and whatnot, but it looks and FEELS like a natural cloud! You, sir, are living proof that if you arm yourself with the right knowledge, you can create living, breathing worlds out of thin air (and code). I'm instantly liking and subscribing!

    • @BabudroSun
      @BabudroSun 2 года назад +1

      Samewise Gamgee. Super duper impressed.

    • @maxfun6797
      @maxfun6797 Год назад +3

      Except this is a huge plane that is placed on the scene, and won't generate realistic, indivual clouds. Can't create other weather phenominons. Good for demo, but does it work for actual games?
      It does give me an ides though. Using the same method, but individual 3d planes/cubes, but the plotting at and offset from the edge so the fluff doesn't cut off. Then with these individual clouds, different types of clouds can be places near them, and blend them. ... all very heavy effort. Easy to say, hard to do.

    • @holl7w
      @holl7w Год назад +1

      There was a short clip of the real clouds in the mountain in this video. The clouds were behaving very differently (they had physics) while this is just a 3D texture and not simulated with molecular precision (🤓) (or just acting like real clouds and have physics). There is new techniques (🤓🤓🤓🤓🤓) that have better performance and have better clouds.
      I hate myself.

  • @Encysted
    @Encysted 4 года назад +470

    The ending is absolutely gorgeous.
    The little touches like the plane leaving wing trails in the clouds are really cool.

    • @kurtisgibson2929
      @kurtisgibson2929 4 года назад +13

      I actually didn't notice that

    • @chaomatic5328
      @chaomatic5328 4 года назад

      @@kurtisgibson2929 me either.

    • @Kokonutzlz
      @Kokonutzlz 4 года назад +2

      12:18 and 12:22 are where it's visible. I don't know if that came with the plane/controller simulation, or if Sebastian did that himself.

  • @MrMusAddict
    @MrMusAddict 4 года назад +1989

    Excellent work! I have 2 suggestions:
    1) If it's possible, I recommend adding a 4th dimension into your noise. That way you can do a 4th dimensional offset, which will simulate condensation and evaporation.
    2) See if you can send the terrain data back to the noise function. You can then use the heightmap to prevent the clouds from clipping, and maybe even shape the clouds over the mountain like in your IRL video.

    • @SebastianLague
      @SebastianLague  4 года назад +260

      MrMusAddict Interesting ideas, thanks!

    • @zoewalker2064
      @zoewalker2064 4 года назад +32

      i would love to see this implemented. love the video @sebastian

    • @nilslorand
      @nilslorand 4 года назад +81

      can't wait for Coding Adventure: Clouds 2

    • @Poolie
      @Poolie 4 года назад +23

      @@SebastianLague Would love to see a follow-up in later videos!

    • @NBsTube
      @NBsTube 4 года назад +40

      You managed to turn something I thought was pretty hard to implement and even understand the papers related is quite hard, into something really easy to follow and achieve with some good patience and tweaking, I also vote for a part 2!

  • @abdel4455
    @abdel4455 4 года назад +28

    "..., but every day, the coulds would flow past my window, taunting me."
    There's not many places you can use that woah

  • @zubrach5931
    @zubrach5931 3 года назад +7

    this guy : trying to simulate clouds for weeks.
    cyberpunk 2077 : P R E D E F I N E D

  • @BakersTuts
    @BakersTuts 4 года назад +706

    Would be nice if the clouds casted shadows onto the mountain surface.

    • @timh.6872
      @timh.6872 3 года назад +65

      Would be nice, yes, but very GPU-intensive. Would need to map the procedurally generated clouds onto the terrain, which essentially means the cloud sampling fragment shader is running on every pixel. Perhaps just running it per vertex and filtering it would be enough...

    • @Alex-op2kc
      @Alex-op2kc 3 года назад +2

      Nice find

    • @Mystixor
      @Mystixor 3 года назад +60

      Just rendering the noise to a texture (2d slice of the center of the clouds (densest area)) and then instead of rendering a shadow map as usual directly projecting the noise onto the terrain as occlusion values in the terrain shader should work out nicely.

    • @TheFinalVibes
      @TheFinalVibes 3 года назад +9

      Baker... Odd finding my favorite call of duty editor back in the day (the one who taught me AE nonetheless...) on a unity video hahaha

    • @sr-fk9dz
      @sr-fk9dz 3 года назад +2

      @@timh.6872 one way to do that is to just continue the ray down the light source in the shadier instead of just stopping at the intersection, then update the ground textures alpha color where the ray landed.

  • @wesleyvant7787
    @wesleyvant7787 4 года назад +442

    Me: " yeah that works"
    *Looks at hello world program with 473 errors*
    Me: "well guess i'll watch another coding adventure"

    • @z-beeblebrox
      @z-beeblebrox 4 года назад +56

      lol, yeah me: writes a script where all it does is spawn a cube when you click the mouse, which has literally more errors than there are lines of code
      also me: "let's look up how to code clouds!"

    • @CodeAsm
      @CodeAsm 4 года назад +6

      I started with BASIC, print loop: "Hello world!"
      Now Im not allowed to use GOTO anymore :( I GOTO clouds and dream. Syntax error

    • @anandsuralkar2947
      @anandsuralkar2947 4 года назад +1

      Lol

    • @Knightfire66
      @Knightfire66 4 года назад +1

      hahahaha i deinstalled cisual studio because i got so much errors with hello world xD (and on vs u get a sample of hello world code xD)

    • @davlad32
      @davlad32 4 года назад

      This is too real!

  • @blainemobius2697
    @blainemobius2697 3 года назад +9

    Holy crap, those are some of the most legit clouds I've seen in a game engine. I love this. Idk where I would even start with something like this.

  • @NewbNinjas
    @NewbNinjas Год назад +7

    Holy! Man, this is crazy. I was looking for a tutorial on how to make clouds revolve around a planet (view from a spacecraft in space) just to dolly up one of my low poly planet models. This is way beyond what I need but I'm in awe of the depth and knowledge you have on this. Fantastic work.

  • @bobthedeleter
    @bobthedeleter 4 года назад +404

    Imagine:
    A fully simulated planet with more detailed, naturally eroded terrain that renders as you fly in, surrounded by birds that act like actual flocks, realistic clouds and functioning ecosystems filled with animals that evolve over time.
    That would be the single best simulator Earth

    • @notlegal99
      @notlegal99 4 года назад +41

      microsoft flight simulator

    • @jakeaustin901
      @jakeaustin901 4 года назад +33

      Would destroy any computer we could have 😂😂😂

    • @Danuxsy
      @Danuxsy 4 года назад +15

      look at microsofts flight simulator, it renders the entire Earth without loading screens.

    • @bobthedeleter
      @bobthedeleter 4 года назад +14

      @@Danuxsy yh, but it doesn't have animals or ecosystems does it?
      That was the main point I was getting at

    • @Danuxsy
      @Danuxsy 4 года назад +7

      @@bobthedeleter no but it does have all the other things you mentioned.

  • @Jabrils
    @Jabrils 4 года назад +500

    for some reason I am both crying & amazed. this was beautiful

    • @sh0unakgg274
      @sh0unakgg274 3 года назад +6

      Sorry but I can't like ur comment
      bcs..
      it will ruin the number

    • @j_respect5948
      @j_respect5948 3 года назад

      Ok great

    • @tattikhatti7917
      @tattikhatti7917 2 года назад

      i know why you are crying

    • @rfisty
      @rfisty 2 года назад +1

      420 likes lol

    • @JustinS06
      @JustinS06 2 года назад

      @@rfisty what?

  • @christianloizou4463
    @christianloizou4463 4 года назад +1

    The amount of effort that goes into creating something that to the untrained eye might seem so simple is incredible. And you’ve wasn’t a sub because you were smart enough to actually do it

  • @TheRABIDdude
    @TheRABIDdude 4 года назад +1

    I love that you always include a quick first person tour of what you create at the end! Beautiful!

  • @dantescanline
    @dantescanline 4 года назад +323

    This is great, i especially appreciate the montage of all the semi failed attempts along the way. For me, this is the most fun part of doing creative code work, searching the space of a new problem and debugging all the strange outputs. It helps this feel less like a rigid tutorial and more like exploring an interesting idea with a friend.

    • @drvanon
      @drvanon 4 года назад

      I totally agree with you!

    • @ETXAlienRobot201
      @ETXAlienRobot201 4 года назад +2

      and sometimes one of your fails is good enough to maybe be a feature in something else (;

  • @BrodieEaton
    @BrodieEaton 3 года назад +2

    7:00 this entire clip is just Sebastian flexing on us with his stunning backyard view.

  • @carlost.9233
    @carlost.9233 4 года назад

    This is absolutely amazing. I especially appreciate that you post the resources that you have found. Please keep doing that, as they seem very helpful, and I may use them in the future myself.

  • @codewing
    @codewing 4 года назад +208

    "We've just created the worlds worst edge detection effect"
    I laughed so hard :D

    • @thomasanderson1416
      @thomasanderson1416 4 года назад +14

      At least I finally got to know how to make an edge detection effect.

  • @centreoftheselights
    @centreoftheselights 4 года назад +238

    As someone with a Masters in Meteorological Physics, this was really interesting to me. It doesn't do a great job of modelling real cloud behaviour, especially in terms of motion over time, but that's understandable since cloud physics are incredibly complex and difficult to calculate. But it did make me understand why a lot of simulated clouds might look and act in the way they do (e.g. mostly confined to a single vertical layer, single uniform horizontal velocity, but good simulation of light effects).

    • @C4CH3S
      @C4CH3S 4 года назад +20

      Oh man. You will have a blast with the new flight simulator Microsoft is making. Check out the videos

    • @kurtisgibson2929
      @kurtisgibson2929 4 года назад +3

      I think he deliberately made it crude due to real clouds taking a lot of computational power

    • @Foxtrot2F
      @Foxtrot2F 4 года назад +11

      Point in gamedev is to fake cloud movement and not to simulate them.

    • @Dystisis
      @Dystisis 4 года назад +5

      ​@@Foxtrot2F Which is a shame, though understandable due to limitations in users' computational power. In interactions we can usually detect the difference between something that's physically simulated and something that's visually faked, and it has a huge impact on immersion.

    • @matthewbadger8685
      @matthewbadger8685 4 года назад +10

      @@Dystisis Not if you're clever about it.

  • @cristianator93
    @cristianator93 4 года назад

    I discovered your channel today and I'm amazed. You are professor material, the way you explain and visualize things for us makes it pretty easy to follow. Your editing also helps a lot. Keep it going!

  • @bkmakesgames4055
    @bkmakesgames4055 4 года назад +6

    Hey. I just found your channel today, trying to find a video about perlin noises. I just started learning about the whole “noise” concept. I couldn’t help but notice how brilliant you and your works are. Even after studying, I just keep on watching your video, getting motivated and craving for more knowledge! Thank you sir, for sharing your talent for free on the internet.

  • @kazemizu6284
    @kazemizu6284 4 года назад +240

    I love your coding adventures!
    I mean, I understand like, a fifth of what you say, because man am I bad at coding, but it's extremely enjoyable even for someone like me to see the project slowly taking shape :)
    Great work pal!
    Have a nice day :)

    • @committedcoder3352
      @committedcoder3352 4 года назад +3

      Hey!! There is a website called Kattis that you can use to improve your programming skills, I definitely recommend it. Also will help with lateral thinking.

    • @kyu5882
      @kyu5882 4 года назад

      @@committedcoder3352 ill try it

    • @SETHthegodofchaos
      @SETHthegodofchaos 4 года назад +9

      To be fair, I dont think this has anything to do with "being bad at coding". Coding/Programming itself is accually quite easy. However, the context or problem and the required math and libraries probably makes this hard to understand and follow without any prior knowledge. Which is to be expected.

  • @anmaral-sharif1381
    @anmaral-sharif1381 4 года назад +78

    Very good result, for performance optimization, you can relay on blue noise technique to decrease the number of samples without compromising visual fidelity.
    For your next coding adventure, I would suggest you to implement "Atmospheric Scattering". Since you already did a terrain generation, as well as cloud generation.
    Good luck

  • @InternetRob
    @InternetRob 4 года назад

    BEAUTIFUL gameplay at 11:45, props to you. The atmosphere is incredible, wow.
    I've never had the chance to experience such tranquillity in a game.

  • @mysporelo
    @mysporelo 4 года назад

    Duuuudeeeee so simple and so far so much things you can do with this simulator! Really love the series, the patience, the voice, and the project!!! Looking forward to see how it goes! Keep up this good work! Shared again of course 😊

  • @_lukasoreo
    @_lukasoreo 4 года назад +225

    Omg i almost understood 1% of what you've done.

    • @ploypoonyasiri1383
      @ploypoonyasiri1383 4 года назад +2

      lol same.

    • @Animadvertens
      @Animadvertens 4 года назад

      I know, right?!

    • @paulvinova
      @paulvinova 4 года назад +6

      Go to Google and type in 'C# docs tutorial'. Same with RUclips, and you'll find a series of tutorials showing you how to programme in C#, and when you get a base underatanding (this takes time) you can play with Unity for free, which also has free tutorials on how to C# code with Unity.

    • @anandsuralkar2947
      @anandsuralkar2947 4 года назад

      Lol

    • @cutliss
      @cutliss 4 года назад +1

      @@paulvinova thx!

  • @grftaNitro
    @grftaNitro 4 года назад +55

    Holy... this looks complicated, good work!

  • @SnutiHQ
    @SnutiHQ 4 года назад +1

    This entire process was mesmerizing! 😍 Learned a lot by seeing your approach to problem solving, amazing work. 💪

  • @drinnerd8532
    @drinnerd8532 4 года назад

    ...and their PERFECT! FANTASTIC JOB, Sebastian Lague!!!

  • @oumaxclg3385
    @oumaxclg3385 4 года назад +36

    Each time i see your coding adventures i just find it amazing... that looks awesome to fly in this wonderful clouds ! Congrats ! 😁

  • @liampeck24
    @liampeck24 4 года назад +9

    That is honestly one of the most amazing projects I've seen, especially rendered in real time! Love your videos!

  • @raulsantandertirado4400
    @raulsantandertirado4400 4 года назад +1

    Sebastian, I just wanted to say that I love your work. Thank you. Seeing that airplane fly gave me some feels. Your work is inspiring.

  • @francyleomatos7104
    @francyleomatos7104 4 года назад +2

    I am Brazilian and even without understanding a word of what you say, I feel wonderful and inspired again with my projects, more than an amazing class, there is a great motivator, I confess that I felt a huge desire to give you a hug and thank you that is why. I feel amazed when people have the gift of encircling with such immercivity. Thanks

  • @sixshotsniper3095
    @sixshotsniper3095 4 года назад +7

    That looks AMAZING
    That final shot of you drifting through the clouds literally was so peaceful I think it lowered my heart rate.

  • @NathanielJohns1258
    @NathanielJohns1258 4 года назад +15

    I applaud all of the work you put into these videos and the end result always amazes me. Keep it up, please!

  • @niklas2810
    @niklas2810 4 года назад

    Your coding adventures are always so inspiring, thank you for your research & work!

  • @garyrandomvids2098
    @garyrandomvids2098 4 года назад +75

    next video:
    Coding Adventure: Universe
    Hey, last month I was studying how the universe formed together, so I decided to make one on my quantum computer, check it out

    • @YyoavV
      @YyoavV 4 года назад +1

      lol

  • @HitchHawk
    @HitchHawk 4 года назад +7

    You're making me want to start doing coding projects again! I love your stuff its always really inspirational, and interesting!

  • @Glyn-Leine
    @Glyn-Leine 4 года назад

    Sebastian you are a blessing! i'm currently in a game dev education and a lot of my fellow programmers follow your videos for inspirations and guidance for how to tackle and implement such features!

  • @walavouchey
    @walavouchey 4 года назад

    Just discovered this channel from this video. I gotta say - the topics covered, explanations and presentation are bloody amazing. I'll be sticking around

  • @blackdragoncool
    @blackdragoncool 4 года назад +8

    Really nice results especially considering the equally beautiful explanations, thank you :)

  • @ThaRemo
    @ThaRemo 4 года назад +3

    Now I want to work on cloud generation myself again, I've also have had that idea in mind for years every time I see them. Nice to see you overcame the hurdle of getting started. Thanks for sharing, it looks great!

  • @laubblaeser_
    @laubblaeser_ 4 года назад

    Detail Noise Scale and Weight really made the clouds shine! Awesome work, keep it up :)

  • @1FelixxileF1
    @1FelixxileF1 4 года назад +91

    "I am making Flight Simulator 2020 at home all by myself"

    • @Danuxsy
      @Danuxsy 4 года назад +1

      Microsoft flight simulator: I don't think so.

  • @sawyerlouise1767
    @sawyerlouise1767 4 года назад +4

    Use the noise map for the terrain on a map to control the density and height of clouds so you end up with those clouds formations over mountains

  • @flatthreee
    @flatthreee 4 года назад +5

    Just seeing the noise diagram he made at the beginning and realizing it was also a voronoi diagram blew my mind

  • @user-uc9vv4ey2v
    @user-uc9vv4ey2v 3 года назад

    These videos are super interesting and extremely comfortable to watch. Keep up the fantastic work!

  • @goozey2544
    @goozey2544 4 года назад +2

    Can't believe one man is capable of so much detail, great job!

  • @xvnexus8814
    @xvnexus8814 4 года назад +191

    ".. I set about implementing this in code" *shows him typing random stuff with his pinky and thumb*

    • @akaHarvesteR
      @akaHarvesteR 4 года назад +15

      Well how else are you going to keep the right hand free for pressing backspace until you get the characters you need?

    • @dfnkt
      @dfnkt 4 года назад +3

      Wait, how do you type?

  • @boggeshzahim3713
    @boggeshzahim3713 4 года назад +12

    I said "YAY!" out loud when I saw that you had uploaded a new video

  • @jumpingjoy7689
    @jumpingjoy7689 3 года назад +1

    seb lague: made an atmosphere, clouds, ray marcher, boids, terrain generation, ecosystem, procedural planets, path finding...
    me: cant stop a cube from falling through the ground

  • @OriFrish
    @OriFrish 4 года назад

    You make it look so simple, and yet, to understand what should be the correct mathematical algorithms and how to implement them... Requires a genius mind. Absolutely stunning, well done!

  • @chad-wyck
    @chad-wyck 4 года назад +5

    You're fucking awesome, the way you breakdown these videos is so perfect. Great work.

  • @Doogledude123
    @Doogledude123 4 года назад +194

    Can you do a coding adventure simulating snow on the ground, packable when something moved over it, using something like this?

    • @ClokworkGremlin
      @ClokworkGremlin 4 года назад +15

      eh... maybe, but you'd probably be better off using something closer to voxel terrain. I believe one of the (PS2-era) Virtua Fighter or DOA games had levels with snow on the ground that would get mashed and deformed by the fighters' footsteps, and it just used a simple heightmap that got knocked down whenever something passed through it.

    • @dutchdykefinger
      @dutchdykefinger 4 года назад +2

      ​@@ClokworkGremlin yeah, a dynamic heightmap sounds like the cheapest solution for sure
      especially that rudamentary implementation.
      for a bit more razzmatazz stencil type of shit,
      you could just project whatever is colliding striaght from the bottom up in orthographic with a hard Z distance limit about as far as you want the deform to be deep.
      map the things that are further away in Z distance with darker shades of grey to make a heightmap (or lighter, depending on which way you want to go), and map them across the whole rgb range (something like "int color=Math.round(vector.z/zmax)*255"), not overwriting any already set values (essentially projected Z -> B/W color mapping to be short about it).
      you could even use lookup tables (read: more bump/heightmaps) to make it even cheaper,
      or or go the other way, and pimp it even a bit more, and allow it to deform terrain other than striaght down,by calculating the inverse angle at which the object approaches it (IE: "player.velocity*=-1" for every axis, and using the outputs to decide where to project the object from, and the factors to which each axis on the target plane should be deformed. (read: the intensity factor for moving the vertices)
      just mix the 2 maps with regular 2d, as in poking in the pixel data arrays with basic maths (multiplication)
      could even do with addition/subtraction alone, or even hard setting values,
      but add/sub wouldn't respect the form of prior deformations as much, unless you made some conditions you can completely avoid using multiplication, and the other (setting) wouldn't respect any old data at all, obviously.
      but that's merely a matter of preference
      the geometry may get a bit busy at some point if you want it to look good though, but that's why these things almost always had a hard count limit with modulo on the array index for good old last-in-first-out. or a decay time.
      tackling that may be a bit more complicated, but i'd opt for something like introducing a view distance falloff for geometry simplification,
      by keeping multiple mesh/vertex datasets at varying degrees of detail/complexity at hand,
      using precalculated positions, and bounding boxes of the deformations outside of the range as texture position and size, to fake your way out of it
      even dynamic unsubdividing is pretty easy if you stick to planes, not harder than calculating pixel or tile array position from X,Y values using the width and height maximums in 2d, as planes have no complexity in the Z dimension whatsoever, it's all still 2d under the hood
      (akin to "index=(ob.x%w)+Math.floor(ob.y/w)" , or "coord_x=Math.round(ob.x/tilesz)*tilesz" and so on...)
      all i know is, i would avoid dynamic geometry complexity like the plague, changing from anything but a plane will mess up the heightmap mapping unless you use a ton of witchcraft, and just duplicating geometry as a seperate object is entering a minefield of z-fighting and collision detection problems, easily the 2nd hardest approach (and not even all that cpu friendly either if the whole process is to be done in real-time)
      they may be more balls to the wall once said and done, but getting there... ugh, i'd rather die of natural causes

    • @ClokworkGremlin
      @ClokworkGremlin 4 года назад +4

      @@dutchdykefinger you're getting deep into risk of over simulation there, honestly. Depending on the snow depth you're looking to simulate, what kind of deformations, and the level of dynamics you're looking at, one of the linked particle simulations 2-Minute Papers has featured might work.

    • @pianochannel100
      @pianochannel100 3 года назад +4

      Snow on the ground is an extremely difficult simulation. Physically accurate simulations of snow on the ground is an unsolved problem.

    • @sousoulefou
      @sousoulefou 3 года назад +1

      Yes ! snow simulation, and also water simulation. This can be great.

  • @jadonut249
    @jadonut249 4 года назад

    This is one of the most inspirational coding videos I've seen. Great work Sebastian!

  • @BDSmithTrucking
    @BDSmithTrucking 4 года назад

    Your videos are always intriguing and that plane part at the end was so relaxing. And the cloud break was a nice touch too lol

  • @TheLeontheking
    @TheLeontheking 4 года назад +4

    Beautiful! With this rich set of parameters, a game could really implement a fluid weather-system. Just imagine, standing at some exposed are, when suddenly the sky starts turning black.

  • @Askerad
    @Askerad 4 года назад +25

    oh YES. now thats something i wanted to see :D

  • @BabosCsaba
    @BabosCsaba 4 года назад

    My mind is blown completely now. Love your videos, and creativity!

  • @codestrudel
    @codestrudel Год назад +2

    This is just amazing. I am impressed by your talent to observe nature and reproduce it in code. Your are truly the Bob Ross of Computer Science. Much love from Germany and thank you for your outstanding and calming content.

  • @dankings5326
    @dankings5326 3 года назад +10

    Basically creates MS Flight Sim 2020 in his spare time "Well that's all I have for now" 😐😐😐

  • @ADunwoody0403
    @ADunwoody0403 4 года назад +14

    Absolutely brilliant! I've been wanting to do my own ray marching cloud shader for many months now ever since I was blown away by Red Dead Redemption 2's clouds. This is a great guide to get me started :D. I'm very curious to see how you tackle the performance limitations.
    Love the videos Sebastian, your style is phenomenal, keep it up. Nice to see a fellow South African producing such quality content.

  • @aqwcom
    @aqwcom 4 года назад +1

    This channel is better than Unity premium. Period.

  • @KeithSwanger
    @KeithSwanger 4 года назад

    The end result is stunning! Very nice work!

  • @davidmonroy2509
    @davidmonroy2509 4 года назад +25

    This is so technically impressive its mind blowing.

  • @petertom2904
    @petertom2904 4 года назад +6

    You are a genius, love the video

  • @MarkGrob
    @MarkGrob 4 года назад

    Nice Clouds Sebastian! I will be watching more.

  • @ColtPtrHun
    @ColtPtrHun 3 года назад +1

    This episode is truly amazing. It was really good to watch. Thank you :)

  • @JimNichols
    @JimNichols 4 года назад +4

    "Messed around till I got what I wanted as a result " said every good coder ever..... bravo the clouds at the end were amazing. Coding sure has changed since the PDP-1170 with the Hazeltine 1500 monitor. ... I will leave that there to tell my age.... lol

  • @feha92
    @feha92 4 года назад +64

    Seeing how a slider were used to move the clouds, I started wondering about maybe doing the cloud-generating algorithm not in 2d as initially explained, not in 3d as it moved to later, but in 4d.
    So points are randomly distributed as before, but this time instead of vec2 or vec, it would be vec4(x,y,z,w), and then for each possible point (still vec4) in structure the distance to closest point is encoded like before. But when rendering, only a 3d box is rendered as before (lock the w-value), and as time passes the box is replaced by "moving" through the fourth dimension. This should make the clouds morph in a continuous manner, never going discontinuous, although might look a bit odd for clouds as they might "morph" into existence where it looked to be relatively empty, or out of existence where it was dense (as if water condenses and evaporates out of thin air).

    • @SirMonkeybutt10
      @SirMonkeybutt10 4 года назад +7

      This is actually a really out of the box good idea, did you come up with this or did you see this done somewhere (no offense)

    • @feha92
      @feha92 4 года назад +13

      @@SirMonkeybutt10 I thought of it myself, and I realized later that its actually a bad idea for clouds (technically, I realized it halfway into writing it, as the last note shows, but by then I had already invested effort in writing it). Granted, the idea is sound if you want a continuous morphing geometry, but that is decidedly _not_ how clouds move irl :p
      I also have no idea how it would actually look, as you would either have 4-dimensional triangles that would somehow need to be rendered, or be treating the fourth component as solely a time-axis (and in that case need to re-generate the geometry each step in time).

    • @TestSubject06
      @TestSubject06 3 года назад +2

      @@feha92 The clouds aren't using geometry here though.

    • @feha92
      @feha92 3 года назад +3

      @@TestSubject06 this is a bit of a necro, so my memory is probably wrong. But was this video not about using cubemarching over 3d noise to generate geometry enclosing volumes where the noise passed a certain threshold? And then using this geometry/mesh to render "clouds"?

    • @cozinoda
      @cozinoda 3 года назад +9

      This is actually how many graphics softwares evolve noise so that it smoothly changes to a different look, though I'm impressed you came up with it on your own.

  • @DrPsychotic
    @DrPsychotic Год назад +2

    wow those clouds are amazing, like youve literally made them perfect

  • @georgeaustin7805
    @georgeaustin7805 4 года назад

    That's absolutely amazing dude!!

  • @seanfitz1234
    @seanfitz1234 4 года назад +6

    I'd love to see them react to terrain or other colliders. to get a 'clouds rolling over a mountain' effect.

  • @robloxsans7915
    @robloxsans7915 4 года назад +8

    idk programming so idk why this is in my recommended...
    i still watched the entire video..

  • @thesleepydot
    @thesleepydot 3 года назад

    holy cow the end result looks gorgeous!

  • @subhamkesh6086
    @subhamkesh6086 2 года назад

    I found this channel yesterday and now I am becoming a dedicated fan. Wow.....

  • @xtc_w
    @xtc_w 4 года назад +8

    This looks great! However, with clouds they actually also obscure light. Maybe in a future video you could try to make these clouds cast shadows?
    Not important, but would be an interesting challenge for sure.

  • @World_Theory
    @World_Theory 4 года назад +4

    I … had my doubts about the realism of this ‘distance from a point’ thing, but the end result look pretty good.

  • @PiotrekPomorski
    @PiotrekPomorski 4 года назад

    Oh lord, that was beatiful! Really inspiring stuff, cheers!

  • @roarroon1666
    @roarroon1666 4 года назад +1

    Magnificent! Really enjoy these!

  • @ltd5352
    @ltd5352 4 года назад +76

    Instructions unclear: class 5 hurricane crashed my pc

  • @MaximQuantum
    @MaximQuantum 4 года назад +3

    The result was so good, I thought the thumbnail was clickbate!

  • @kolegaramic260
    @kolegaramic260 4 года назад

    man the end is soo calm and relaxing. Well, tbh the whole video

  • @MarekNijaki
    @MarekNijaki 3 года назад

    Overall efect looks amazing! Didn't expect it will be so good. Very good video

  • @emberdrops3892
    @emberdrops3892 4 года назад +38

    "Obviously, there's still so much more to do! "
    **By the time, he created a superior version of Microsoft's flight sim, from scratch, in one week or so**

    • @gnupfo
      @gnupfo 4 года назад +5

      The flight sim he made is not:
      -superior to Microsoft's: it has a very limited area, only one plane which only has one function, very monotonous terrain, etc.
      -from scratch (he said he took a premade plane model and controller from the internet and he used his own premade terrain generation)
      It does have amazing visuals though, on which an asthetics-based (rather than function-based) sim could work on.

    • @Nicolai0Nerland
      @Nicolai0Nerland 4 года назад +11

      @@gnupfo You must be fun at parties.

    • @emberdrops3892
      @emberdrops3892 4 года назад +2

      @@gnupfo I meant it as a joke XD Although I think the clouds actually surpass the ones of micr. flight sim (Yes, I do know that the graphic power needed is too much to integrate into a flight sim) have nice day or should I say, cheers

  • @matheuscirillo36
    @matheuscirillo36 4 года назад +7

    Are you planning on adding collisions to create effects like 6:55?

  • @corneliusbuckley8897
    @corneliusbuckley8897 4 года назад

    This is some brilliant stuff! Thanks for all your hard work!

  • @OrangeRadish49
    @OrangeRadish49 2 года назад

    Love your videos! I love how you explain stuff. It's relaxing.

  • @silvertheelf
    @silvertheelf 4 года назад +4

    11:50
    Idk why the scene looks like something out of the mountains of madness if it was a movie.
    Know what, I’m gonna take it all and use it to design my own clouds, and I will have terrain generated by a hydraulic system, I will have animals that will live in an advanced ecosystem... but they can also fall off the world because I just want to see things falling... and I will use boids for herds and flocks of animals.