As far as I know, Minecraft makes that effect of darkenning the bottom of the ocean just dimming the sunlight when it passes through water when calculating the voxel lights.
5:47 Make optimizations so that blocks visible further away that have a light level of 0 are not rendered. Or display these blocks as a black box with no texture.
This is amazing! However, there's something that feels off about this, the way it looks... I can't quite point out what it is, probably something to do with the lighting or ambient occlusion I can tell that ambient occlussion is maybe a bit too rough and doesn't seem to have a very smooth transition that blends in well? But that's more minor of an issue, what I see is something else, I feel like there's a lack of contrast similar to how MC looks when you use night vision. I think it's just that MC has way more dark areas than this, so basically, it takes more enclosed spaces than in MC for stuff to become noticeably darker and reach a light level of "0"
sorry, i did not dive deep into how your water darkening actually works, but if you only need (depth_to_surface_under_water - depth_to_water), then you already (can) have it in "depth peel" stage. For sorted transparent geometry, you can render it normally but check (in fragment shader) against water depth and manually blend with water (and use depth differnce in some way to darken). Hope i helped (but i have 0 experience with rendering transparency, so i probably did not)
You should make a shader preprocessor that combines multiple shader modules into a single one. That quick second of you scrolling through your shader horrified me haha 😅. Either way, great progress!!!
nope, and honestly It won't improve the perofrmance that much in my case. The vertex shader is the fastest thing there is there + you can't really join much
yes, learn opengl.com and jamie king opengl playlist on youtube 💪💪 + the links on my discord in the resources and I have like a video or 2 on the topic
One question: are you sure you're allowed to share a build that uses Minecraft's textures? Isnt that a violation of copyright or something? I know the pig is kinda unique, at least.
12:05 Cannnnnn youuuu feeeelllll myyyyy heaaaaaaaaaaaaaaaaaarttttttttt 🦾
your minecraft clone is amazing i am microsoft and i will transfer you the intellectual property for it.👍🪟
You can see this game has a flat Earth because the sun and the stars follow different paths in the sky
😂😂 or maybe just a wierd galaxy configuration, maybe the sun rotates around the earth
@@lowlevelgamedev9330As the Catholic Church predicted. 😂
As far as I know, Minecraft makes that effect of darkenning the bottom of the ocean just dimming the sunlight when it passes through water when calculating the voxel lights.
This is amazing, great job!
I love this channel so much! Your content has been so inspiring! :>
the skybox looks amazing
5:47 Make optimizations so that blocks visible further away that have a light level of 0 are not rendered.
Or display these blocks as a black box with no texture.
Definitely subscribed to my Romanian Brother❤❤
Your videos are fun!
This looks amazing!1
Damn that looks better then Minecraft with shader packs
super interesting stuff even tho I barely understand anything that is graphics related lol
This is amazing!
However, there's something that feels off about this, the way it looks... I can't quite point out what it is, probably something to do with the lighting or ambient occlusion
I can tell that ambient occlussion is maybe a bit too rough and doesn't seem to have a very smooth transition that blends in well? But that's more minor of an issue, what I see is something else, I feel like there's a lack of contrast similar to how MC looks when you use night vision. I think it's just that MC has way more dark areas than this, so basically, it takes more enclosed spaces than in MC for stuff to become noticeably darker and reach a light level of "0"
sorry, i did not dive deep into how your water darkening actually works, but if you only need (depth_to_surface_under_water - depth_to_water), then you already (can) have it in "depth peel" stage. For sorted transparent geometry, you can render it normally but check (in fragment shader) against water depth and manually blend with water (and use depth differnce in some way to darken). Hope i helped (but i have 0 experience with rendering transparency, so i probably did not)
Shoutouts to the gigachad at the end!
lets gooo minecraft
You should make a shader preprocessor that combines multiple shader modules into a single one. That quick second of you scrolling through your shader horrified me haha 😅. Either way, great progress!!!
I’m learning vulkan for my game engine, maybe I’ll make an mc clone as well
Your videos make mojang employees seem incompetent :)
double derivative of depth instead of ambient occlusion
looks good and optimized
but can you do greedy meshing ?
nope, and honestly It won't improve the perofrmance that much in my case. The vertex shader is the fastest thing there is there + you can't really join much
@@lowlevelgamedev9330 ok
Yo. Want some custom block textures? I'm bored.
Use vulcan
What is the difference between your game and Minetest?
Bro this looks like Minecraft Beta but Remastered
how to run your game bro i downloaded your code but i don't know how to run it?
you can find some instructions here
github.com/meemknight/GLFWCMakeSetup
I want you to make a collaboration with the cherno
It's all so cool but why is it a bit laggy?
Nice tutorial, do you know how can I start learning opengl?
yes, learn opengl.com and jamie king opengl playlist on youtube 💪💪 + the links on my discord in the resources and I have like a video or 2 on the topic
One question: are you sure you're allowed to share a build that uses Minecraft's textures? Isnt that a violation of copyright or something?
I know the pig is kinda unique, at least.
I think the "expensive" version is fine as it is. How expensive can it be anyway?
what are the minimum requirements for this game to run on 60 fps?
download link please? or will you only release the source code so almost no one can play it?
Tare!
@0:50 theoretically incorrect. As long as it's sorted it's fine. You just need to use a different formula.
can you make tutorials
why don't you make minecraft Shaders run in your game
idk why u use opencl while u got vulkan, heck modded minecraft (vulkanmod) is better that way
because I don't know vulkan lol 😂😂
Vulkan is a pain to get working and correct, while OpenGL runs on everything.
Doesn't run on MacOS
But not knowing it is a good reason to not use it
@@brianb2308that's a feature