Just remember: it takes around 1k lines of code just to clear the screen in Vulkan, meanwhile OpenGL, despite being older (but not deprecated yet, at least on non-apple platforms) you can do the same with around 200 lines Good luck
Vulkan is a much lower level API. It more closely represents what GPU hardware is doing than OpenGL, so it's more explicit and introduces some new concepts like pipelines and attachments. Consequently it can be much faster than OpenGL. But there is a learning curve. It takes a thousand lines to set it up, but about 3 lines to actually draw stuff. The pain is all at the beginning. ;)
I stumbled upon your video in my feed and I wasn't expecting to be this entertained. You are a great coder with great comedic timing. This one liked and subscribed. Keep it up!
Nice to see a girl in this community. the voice took me by surprise. Also this is a pretty good channel wth, you must be about to blow up to at least 300K subs
Great work and I hope the best of luck in discovering more about game engines through writing your own, it's usually a futile endeavor since making a game engine != making a game, but I'm the kind of person that was mostly interested in the former and in that case I think it's absolutely one of the best ways to learn about game engines and why they're designed the way they're etc.
Amazing work! You understand the basic functionality of an renderer, planes, shapes, textures, camera and object matrix, scenes, controls and a lot more. I'am impressed. Not everyone understands such these thing.
That's what i like about acquiring knowledge, you can also use SDK of other engines and modify them to support for instance all CPU Cores, and the latest computer hardware in optimized way, but more speculatively. For example, i'd like to see Crysis make potential of all 10 CPU Cores to preserve power for the GPU, etc, I doubt the Remastered uses more than the original Crysis.
What is used for water effect is called a tesselation shader or a geometry shader and it adds vertices to the triangles you send to it and displaces it using various displacement functions (sin waves would not give a convincing water effect)
This reminds me of one of my modules I did at uni where we was using cpp and dx11 to render terrain... although I made mine infinite and wrote my own obj model because I didn't wanna use ASSIMP lol anyway nice work. I know this kind of thing is a nightmare
There is smth soothing abt the accent (assuming it's like British or Australian) it makes me feel like I understand what you are saying when I don't lok av never dabled in custom "engines" seems interesting tho
thanks to be fair I have made post processing shades,and lighting stuff before . Haven't tried depth of feild, emission or motion blur, so need to give that a go. good idea :)
I remember doing stuff like this in JS via the canvas, tons of fun, but man, when you start having to worry about performance and create strategies for loading and unloading objects, that's gonna be loads of fun, gl
@@h..h yes, opengl can work on a lot of platforms and can be used with other multiplatform framework like sdl, so if you want to make an engine for a game from scratch that's the only think you can use nowadays imo. raw directx will only work on windows, and you don't want to make the compat layer yourself... maybe we'll get some stuff to work with vulkan easily but for now just go with opengl, even if its not the most modern thing
@@h..h OpenGL is easy to learn and use, but it won't provide you with parallelism like Vulkan would. One really cool thing in Vulkan is that you can create an asynchronous compute pipeline and offload a lot of stuff to it (like post processing / physics calculations) which will be calculated by the GPU while you are gathering data for the frame instead of waiting on compute shader to be done like it would be in case of OpenGL. Vulkan isn't hard to learn per se, it's just hard to track. I mean try to remember which descriptor set for which descriptor layout with which bindings did you create and did you assign them to pipeline? Oh boy.
Zyger, why do you do this to me? You make a video showing something cool and then, my smooth brain is like "Better yeet all my projects and do something similar but more different" So now here I go to do some Vulkan stuffs. Thanks.
i don't know in which way should i describe my thoughts but here is: literally %99 of RUclipsrs who s do make these gaming or graphics related videos but none of them is actually working in the game industry, they're just RUclipsrs, except Freya Holmer.
i forgot i was watching this video because you got me side tracked to wikipedia. then I got lost now looking at why is there so much Cebuano articles. almost non of it are even related to philipines
any engine written outside of C/C++ (or assembly for that matter) is bad. imho. so you did that REALLY RIGHT :D very impressive job! adding vulkan render output to the existing dx one could be a cool side project and make the engine really cross compatible with lots of platforms.
Engines can be written with Rust too 😊 (maybe Zig and Nim also), Also best to use a cross platfrom rendering abstraction layers such as BGFX, WPGU or Sokol so no need to write in each devices' APIs.
This is cool :D Now make a PBR shader with Global illumination, ambient occlusion. Screen Space Reflections, Bloom and HDR. Don't worry, I belive you on this one 😎😎😎
I remember making a fps engine in away3d without properly using matrix and it did this stupid rotation bug when I manually modified rotation of x and y
subbed cuz I can tell from this video already i'm around like minds lol you explained alot of this in a way that my adhd brain sees a clear process it would take. I'm currently trying to learn some modeling and stuff related to building physics based vehicles for a vehicular combat sim/ extraction shooter set in a dark gritty cyberpunk 1930's california but with accurate soft body physics like beam ng and looter/shooter style dungeons underground.
i thought the same like yesterday or so xD "yo how did i land on wikipedia mobile page" *looks into URL* "wait I'm not wtf" i hope that at least it has dark mode now :D
"did I learn anything?" - Well kind of, I mean technically I guess? That's pretty much the spirit of many CS courses. Took a "computer graphics" course, but turned out most of the work was getting things to work on windows and linux, which is just not at all worth spending time on. The theory is decent though, but I think it's generally not worth learning anything real computer graphics stuff, since the game engine deals with it anyway. If you know the theory it's probably enough.
I love the "My game suddenly disappears in front of my eyes" feature, it adds so much to the aesthetic.
I especially loved the “it’s 3 AM and I’m staring at a wall of code it burns my eyes so much“ feature, it really gives a sense of realism.
You get that in Unity when you have the wrong Z-coordinate or the camera isn't set up properly.
Be prepared Unity and Unreal, cuz we have a new challanger
😎
It looks cool and all, and I get the joke, but to be realistic, Unity and Unreal have better graphics and UI.
@@somebody_2837 u ruined it
@@JustJory Guess you didn't read it properly
@@somebody_2837 😐💀
I like devlogs like these. Doing things that people are scared of and actually making them is something I respect
I wish there were more c++ devlogs
Making a game in c++ (from scratch) // Devlog #1
r/gamedev
The internet
Ptuh
3:26 I love how it says "Mom I programmed this all by myself" as the title of the window.
I love how it all looks like 2000s game graphics and general vibes
Same😊
Programming, gaming, and Vivaldi. There is _hope_ for humanity. Thanks for sharing.
directx is a good option for performance on windows but honestly i think opengl/vulkan is better since it runs on almost everything
great job!
ooh I've never tried vulkan maybe I should then
@@ZygerGFX Just remember who told you to "try Vulkan" so you can ban them from your channel later ]:->
Just remember: it takes around 1k lines of code just to clear the screen in Vulkan, meanwhile OpenGL, despite being older (but not deprecated yet, at least on non-apple platforms) you can do the same with around 200 lines
Good luck
Vulkan is a much lower level API. It more closely represents what GPU hardware is doing than OpenGL, so it's more explicit and introduces some new concepts like pipelines and attachments. Consequently it can be much faster than OpenGL. But there is a learning curve. It takes a thousand lines to set it up, but about 3 lines to actually draw stuff. The pain is all at the beginning. ;)
@@ZygerGFX listen to the masses. Avoid Vulkan for your mental health
i just really like that this video ended with "no" and nothing else XD
5:14 smiley face! :D
That's impressive work ! Great job imprementing all that !
1:19 that sound is from maplestory! Memories...
Man, this would of been revolutionary in 1992!
god damn! are we going to have tetris in real life?!?!
ehh, then I wonder what century unity3d users live in....
there's no DX in 1992
Bruh, you didn't have to massacre my girl like that. She is not my girl but still, bruh. Lol (I know you didn't mean it in a spiteful way)
I stumbled upon your video in my feed and I wasn't expecting to be this entertained. You are a great coder with great comedic timing. This one liked and subscribed. Keep it up!
"And was it worth it?.... No."
I ONCE AGAIN LOVE VEHICULAR MANSLAUGHTER
my bs aside, nice work!
😻vehicular manslaughter😻
Congrats on that.
I am trying to make couple of my own for my first few game projects when I reach to a beta stage.
Nice to see a girl in this community. the voice took me by surprise. Also this is a pretty good channel wth, you must be about to blow up to at least 300K subs
Nice, that looks like it would give me a headache trying to figure out. Maybe one day.
It is, but wait till you learn about Vulcan, boi are you in for a treat :)
The more projects you make the more ideas you can come up with
I’m learning patience andnetwork powerful
"Was it worth it? No" 😂
your window titles absolutely slay me
Great work and I hope the best of luck in discovering more about game engines through writing your own, it's usually a futile endeavor since making a game engine != making a game, but I'm the kind of person that was mostly interested in the former and in that case I think it's absolutely one of the best ways to learn about game engines and why they're designed the way they're etc.
Amazing work! You understand the basic functionality of an renderer, planes, shapes, textures, camera and object matrix, scenes, controls and a lot more. I'am impressed. Not everyone understands such these thing.
I love your maplestory slime/mushroom death sounds
Amazing video that popped up in my recommended tab a few days ago. Nice RUclips algorithm, subscribed.
That's what i like about acquiring knowledge, you can also use SDK of other engines and modify them to support for instance all CPU Cores, and the latest computer hardware in optimized way, but more speculatively. For example, i'd like to see Crysis make potential of all 10 CPU Cores to preserve power for the GPU, etc, I doubt the Remastered uses more than the original Crysis.
what the hell!?!? this is better then any tutorial on c++ 3d engine I could find!
What is used for water effect is called a tesselation shader or a geometry shader and it adds vertices to the triangles you send to it and displaces it using various displacement functions (sin waves would not give a convincing water effect)
Yes that is very true sin waves don't look good. And this is definitely something I want to try at one point.
im blown away by how smart people are!!!
Nice! you created the next Cyberpunk
Every step that u take is worth if u learned something. keep the great work +1sub
Way to go, you're gonna be a new Tim Sweeney!
This reminds me of one of my modules I did at uni where we was using cpp and dx11 to render terrain... although I made mine infinite and wrote my own obj model because I didn't wanna use ASSIMP lol anyway nice work. I know this kind of thing is a nightmare
4:07 is important to me because I learned from you that a Sine Wave creates Wave Effects
i liked the video even tho i got sick of the graphics but couldnt deny the fact that im also building my mind for c++
I think you sea of STOLE my HEART I mean good job
OMG!! that was awesome, I can only slap png image to screen with SDL and make the moving. I will learn how to render 3D later ... great job!!
0:07 Snail dying xD
That exit music tho :3
I see so zyger is becoming the "I made my own" stuff user
That was awesome, just started learning OpenGL yesterday
So I chase now
i heard a very handsome whistle in that background music!
Happy to find your channel! Really enjoyed the video 🔥
Great artistitic value to our world, thx
The terraria music in the background is amazing
wasn't expecting a skylanders reference
There is smth soothing abt the accent (assuming it's like British or Australian) it makes me feel like I understand what you are saying when I don't lok
av never dabled in custom "engines" seems interesting tho
Love the sound effects
Love to see this sort of content :)
I was hoping you did Vulcan not directX since no one uses it anymore lol
Learning is that don't mess just use the pre-existing for sake of simplicity
Cool Video!
now make ambient occlusion, depth of feild, motion blur, emmision, baked global illumintation, and post process shaders.
thanks to be fair I have made post processing shades,and lighting stuff before . Haven't tried depth of feild, emission or motion blur, so need to give that a go. good idea :)
bro got a list of demands lol 💀
Try unreal and you will have a great idea , also implement lods system for mesh
Me when terraria Music 2:53 💃🕺💃🕺💃🕺
I remember doing stuff like this in JS via the canvas, tons of fun, but man, when you start having to worry about performance and create strategies for loading and unloading objects, that's gonna be loads of fun, gl
I just started the other day with Vulkan and wanted to die inside! heheh, fantastic video
@@h..h yes, opengl can work on a lot of platforms and can be used with other multiplatform framework like sdl, so if you want to make an engine for a game from scratch that's the only think you can use nowadays imo. raw directx will only work on windows, and you don't want to make the compat layer yourself... maybe we'll get some stuff to work with vulkan easily but for now just go with opengl, even if its not the most modern thing
@@h..h OpenGL is easy to learn and use, but it won't provide you with parallelism like Vulkan would. One really cool thing in Vulkan is that you can create an asynchronous compute pipeline and offload a lot of stuff to it (like post processing / physics calculations) which will be calculated by the GPU while you are gathering data for the frame instead of waiting on compute shader to be done like it would be in case of OpenGL.
Vulkan isn't hard to learn per se, it's just hard to track. I mean try to remember which descriptor set for which descriptor layout with which bindings did you create and did you assign them to pipeline? Oh boy.
Wow, I can barely make a PowerPoint presentation, and this person just made a graphics engine. I think I need to reconsider my career choices.
Zyger, why do you do this to me?
You make a video showing something cool and then, my smooth brain is like "Better yeet all my projects and do something similar but more different" So now here I go to do some Vulkan stuffs. Thanks.
You're welcome 😅
Relatable dev content
i don't know in which way should i describe my thoughts but here is: literally %99 of RUclipsrs who s do make these gaming or graphics related videos but none of them is actually working in the game industry, they're just RUclipsrs, except Freya Holmer.
Zyger works for rare.inc
i forgot i was watching this video because you got me side tracked to wikipedia. then I got lost now looking at why is there so much Cebuano articles. almost non of it are even related to philipines
I dare you to use Vulkan. One thousand lines of code just to render a triangle. I love it though.
I'll keep praying every day at the shrine of Unity 3D for all the cool 3D things its gods allow me to do.
I like the name "I AM LOSING MY MIND" as a name of the engine.
I challenge you to make a game in it!
That is pretty awesome! Well done. 😀
any engine written outside of C/C++ (or assembly for that matter) is bad. imho. so you did that REALLY RIGHT :D
very impressive job!
adding vulkan render output to the existing dx one could be a cool side project and make the engine really cross compatible with lots of platforms.
Engines can be written with Rust too 😊 (maybe Zig and Nim also), Also best to use a cross platfrom rendering abstraction layers such as BGFX, WPGU or Sokol so no need to write in each devices' APIs.
After the great titan war ended, Gabi moved to the woods of Marley and decided to make games for rest of her life😀
Nice! Which DirectX version are you using?
11
This is cool :D Now make a PBR shader with Global illumination, ambient occlusion. Screen Space Reflections, Bloom and HDR. Don't worry, I belive you on this one 😎😎😎
Impressive!
nice work. Love it!
We all know what comes next: custom game engine.
I remember making a fps engine in away3d without properly using matrix and it did this stupid rotation bug when I manually modified rotation of x and y
thank you , so cool !
Good stuff! How long u been learning dx?
You are not dead!
"mom look i made this all by mysellf" *laughs in intelligent kid*
DirectX is not a physics engine. Its a framework/library for 3D/2D computer graphics.
"Was it worth it.. no!" 😁 Thinks the same everytime i close godot. At least its fun kind of.
I want to make one eventually
I understood none of it but still enjoyed it
“I made a graphics engine… by importing a bunch of libraries that implement much of the hard stuff”
subbed cuz I can tell from this video already i'm around like minds lol
you explained alot of this in a way that my adhd brain sees a clear process it would take. I'm currently trying to learn some modeling and stuff related to building physics based vehicles for a vehicular combat sim/ extraction shooter set in a dark gritty cyberpunk 1930's california but with accurate soft body physics like beam ng and looter/shooter style dungeons underground.
sheeeeeeeeeeesh
cold video g! ! !
2:20 "I made is spin :)"
Awesome work
Grammer go hard 2:22🤙🤙
Did this a few years ago and almost killed my self
game of the year
You should try vulkan -
soooooo good
vulkan sdk
Ah yes, a story after my own heart: Approximate British Engineering. 🇬🇧
Now make a video: Making an FPS game using my game and graphics engine
Why not continue working on it or making a game in it, like jdh made a Minecraft clone
i thought the same like yesterday or so xD "yo how did i land on wikipedia mobile page"
*looks into URL* "wait I'm not wtf"
i hope that at least it has dark mode now :D
"did I learn anything?"
- Well kind of, I mean technically I guess?
That's pretty much the spirit of many CS courses.
Took a "computer graphics" course, but turned out most of the work was getting things to work on windows and linux, which is just not at all worth spending time on.
The theory is decent though, but I think it's generally not worth learning anything real computer graphics stuff, since the game engine deals with it anyway. If you know the theory it's probably enough.
Im doing this too but ive been working on it for nearly 3 months and have half the functionality
You sound just like my small sister.🙂
Crazy!! Can you point me to some good resources to get started into graphics programming?
amazing :0
Very nice
add a sound engine and then mash them together