Hey Javid Just wanted to drop by and say thanks to people like you, simondev, code monkey, sebastian lague.. I am slowly shifting my career from 25 years in web application programming and moving into solo game dev and I cannot thank you enough! Cheers man
Just a note, I've found that the √c² can be calculated as roughly √0.5 * (a+b) (a & b from from a²+b²=c²). There will be a little bit of error when a != b but the results do tend to be close enough that it's worth storing the result of √0.5 just to do quick square roots for potential collision detection (whereby the more accurate math can then be used if the result happens to be in the outer radius of the shapes
This is very cool. I had actually used your game engine to quickly validate some 2D geometry calculations I was doing for Godot. Should probably join your community discord with the fine folks.
This gives me an idea of what seemed impossible before I saw it. While watching, I feel nervous. After completing this, I feel empowered with new possibilities.
Good to see you back. I was just watching some of your older videos last week. The PGE is still my go-to library for hacking together a quick visual in C++.
Your channel is such a wonderful resource! I have learned so much watching your videos. It has helped me grow a lot as a programmer. Thank you for your hard work!
I've been following the channel for some years now, but only now I started learning c++ and I am using the PGE, I'm glad to see a new video from the guy that got me hooked up into game dev
Nice! I made something like this with a chat tool where you can ask it various questions about geometry and it used samples of constructors to decode the response and solve the problem. Thanks for the video!
Thanks ! this seems genuinly useful (even for non-cpp dev because I find your code very readable and translatable to other language!) Hope you are doing well and do find some sleep with mini-javid being around haha keep going and keep this amazing channel because you are truly doing great work :D
This looks enormously promising! I'd suggest you add polygons (closed shapes made from line segments) and bezier paths (closed shapes made from concatenated bezier curves). If this then had the ability to find the intersecting points between overlapped paths, lines, circles, rects..., that in turn can extend to boolean/set operations between arbitrary shapes (union, intersection, difference, etc). This is HARD, but fantastically useful for doing all sorts of vector-based 2D drawing. I've never been entirely satisfied with existing libraries for doing this, they all suck in one way or another.
Hey guys, how are you? It's great to see that Javid is back Regarding the video: knowing 2D and its details well in addition to developing your skills as a game dev will make your games with much more incredible details, making easier and speeder to learn more complex subjects in 3D and will increase game quality Great job! 🤟🏼🚀
I think your web demo should change the colour of the line, every time that it bounces :) Or have a gradient, so we can follow it. Good work! Thanks for sharing, and the community!
11:20 does the library strive to be pure mathematically accurate or is it accurate to the units provided? Would a overlapping boolean check of 2 circles ever change based on floats vs doubles?
Heh, I implement almost same few months ago, architectural is same looking library except not making it open source yet, ideas is almost same but methods slightly differs, i do closest/contains/distance/intersects. Where first is closest point on surface not matter do u inside or not, seconds - is bool only for full containment and (signed distance float choosable), intersection is more advanced stuff, I test first for containment depending of what shape is contains or contained or coincident, then do find intersection points and intersection times if there rays/lines/segments ( segment is finite line or ray) normals to surface or vertex so you can even test line segment vs point or vice versa, penetration depth if shapes partially overlaps and it’s stored in returning structure with type of interaction to know what to obtain from it. I also add rotation for both shapes in tests and ellipses, and plan to implement sweep (in your u call projection) except do two sweep ellipse shapes also if they rotated cause lots of quartic equations etc. 😅 and same problem for convex and concave polygons not implemented yet.
Sir, very wonderful content. I hope you will make videos for us in which you talk about creating the two- and three-dimensional world from scratch, and we were founded in it. It means creating a library that includes tools from A to Z
This library seems quite nice! Good job Javid and the community! I’m more of a Rust person than a C++ person but if I ever have a good excuse to use this I probably will! (As soon as the repo gets a license… I’d prefer to stay in the legal green zone 😅) Maybe I could put this on my list of possible libraries to port or make bindings for…
This same technology is used in the metro UI rendering in windows. That way shapes can be clipped and filled by the GPU without the off screen parts. Very interesting that there is an open source library too now!
This is very cool! Is it possible to use project on a customized ray? Basically I want to check collisions along a path that is (for example) effect of further calculations of trajectory of a object (affected by gravity of other objects). Super cool project, thank you for sharing all of that with us! I love how you approach your code in simple, yet genius ways!
Thank you for your work. I have a question for you not related to this video, but you know js well, so may have an answer. I work with Google sheets scripting, and need to be able to draw lines and axis inside the Google sheet. Is there any way I can do this? Thanks.
This is great... But did I miss a part or isn't there a distance function yet? I needed in the past and will need in the future a function that takes two items (point, line, circle, polygon) ans spits out the distance of their nearest points.
@@javidx9 yeah, that's where my confusion comes from. If I understand correctly, I would have to Pythagoras(closest(poly1, poly2), closed (poly2, poly1)) Or does closest give the closest points of both shapes, the one you are holding and the one you are testing it against? Then it would be fine
How well does this scale for number of objects? For example, if you had 10,000 shapes and were trying to make sure that as you moved some around they'd snap to the edges of nearby objects, or didn't intersect them at all (and just stayed on one side or the other depending on mouse position), would that still run reasonably fast?
The library core functions assume only 2 shapes exist. How you use that interaction for many shapes is up to you. It's always context dependent, but either you can batch and accumulate, or do some broad phase reduction first to reduce the number of comparisons.
It would be nice of the Pixel Game Engine would interact seamlessly with the shapes defined by this library. Im thinking mainly on the Draw methods, they should also accept the shapes from this library if it is present.
@@javidx9 also I am stuck in the Voronoi diagram, not every diagram is solvable: when xn = xm (vertical directrix) in the point event or yn = ym in the circle event the program cannot solve it right (Furtune's algorithm)
What happens if you want to find the intersection points of two same circles? There are infinite number of them, since they consist of the same points...
This is a great question. There has been some discussion about how to represent infinite solutions. The general assumption for now is that the user of the library would be aware of why they are calling the functions they are, and would hopefully have an understanding of the answers. As for your specific example, I think, and I may be wrong as I cant quite recall, that the number of intersections between circle and circle is restricted to a maximum of two. Which those would be however is anyone's guess lol
This is INCREDIBLY useful as a standalone library of ninute size for collision detection using primitive geometry which is much faster than per pixel algorithms and really adds value to your library. Do you plan to support gcc? I have been moving away from msvc as of late.
I'm sorry Javid, but I won't be watching this one as I in the process of building something similar and don't want to be influenced by anyone's code. But thank you for sharing, welcome back to youtube, and I am definitely coming back to this later
I see that the library really is getting big as you noted and the following may turn/raise some eyebrows, but, have you guys considered opting toward arbitrary precision? I might try to rewrite it but, as you said, it's getting big. 😂 I barely had a look but I was wondering if I could easily use the bignum library for that, converting everything to use that as the base for operations. Any help or suggestion would be really useful.😊 I love to play with hundreds of thousands of digits long numbers from time to time and such a library would be the cherry on top of it all. ❤
Live Demo! community.onelonecoder.com/members/javidx9/Geometry2DDemo1/
bro, github has a dark mode
light mode is gonna attract bugs :D
Why does the circle constructor take a reference to the point? Why not just take the value? That way, hidden allocations are avoided
Hey amazing demo, you can get some great matrix of reflections😊
❤👍
I want pls the video how to create the orignal header file for the 3d engine ?
My favourite programming channel is alive! And with such a wonderful gift too!
Have to admit a good chuckle when you said "So far... so what?" Caught me off guard. Many thanx, and much respect to the work on this library!
Thanks David lol :D
Hey Javid
Just wanted to drop by and say thanks to people like you, simondev, code monkey, sebastian lague.. I am slowly shifting my career from 25 years in web application programming and moving into solo game dev and I cannot thank you enough!
Cheers man
He returned. I'm happy for that.
Just a note, I've found that the √c² can be calculated as roughly √0.5 * (a+b) (a & b from from a²+b²=c²). There will be a little bit of error when a != b but the results do tend to be close enough that it's worth storing the result of √0.5 just to do quick square roots for potential collision detection (whereby the more accurate math can then be used if the result happens to be in the outer radius of the shapes
This is very cool.
I had actually used your game engine to quickly validate some 2D geometry calculations I was doing for Godot.
Should probably join your community discord with the fine folks.
Sounds cood, thats exactly what PGE is for! Yeah join up and show-your-stuff
Hell yeah, finally another video for motivation!
Well hello good sir! It's good to see your going well!
Why thank you!
Oh!!!! Mate you haven't changed a bit....ahhh... nevermind. Glad to see you back! Ive loved your channel since... well ever!
Ive got precisely 17 more grey hairs thank you very much
This gives me an idea of what seemed impossible before I saw it. While watching, I feel nervous. After completing this, I feel empowered with new possibilities.
Good to see you back. I was just watching some of your older videos last week. The PGE is still my go-to library for hacking together a quick visual in C++.
Thanks Richard, its still my go-to as well :D
Very impressive work everyone, looks gorgeous and promising!
Thank you for the content. It's been sorely missed.
I appreciate that Victor, thanks!
Wow, set up everything as stated and worked first shot. Looking forward to helping out.
This is really well done. Thanks OLC crew!
Glad to see you back. Thanks for your nice video :)
So glad you’re back dude!!
Awesome project! Hope the family is doing well!
Thanks David, we're all doing fine!
I'd like to see videos like this a bit more often, even short ones. Good content as always :)
It's finally updated. I've been looking forward to it for a long time
Good to see you back. Im in the mood of coding again after 1 year, so Its right on time.
Good to see you back
So glad you're back, love your content
I've watched a lot of your videos and a bunch other game dev channels. I have to say, listening and watch has convinced me to do some hobby projects!
Great video, and well done to all involved 🎉
Your channel is such a wonderful resource! I have learned so much watching your videos. It has helped me grow a lot as a programmer. Thank you for your hard work!
I appreciate that Jade(?) - always good to hear the videos have been useful.
Really nice lib ! Good work everyone !!
Welcome back Javid! Its also been awhile since I last watched your videos due to university
Thank you! Hopefully uni went well for you!
Amazing, respect to all of you guys...
Absolutely fantastic Library!
ahh! I can almost taste an application, great job guys! 🎉
I've been following the channel for some years now, but only now I started learning c++ and I am using the PGE, I'm glad to see a new video from the guy that got me hooked up into game dev
Well Juror12, you're more than welcome to jump in the Discord and show-your-stuff!
Amazing library! And good to see another video ^^
Thanks! Yeah, finding some video making time again now.
Nice! I made something like this with a chat tool where you can ask it various questions about geometry and it used samples of constructors to decode the response and solve the problem. Thanks for the video!
Wow, I wish I knew about this project sooner! I was doing ray reflections recently and this would have made it a LOT easier. Wonderful job
dear sir all of your session have provided best knowledge & i loved.
Also looks great, good work!
This type of things is why I love coding, great stuff 🎉
Cheers!
so cool.. such a simple thing but man, so gosh darn wonderful
Yeah, I hope others find it useful, thanks!
Bless your heart for making it work stand alone
Thanks! your videos are always so helpful!
Cheers, my pleasure!
Very cool. Might find a use for this some day!
Thanks !
this seems genuinly useful (even for non-cpp dev because I find your code very readable and translatable to other language!)
Hope you are doing well and do find some sleep with mini-javid being around haha
keep going and keep this amazing channel because you are truly doing great work :D
I cannot wait to try this - thank you
I love the layout of that Function Matrix
This looks enormously promising! I'd suggest you add polygons (closed shapes made from line segments) and bezier paths (closed shapes made from concatenated bezier curves). If this then had the ability to find the intersecting points between overlapped paths, lines, circles, rects..., that in turn can extend to boolean/set operations between arbitrary shapes (union, intersection, difference, etc). This is HARD, but fantastically useful for doing all sorts of vector-based 2D drawing. I've never been entirely satisfied with existing libraries for doing this, they all suck in one way or another.
Thanks Graham, yeah polygons are on the roadmap, and some prototype implementations have already started to appear.
OLC repos are great for learning modern C++ (and the way things can be done of course) 👏🏻
This was great man. Thanks!
Cheers!
This is literally a perfect c++ graphics engine for teaching gamedev basics now, from the bottom of my heart thank you, you all rock!!!
Thanks for the retro C++ gameengine content. Now on pygame but saved the video for later
Oh my God! You come back!
The return of the king 👑
Welcome back Mr Javid. We missed you.
Hey guys, how are you?
It's great to see that Javid is back
Regarding the video: knowing 2D and its details well in addition to developing your skills as a game dev will make your games with much more incredible details, making easier and speeder to learn more complex subjects in 3D and will increase game quality
Great job! 🤟🏼🚀
Unbeliveable work!!
the bob ross of programming. thanks for getting me into game dev
lol, thanks Arcadus
I find it somewhat amusing that the "one lone coder geometry library" is a community project :)
I think its great there's so many lone coders out there :D
Welcome back!
Gread job, One Lone Coder.
Thanks Alexey!
Javid is baaaaack!
I think your web demo should change the colour of the line, every time that it bounces :) Or have a gradient, so we can follow it. Good work! Thanks for sharing, and the community!
Return of the King! 🎉🎉
Very nice work.
Thank you!
That is really cool !
It is!
That's a neat library
Excellent! Can use SFML for graphics and this library for C++ collision detection.
11:20 does the library strive to be pure mathematically accurate or is it accurate to the units provided? Would a overlapping boolean check of 2 circles ever change based on floats vs doubles?
he is alive! :o
Heh, I implement almost same few months ago, architectural is same looking library except not making it open source yet, ideas is almost same but methods slightly differs, i do closest/contains/distance/intersects. Where first is closest point on surface not matter do u inside or not, seconds - is bool only for full containment and (signed distance float choosable), intersection is more advanced stuff, I test first for containment depending of what shape is contains or contained or coincident, then do find intersection points and intersection times if there rays/lines/segments ( segment is finite line or ray) normals to surface or vertex so you can even test line segment vs point or vice versa, penetration depth if shapes partially overlaps and it’s stored in returning structure with type of interaction to know what to obtain from it. I also add rotation for both shapes in tests and ellipses, and plan to implement sweep (in your u call projection) except do two sweep ellipse shapes also if they rotated cause lots of quartic equations etc. 😅 and same problem for convex and concave polygons not implemented yet.
Welcome back
Sir, very wonderful content. I hope you will make videos for us in which you talk about creating the two- and three-dimensional world from scratch, and we were founded in it.
It means creating a library that includes tools from A to Z
This library seems quite nice! Good job Javid and the community!
I’m more of a Rust person than a C++ person but if I ever have a good excuse to use this I probably will! (As soon as the repo gets a license… I’d prefer to stay in the legal green zone 😅)
Maybe I could put this on my list of possible libraries to port or make bindings for…
Thanks, its OLC-3 for the time being, so quite liberal
@@javidx9 Ah, glad to hear it!
insane i will definitely try it
He came back
This same technology is used in the metro UI rendering in windows. That way shapes can be clipped and filled by the GPU without the off screen parts. Very interesting that there is an open source library too now!
this is really good what
This is very cool!
Is it possible to use project on a customized ray?
Basically I want to check collisions along a path that is (for example) effect of further calculations of trajectory of a object (affected by gravity of other objects).
Super cool project, thank you for sharing all of that with us! I love how you approach your code in simple, yet genius ways!
Looks like a good jumping off for ray caster games
Thank you for your work. I have a question for you not related to this video, but you know js well, so may have an answer. I work with Google sheets scripting, and need to be able to draw lines and axis inside the Google sheet. Is there any way I can do this? Thanks.
Can you work on the artificial tree generation.
yayyaa
This is great... But did I miss a part or isn't there a distance function yet?
I needed in the past and will need in the future a function that takes two items (point, line, circle, polygon) ans spits out the distance of their nearest points.
In this library we have closest(), but not distance() yet... Hint hint
@@javidx9 yeah, that's where my confusion comes from. If I understand correctly, I would have to Pythagoras(closest(poly1, poly2), closed (poly2, poly1))
Or does closest give the closest points of both shapes, the one you are holding and the one you are testing it against? Then it would be fine
im happy:)
Never really harnessed C, but this is a good video, thanks!
Hopefully the maths is still transferable, Cheers!
I wonder, does the ray march off screen? does the user have control here, over length and bounces? really cool stuff :)
Rays are infinitely long. There is no marching, stepping or nibbling here, contacts are resolved as line Vs shape equations.
How well does this scale for number of objects? For example, if you had 10,000 shapes and were trying to make sure that as you moved some around they'd snap to the edges of nearby objects, or didn't intersect them at all (and just stayed on one side or the other depending on mouse position), would that still run reasonably fast?
The library core functions assume only 2 shapes exist. How you use that interaction for many shapes is up to you. It's always context dependent, but either you can batch and accumulate, or do some broad phase reduction first to reduce the number of comparisons.
2d ray traced lighting demo would be nice (top-down wall floor lighting)
Check out my "shadow casting" video, it does it without rays - but yeah a fully ray traced 2D lighting demo would be a neat project.
It would be nice of the Pixel Game Engine would interact seamlessly with the shapes defined by this library. Im thinking mainly on the Draw methods, they should also accept the shapes from this library if it is present.
This could be included in the library itself, switched on only if PGE is being used.
Very cool!!
Thanks for the video!
Can you please make a video about boids with multiple behaviors? Where you can one or multiple of them for the same boid.
Boids is the sort of thing this channel would play with. I'll add it to the list!
@@javidx9 also I am stuck in the Voronoi diagram, not every diagram is solvable: when xn = xm (vertical directrix) in the point event or yn = ym in the circle event the program cannot solve it right (Furtune's algorithm)
What happens if you want to find the intersection points of two same circles? There are infinite number of them, since they consist of the same points...
This is a great question. There has been some discussion about how to represent infinite solutions. The general assumption for now is that the user of the library would be aware of why they are calling the functions they are, and would hopefully have an understanding of the answers. As for your specific example, I think, and I may be wrong as I cant quite recall, that the number of intersections between circle and circle is restricted to a maximum of two. Which those would be however is anyone's guess lol
amazing
Well, this is going to be handy...
Is there a Rust version of this library?
I'd like to future proof my projects for when C becomes obsolete.
Super coooooool!!!
This is INCREDIBLY useful as a standalone library of ninute size for collision detection using primitive geometry which is much faster than per pixel algorithms and really adds value to your library. Do you plan to support gcc? I have been moving away from msvc as of late.
All OLC code over last 5 years is cross platform. So yes!
@@javidx9 I'll be on the repo :)
I'm sorry Javid, but I won't be watching this one as I in the process of building something similar and don't want to be influenced by anyone's code. But thank you for sharing, welcome back to youtube, and I am definitely coming back to this later
lol thanks buddy :D good luck with your project!
I see that the library really is getting big as you noted and the following may turn/raise some eyebrows, but, have you guys considered opting toward arbitrary precision? I might try to rewrite it but, as you said, it's getting big. 😂
I barely had a look but I was wondering if I could easily use the bignum library for that, converting everything to use that as the base for operations. Any help or suggestion would be really useful.😊
I love to play with hundreds of thousands of digits long numbers from time to time and such a library would be the cherry on top of it all. ❤
Hehe, you could have expanded on that yes at the end and said "this video is"! 😂