I think the main thing I take from all these tutorials and classes is how complex a modern game is and the amount of bug chasing that must go on behind the scenes from experts like yourself. It's really mind blowing to think of a massive game and the problems that will arise.
@@doublewhopper67 We recently had a small piece of software at work designed and built by a team and as they fix one bug it creates another. I can now appreciate the level of skill in getting a working game of sorts out the door.
You also need to keep an mind that there's a game and a game engine, the game engine is very complex but the game itself is using the engine and its features, the game bugs usually are related to the developers own mistake and it can be as simple as forgetting to check for a null pointer and having the game crash.
I work as a Software Engineer, mainly working on large-scale cloud-based web applications. You're my favorite RUclipsr as you bring it back to good old-fashioned C\C++ working closely with the hardware. Keep up the amazing work!
That’s very true. I work at a large tech organisation and whilst we have many devs that are proficient in web based solutions and share point based solutions none of them can work down at the machine level C++ It’s like they all rely on packaged solutions to work around problems but cannot write direct code to fix things.
That's me! That's me! That's interesting that it didn't work since the master branch was merged into the docking branch 4th Jan and the docking branch has those changes.
Fantastic video. Live examples combined with great explanations make super worthwhile. You learn about the process of debugging but also rendering fundamentals.
Between 24:48 and 24:49 it's obvios the tween theory is true, this is why Cherno can work in Hazel while doing videos, 1 person is not enough for this amount of work, he works with a tween and he never told us :O
I don’t understand how these day many lib came up for one reason : draw pixel, analogically or numerical; like old day when we using lots electronic composite to get image. But what i dont like for those > so every lib has syntaxes that final doing same mathematic algorithm for rendering; I m looking to make a lib that can use any rendering graphic lib…
Can you make it always obvious what series the video is about? I can't always tell. This one was fine because of the thumbnail. Also can you create a playlist for the "recreating my first game" series if it's gonna be a longer one?
nsight graphics can be used to reverse shaders or models from games too but they stopped supporting 32 bit applications unless u download an old version
Hi, Cherno. I love using RenderDoc and NVIDIA Nsight for graphic debug. I want to debug some of my own gpu ray tracing app using Nsight ( RenderDoc doesn't support raytracing extension now ). But i cannot connect my app to nsight, the log shows that vulkan have a problem linking a dynamic library called RTSSVkLayer64.dll in folder RivaTuner Statistics Server. Sometime it just show no graphic api. I have no clues on this issues, do you have some clues on it? Thanks!
Really interesting, i think i had some issues with ImGui too, but not with Vulkan but rather with modern OpenGL - which was a similar problem, like something i setup was straight ignored from ImGui. But i never used Vulkan in any real application before, so it would be awesome if you could start a vulkan tutorial series. Especially showing how to properly use it. I tried it and successfully initialized a window with vulkan on win32 and X11, eve without any library - just my own code. But i never had the urge, to actualy use it. But i would love too, but even drawing a simple cube on the screen is so much you need to consider, know and handle.
Has anyone had an issue with RenderDoc where source debugging is not working? Idk what happened, but I used to be able to debug a pixel and have RenderDoc step through my shaders (hlsl). Then suddenly it instead only lets me step through the disassembly and has a grayed out icon saying "source debugging Unavailable". very annoying
Just a guess, but if you use the OpenGL driver to compile the shader source at run time, then it probably has all the symbols available somewhere that it can reference. If you're using precompiled SPIRV code, then where would it get those symbols from? Maybe there's a way to compile with debugging information, or pass a separate pdb-like file to it, but not sure about that.
a mipmap is a smaller texture made from a source texture. There optimized for use when stuff is farther away, and you don't need the entire resolution of the source texture. (you'd have more than 1 pixel in the texture per pixel on the screen and thus pre mixing them into a mipmap saves processing later)
@@khoda81 Depends on the sampler settings. In some cases, it could mean to blend between levels 0 and 1. In other cases it could mean to just sample level 0 or level 1 exclusively
I assume you have an integrated card then, e.g. an APU? As long as your hardware supports OpenGL or Vulkan, it should be fine. If not, then it likely falls back on CPU rendering, which would be really slow even if it has a correct way to fall back on that. Chances are that OpenGL is supported if you have sort of GPU though (including the ones integrated into APUs).
I think the main thing I take from all these tutorials and classes is how complex a modern game is and the amount of bug chasing that must go on behind the scenes from experts like yourself. It's really mind blowing to think of a massive game and the problems that will arise.
@@doublewhopper67 We recently had a small piece of software at work designed and built by a team and as they fix one bug it creates another. I can now appreciate the level of skill in getting a working game of sorts out the door.
You also need to keep an mind that there's a game and a game engine, the game engine is very complex but the game itself is using the engine and its features, the game bugs usually are related to the developers own mistake and it can be as simple as forgetting to check for a null pointer and having the game crash.
Gosh. I remember watching your Java video game programming videos 10 years ago and coding along. Great that you're still going and doing great!
I work as a Software Engineer, mainly working on large-scale cloud-based web applications. You're my favorite RUclipsr as you bring it back to good old-fashioned C\C++ working closely with the hardware. Keep up the amazing work!
That’s very true. I work at a large tech organisation and whilst we have many devs that are proficient in web based solutions and share point based solutions none of them can work down at the machine level C++ It’s like they all rely on packaged solutions to work around problems but cannot write direct code to fix things.
I'm a dentist and I love this stuff!
(Studied CS & Bio in undergrad)
That's me! That's me! That's interesting that it didn't work since the master branch was merged into the docking branch 4th Jan and the docking branch has those changes.
Fantastic video. Live examples combined with great explanations make super worthwhile. You learn about the process of debugging but also rendering fundamentals.
javid9x made a video about samplers for anyone who wanna go deeper
It javidx9 not javid9x aka the
One Lone Coder
@@orangasli2943 it's not it
Between 24:48 and 24:49 it's obvios the tween theory is true, this is why Cherno can work in Hazel while doing videos, 1 person is not enough for this amount of work, he works with a tween and he never told us :O
Either that or this was the point in time where his wife came in and be like: "Yan, I'm gonna need you for a minute.."
This is already my favorite series
You should add what series this belongs to, and what part of it it is. Otherwise it's probably hard for people in the future to watch it.
Check the hair from 24:48 to 24:49
LOL in minute 2:20 I was like dude a cube in that plane would cool, and you finally painted a cube lol.... fun.... UDKish....
how can i get the same theme of visual studio like yours?
If you are talking about the code highlight colors, I'm pretty sure that theme is from visual assist
Jeez, you are hilarious. "This sean guy..."
Your delivery of that was too funny.
Hi Cherno! Nice to see you!
I don’t understand how these day many lib came up for one reason : draw pixel, analogically or numerical; like old day when we using lots electronic composite to get image. But what i dont like for those > so every lib has syntaxes that final doing same mathematic algorithm for rendering;
I m looking to make a lib that can use any rendering graphic lib…
Can you make it always obvious what series the video is about? I can't always tell. This one was fine because of the thumbnail. Also can you create a playlist for the "recreating my first game" series if it's gonna be a longer one?
Very clear explanation ! Thank you.
nsight graphics can be used to reverse shaders or models from games too but they stopped supporting 32 bit applications unless u download an old version
Hi, Cherno. I love using RenderDoc and NVIDIA Nsight for graphic debug. I want to debug some of my own gpu ray tracing app using Nsight ( RenderDoc doesn't support raytracing extension now ). But i cannot connect my app to nsight, the log shows that vulkan have a problem linking a dynamic library called RTSSVkLayer64.dll in folder RivaTuner Statistics Server. Sometime it just show no graphic api. I have no clues on this issues, do you have some clues on it? Thanks!
I love you idea! That would help us write high quality code. Its more like, how to write high quality code with real life examples.
When do we start with the Vulkan tutorial? 😉😉😉
Really interesting, i think i had some issues with ImGui too, but not with Vulkan but rather with modern OpenGL - which was a similar problem, like something i setup was straight ignored from ImGui. But i never used Vulkan in any real application before, so it would be awesome if you could start a vulkan tutorial series. Especially showing how to properly use it.
I tried it and successfully initialized a window with vulkan on win32 and X11, eve without any library - just my own code. But i never had the urge, to actualy use it. But i would love too, but even drawing a simple cube on the screen is so much you need to consider, know and handle.
Has anyone had an issue with RenderDoc where source debugging is not working? Idk what happened, but I used to be able to debug a pixel and have RenderDoc step through my shaders (hlsl). Then suddenly it instead only lets me step through the disassembly and has a grayed out icon saying "source debugging Unavailable". very annoying
Just a guess, but if you use the OpenGL driver to compile the shader source at run time, then it probably has all the symbols available somewhere that it can reference. If you're using precompiled SPIRV code, then where would it get those symbols from? Maybe there's a way to compile with debugging information, or pass a separate pdb-like file to it, but not sure about that.
What is the application that you use to zoom and draw on your screen?
Which level of debugging? Renderdoc is the obvious tool to use. On playstation though, Razor GPU is just insanely powerful!
9:20 question: what is a mipmap?
a mipmap is a smaller texture made from a source texture. There optimized for use when stuff is farther away, and you don't need the entire resolution of the source texture. (you'd have more than 1 pixel in the texture per pixel on the screen and thus pre mixing them into a mipmap saves processing later)
@@chainingsolid Ah I see, thanks. I guess the mipmap level is just how much downsampled it is, right? What does it mean to have lvl=0.5?
@@khoda81 Depends on the sampler settings. In some cases, it could mean to blend between levels 0 and 1. In other cases it could mean to just sample level 0 or level 1 exclusively
@@user-dh8oi2mk4f Thanks🙏🙏
Can you please do a DirectX tutorial or video?
Thank you for the scaling!
how are you able to draw on the screen with the mouse like that?
What program do you use to draw on the screen?
what theme is that please?
sample sample sample....
My computer does not have a dedicated graphic card..
Can my computer handle this walnut library well?
I assume you have an integrated card then, e.g. an APU? As long as your hardware supports OpenGL or Vulkan, it should be fine. If not, then it likely falls back on CPU rendering, which would be really slow even if it has a correct way to fall back on that. Chances are that OpenGL is supported if you have sort of GPU though (including the ones integrated into APUs).
Hell yeah, RenderDoc is A THNIG!
Cherno ❤️
As a simple web dev, this video was a crazy, psychedelic ride.....
Really nice👍
Amazing content. Seriously. This is great 😌 but it would be nice if you could make the code text size larger…
If your here early then have a good day today.
the 3d game will be better
This exactly why I knew that you using Walnut was going to be horrible for this series. Anyways...