I Simulated a Forest with Evolution

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  • Опубликовано: 26 ноя 2024

Комментарии • 129

  • @GalLahat
    @GalLahat  8 месяцев назад +8

    For anyone interested in the source code or just want to play with it:
    www.gallahat.com/public/waitlist
    It's not ready yet, but you can join the waitlist and I'll let you know when the website is ready.
    And i'll get the audio better next time 😬

  • @tomiivaswort6921
    @tomiivaswort6921 10 месяцев назад +263

    to make the trees not as clumped, you could add wind that carries the seeds a few meters

    • @GalLahat
      @GalLahat  10 месяцев назад +40

      🤔

    • @fishy2584
      @fishy2584 9 месяцев назад +20

      It's kind of realistic in a proper thick forest trees are usually like 3 meters from each other

    • @skyworm8006
      @skyworm8006 9 месяцев назад +17

      @@fishy2584 That's not a forest, that's a tree plantation. Natural forests have understories, as well as trees/bushes of varying heights, therefore they have more space between trees, more light getting through. Also fallen trees. In short, a real diverse ecosystem that accommodates specific species and renews itself, and would be totally messed up if you planted trees by hand plantation-style.

    • @tailstechvideos2327
      @tailstechvideos2327 9 месяцев назад +1

      ​@skyworm8006 yeh it's very easy to see when a forest is planted as all the trees will be around the same height with very consistent spacing between them

    • @AndersHaalandverby
      @AndersHaalandverby 8 месяцев назад

      @@fishy2584 Sadly, this is partly because most forests are planted. By humans. In most parts of the world, the "natural" old forests have been cut down for timber and mining (before drills, mines were carved by "softening" the rocks with burning wood before pickaxing) So almost all forests are actually pruned "plantations".

  • @pseudo3857
    @pseudo3857 8 месяцев назад +38

    The cool thing about forests is that they are so much more than individual trees. They can control their own temperature by collectively releasing water into the air, they can exchange nutrients via fungal networks, and so on. Really cool simulation so far and so much potential yet.

  • @mumblety
    @mumblety 9 месяцев назад +105

    Here's an idea: make the trees also require water. So they would grow more around the banks of water in your terrain. With this you could also experiment with what tree types form in different climates.

    • @GalLahat
      @GalLahat  9 месяцев назад +12

      🤔

    • @mymatemonkey
      @mymatemonkey 4 месяца назад

      @@GalLahat Also ground water and rooting depth, etc.

  • @kevnar
    @kevnar 9 месяцев назад +14

    You didn't need to stop the logs from growing in the same space. You just need the growth to depend on how much light they have. If a log is already there, the new branch can't get enough light and won't grow in that area. That's how it works in nature. Also, trees in shadows shouldn't grow as well. This is why seeds evolved to scatter far away from the mother, so they don't drop under the canopy.

  • @hansdietrich83
    @hansdietrich83 9 месяцев назад +17

    I think a good factor for realistic trees is max branch depth.
    A tree with a maxBranchDepth of 3, can have the trunk, branches of the trunk, branches of the branches and branches of of those. No more

  • @LuukDomhof
    @LuukDomhof 10 месяцев назад +79

    Great video!
    Small tip: Turn off the day/night cycle during timelapses, or at least include a night light. The continues flickering of the cycle during timelapses is quite jarring.
    Good luck!

    • @GalLahat
      @GalLahat  10 месяцев назад +16

      Yeah i know 😅, i just noticed that after first export...

  • @looche2037
    @looche2037 8 месяцев назад +1

    A suggestion would be to add nutrients in the ground that slowly replenishes so not a lot of trees can be in the same place

  • @emilydixon3886
    @emilydixon3886 9 месяцев назад +7

    "L-systems were introduced and developed in 1968 by Aristid Lindenmayer, a Hungarian theoretical biologist and botanist at the University of Utrecht.[1] Lindenmayer used L-systems to describe the behaviour of plant cells and to model the growth processes of plant development. L-systems have also been used to model the morphology of a variety of organisms[2] and can be used to generate self-similar fractals." - Wikipedia about L-system
    I wanted to create a game that grows procedurally generated plants, trees, and flowers but I'm too ignorant :'( Anyways, maybe you can use the math to make an improve tree/plant growth simulation.

  • @felpshehe
    @felpshehe 8 месяцев назад +3

    The way you made the energy transfer from leaves to logs downward, is basically how mosses do it, cell-to-cell

  • @R_ain75
    @R_ain75 10 месяцев назад +19

    Surprised how you only have 350 some subscribers, good video!

  • @baguetteDuGame
    @baguetteDuGame 9 месяцев назад +3

    Genes ideas:
    Amount of energy before generating new log (making trees smaller/higher)
    Shape of leaf (could influence other things)
    Number of leaves per log (more leaves = more energy production but requires a higher amount to generate new log)
    Also for aesthetetic, you the leaf should have a fixed width mini log

  • @FONTODBZ
    @FONTODBZ 9 месяцев назад +3

    I think most plants gain energy in the day, but actually do most of the growing in the night cycle. So it would make sense to store the energy gained in day (without growth) and then the trees grow in the night time from the energy that they collected in the day.

    • @FONTODBZ
      @FONTODBZ 9 месяцев назад

      "We show that trees grow mainly at night, with a peak after midnight, when the vapour pressure deficit (VPD) is among the lowest. A high VPD strictly limits radial stem growth and allows little growth during daylight hours, except in the early morning."

  • @playzgames474
    @playzgames474 8 месяцев назад +1

    Basically trees from lumber tycoon on Roblox, that’s my simplified variation of what’s going on
    I do know what’s going on without the simplification

  • @kuwertzel8938
    @kuwertzel8938 9 месяцев назад +5

    This is great! Thank you for pouring so much time and effort in to it ❤

  • @SoleDevOfficial
    @SoleDevOfficial 9 месяцев назад +15

    *99 missed calls from RockStar* 💀

  • @icewink7100
    @icewink7100 8 месяцев назад

    I’m studying plant growth and physiology in university and I think a really good tool for simulating plant growth is using a plant Relative Growth Rate equation. Here’s one:
    RGR = LAR * NAR
    Relative Growth Rate = Leaf Area Ratio * Net Assimilation Rate. There are good explanations online of how this works.

  • @davei7
    @davei7 9 месяцев назад +1

    im not botanist but if i remember plants grow faster at night because they focus on photosynthesis during the day. So exposed at light tree should store energy (max_energy = tree_level* base_value; increment_energy() energy += tree_level * base_value) and at night old tree should grow slower than young ( log(tree_level + 1))

  • @themoocroo
    @themoocroo 9 месяцев назад +2

    Great video! This topic fascinates me and I’ve worked on some of my own for a few years now. Great to see another enthusiast :)

  • @TheWeen344
    @TheWeen344 10 месяцев назад +11

    This is so cool. Im sure you will blow up soon!
    Edit: I have finished the video, and im excited to see your future projects.
    Another comment mentioned having a script and I think that would be very beneficial for the more complex parts of the video to help explain what is going on better. Personally I can find it hard to get the right words across so it can help to plan it out.
    I also believe it would help structure the journey you had better for the viewer.
    Have a good one :)

    • @GalLahat
      @GalLahat  10 месяцев назад +2

      Thank you!

  • @ToonedMinecraft
    @ToonedMinecraft 8 месяцев назад

    What might be interesting is something like "depth-modified branch chance" which is a function (maybe a polynomial with the factors being the genes) which controls the chance for a log to branch as a function of the tree depth. This might allow trees to develop certain shapes.

  • @ClabeTickel
    @ClabeTickel 8 месяцев назад +1

    I feel like people who code these cool random things could make a whole functioning changing ecosystem

  • @BlownEntity
    @BlownEntity 10 месяцев назад +5

    Wow you are so underated you deserve more subs this video.

    • @GalLahat
      @GalLahat  10 месяцев назад

      I appreciate that!

  • @zix2421
    @zix2421 3 месяца назад

    It was cool, I hope you’ll come back to things like this

  • @user-ej4do2om9c
    @user-ej4do2om9c 10 месяцев назад +4

    You are so underrated!

  • @Untitled_RetroGuy
    @Untitled_RetroGuy 8 месяцев назад

    being inspired by trees is a new one for sure

  • @robogromo3904
    @robogromo3904 10 месяцев назад +2

    really interesting video, I've read a bit about the math of how trees grow and you did a great job demonstrating the complexity of the problem and simplifying it. Passing down 75% of the energy is a a great way of doing it, kinda simulates how auxin is passed down from the top of the plant which inhibits growth and causes that node to release more auxin so the cumulative affect is similar to what you ended up with.
    One interesting thing plants do with the seedlings is younger plants tend to have leaves which are tuned to use light that's already passed through the leaves above it - the high leaves absorb more red light because it's more efficient so this leaves more of the blue in the light which younger plants with more chlorophyll a are turned to use - you could probably simulate this by giving trees under a certain age a buff that decreases the shade on them? not sure if it would change how things evolve in your model but i think if trees died at a certain age then having ones half grown to replace them would be important, especially if seeds could only be produced on mature trees.
    anyway yeah love the vid, given me loads to think about and subscribed looking forward to your next video.
    (oh and if you're looking for things to simulate how plants grow towards light by using cell elongation would be a fascinating thing to play with and you could try out all sorts of weird light positions and motions to see how it affects them and what odd shapes you can get them to grow into)

    • @GalLahat
      @GalLahat  10 месяцев назад +1

      I actually learned some new things from your comment, thank you so much for the effort.

  • @BlownEntity
    @BlownEntity 10 месяцев назад +3

    Nice video you are Crazy underated you deserve more subs!!

    • @GalLahat
      @GalLahat  10 месяцев назад

      Thank you

  • @ph03beuwu
    @ph03beuwu 9 месяцев назад +1

    to make it more interesting/realistic you could also make it so once the trees reach max height, they slowly start dying off. this would also make it less intensive on ur computer

  • @osolodo
    @osolodo 8 месяцев назад

    When I studied evolutionary algorithms at uni one of the most interesting things I read was a paper on recessive genes.
    They used a 20(iirc) char string to encode the angle between each segment of a wing, and a value for wing length, and had a second copy used for recessive genes. Then culled any sequence that exceeded a bounding box.
    As you'd expect, when simulated the ones with straight wings did better, until the recessive gene for two 90° angles fell in the right place and made a biplane.
    I think in this simulation you could get some very interesting results if you changed what genes you encode. E.g. if you don't simulate energy transfer within a tree can you get the performance budget to encode variable branch angle based on height or something?

  • @snowmanthegamer4983
    @snowmanthegamer4983 9 месяцев назад +2

    This is so nice. Hope you're avinng a good day!!

  • @Dimencia
    @Dimencia 9 месяцев назад +1

    Very cool video. This makes me think about using something similar for terrain generation in a procedural game, especially if you can get it to respond appropriately to altitude and water (and it already does shade, which is nice), so you just naturally end up with tree variety, denser or sparser regions based on lighting/water availability, etc.
    Though it'd probably take too long to do in full scale whenever you generate terrain, many games do procedural generation and then sort of hand pick the best result, and this could be used for adding flora to something like that, in a natural and varied way
    I think it needs more/larger leafs, so it can produce enough shade to actually discourage growth near big trees, and some rudimentary water logic such that water is less available at higher altitudes (and less available on more sloped land, where the water would quickly run down and away). Then basically more tree height = more water usage (or similar), and you should see some real species variety depending on nearby conditions, and some nice placement that fits with whatever terrain you do it on. Even nicer if they could 'use up' the water, like one big tree is taking all the water so other trees can't grow nearby, but that's a lot harder and the shade logic should kinda make that happen anyway

    • @NandR
      @NandR 9 месяцев назад +1

      Also gravity effects. If a branch grows too far horizontally from the base it will die.

  • @Kraxel-North
    @Kraxel-North 10 месяцев назад +1

    Alright this is epic, imma have to see where this channel goes
    Expect me to stay for the long run

    • @GalLahat
      @GalLahat  10 месяцев назад +1

      Alright, it’s epic to get this kind of comment

  • @user-yo8hi9bq2z
    @user-yo8hi9bq2z 10 месяцев назад +3

    can you please upload the project files or make a tutorial?

  • @jannikf2504
    @jannikf2504 8 месяцев назад

    seeds contain a huge amount of energy, so really only mature and thriving plants can create them. and they depend on being carried away by weather and animals, that's why fruits exist.
    and trees always invest in the strongest branch, mostly rhe trunk. that's why small trees and big trees are the same shape. Yes, small trees branch near the ground, but those branches don't just get longer and longer and the tree wider, the energy is actually put into the trunk and other stronger branches, so the big tree still has the same shape and because it's bigger the branches are not near the ground anymore

  • @Kiwi_Inventor
    @Kiwi_Inventor 9 месяцев назад +4

    pls make more of this stuff, and make the simulation have even more things, like small plants, weather (and then the trees can evolve to handle more water to become tropical), make it so that the plants have to fight for the water (so that the more rain, the more plants), and maybe add mushrooms and animals. Plants first, though. Me subscroobed from this video! So pls take my ideas into consideration.

  • @Vav97
    @Vav97 9 месяцев назад +1

    Simulations go brrr

  • @bloggy6465
    @bloggy6465 10 месяцев назад +3

    thats amazing! you just earned a sub, also btw is it fine if i make somethign like this in my game cus i have never seen anyone do something like this!

    • @GalLahat
      @GalLahat  10 месяцев назад +2

      Of course, and send me a link when you release the game!

    • @bloggy6465
      @bloggy6465 10 месяцев назад

      @@GalLahat Alright, thanks!

  • @schirmcharmemelone
    @schirmcharmemelone 8 месяцев назад

    When implementing evolution in this manner, it's essential to always include a mutation gene. This gene determines the likelihood and magnitude of each evolutionary change.
    Consider the scenario of evolving a human for sprinting.
    In the initial generation, individuals struggle to move efficiently.
    After several generations, they begin to jog.
    Millions of generations later, they achieve the ability to run.
    Finally, a nearly perfect runner emerges. However, their offspring often inherit mutated legs, leading to decreased performance due to random alterations.
    Yet, if the probability of mutation is inherited, subsequent generations experience faster improvements in fitness. The first individual to undergo significant leg mutation gains a considerable advantage, passing on this advantageous trait to their offspring. Consequently, successive generations explore increasingly radical leg modifications more rapidly.
    However, once nearly perfect legs are attained, slight adjustments become crucial for optimization. Thus, descendants with finely tuned alterations tend to outperform others.
    A similar outcome can be achieved through simulated annealing, gradually reducing the mutation rate over time. However, accurately determining the optimal mutation rate at any given stage is challenging. Therefore, allowing natural evolution to determine mutation probabilities proves more effective.
    Experimenting with this approach demonstrates a remarkable acceleration in evolution and a notable reduction in simulation duration.

  • @minewarden3013
    @minewarden3013 8 месяцев назад

    1. You can make apples or a fruit to make seeds.
    2. The trees should have more green

  • @SchunkiTracks
    @SchunkiTracks 9 месяцев назад +1

    please turn this along with other evolution-like mechanisms into a game(maybe Survival?) and release it on steam

  • @atreidesson
    @atreidesson 8 месяцев назад

    Wth is this, I just love them trees. I was also waiting the whole time for a species that would build up high and fast so that it could live in the water, I assumed it creates a shadow inside and hinders the saplings there.

  • @halomaster3155
    @halomaster3155 9 месяцев назад +2

    hi, I rly like these kind of simulations and got also inspired by CodingAdventures. but its rly hard for me to get started in these kind of projects. any idea how to learn programming simulations like this? or maybe u could do a little tutorial or some more explanation in your vids. would be awesome!!

  • @atomictraveller
    @atomictraveller 8 месяцев назад

    i've spent decades on procedural gen. three days a week i chainsaw for a golf course, nice to spend time observing nature periodically. the most important part of any development is the time outside smoking weed :)

  • @Nicekoo23
    @Nicekoo23 8 месяцев назад

    I think you should make it so you can get leaves as well (depending on the energy of the log (or leaf since I think that grows into logs), if it has less energy, it can opt for leaves instead of trying to grow more logs) and make each leaf collect less energy, this way you should see more leaves and make the entire tree look like a tree and not like a glorified dead bush

  • @bropocorp3677
    @bropocorp3677 9 месяцев назад +1

    plants grow taller in the shade

  • @monicde4570
    @monicde4570 10 месяцев назад +1

    Interesting!
    Do you try using l-system to implemented?
    Some advice I think you can plan main topic for each section it will more clear.

  • @dietechnikthaddeus
    @dietechnikthaddeus 9 месяцев назад

    that first clip is really close to where i live :D anyways great video!

  • @musicproduction6744
    @musicproduction6744 8 месяцев назад

    now add a woodworking mechanic and make it in to a lumber game

  • @felfar197
    @felfar197 9 месяцев назад +1

    so cool!!

  • @user-yo8hi9bq2z
    @user-yo8hi9bq2z 10 месяцев назад +3

    please make a tutorial

  • @nicolas_heringer
    @nicolas_heringer 9 месяцев назад +1

    Quando a energia já tiver descido pelo tronco da árvore você poderia tranferir ela para o chão. Talvez em uma área circular ao redor. de modo a permitir que, mesmo em regiões sem iluminação direta, por conta da copa das árvores, plantas de porte menor pudessem crescer.
    Pensei que uma maneira legal de pensar em plantas menores poderia ser atravéz da taxa de transferência da energia.

  • @sphinxtan9158
    @sphinxtan9158 8 месяцев назад

    The reason your trees keep growing taller is same as it happens in the nature. They are competing for sunlight. But in the real world, there are physics for trees to follow, mainly gravity (on trunk structure and water transport). So in the real world, at place where water is sacred, plants tend grow low. But the behavior of competing for light won't change. If you've ever been in a forest, you should notice that all tree trunks are straight. It is because they all want to grow taller than their neighbor. Also gravity prevent them to have a big branch which may break if it is too heavy).
    2nd reason is the survivability without sunlight. Some plants are able to grow in low light situation, some may even be afraid of strong sunlight. They are typical small, slow growing, but produce many offsprings(with spore).
    I suggest that you have some research in plants' "behavior"(growth in react to environment stimulants and stress). Knowing that will help you write a better simulation.

  • @Will-wn7dg
    @Will-wn7dg 10 месяцев назад

    Amazing video! Looking foward to your future projects :)

  • @Jackhenrey
    @Jackhenrey 9 месяцев назад +1

    You should add animals to consume the trees and animals to consume animals you know like ecosystem

  • @eestaashottentotti2242
    @eestaashottentotti2242 8 месяцев назад

    Wonder, if anyone has done a simulation like this, but with simple plants, plant eaters, carnivores and possibly some form of decomposers together.

  • @NickCombs
    @NickCombs 9 месяцев назад +1

    Are the trees spending energy to produce the seeds? Is that energy divided up amongst the seed's attributes?

    • @GalLahat
      @GalLahat  9 месяцев назад +1

      Yeah, ist equivalent to the amount of energy it takes to make a leaf, and the initial log gets the energy from the seed

    • @NickCombs
      @NickCombs 9 месяцев назад +1

      @@GalLahat Very cool :)

  • @NaiZYaJ
    @NaiZYaJ 8 месяцев назад

    Add gravity and make it so that there is a very small chance for leaves to grow on the side of branches except for the main log Also storage of energy and age

  • @Redston4D
    @Redston4D 8 месяцев назад

    maybe add a weight factor so they die if there is to much weight on them also incurrages thinner branchs at the top

  • @PiGuy06
    @PiGuy06 8 месяцев назад

    That water is definitely radioactive

  • @foxidkwhattowrite8339
    @foxidkwhattowrite8339 4 месяца назад

    Underrated

  • @yolokas
    @yolokas 10 месяцев назад +1

    Super cool!

  • @delphicdescant
    @delphicdescant 10 месяцев назад +1

    I was here at 405 subscribers

  • @vecinurupefilmu
    @vecinurupefilmu 8 месяцев назад

    Could you give each organ a weight and make every trunk section have a limit to the total weight it can support above it?

  • @pedrovinicius3981
    @pedrovinicius3981 9 месяцев назад

    Evolution of the environment and terrain as time passes is the next step for games, in fact, is it possible to create erosion scripts in real time? For example, when it rains a lot over a period of time, will erosion occur that creates waterfalls or something like that? This is one of the mechanic ideas I want to put into my project, I don't know if it's possible. Sorry for my bad english.

    • @GalLahat
      @GalLahat  9 месяцев назад +1

      Real time erosion is definitely possible, but the speed of the erosion might change from player to player, but because it is a slow changing thing, I think its fine.
      I would write a shader and do a very low amount of iterations each frame and every frame take the output from the previous frame as an input.
      And I agree, evolution = happiness

  • @omanand1136
    @omanand1136 9 месяцев назад

    in which software did you use for graphics unity or unreal?
    greate explanation 👍

    • @GalLahat
      @GalLahat  9 месяцев назад

      Unity 😁

    • @omanand1136
      @omanand1136 9 месяцев назад

      @@GalLahat can you make aa tutorial for new people like how can new people can get started and prerequisites

  • @grocketgaming
    @grocketgaming 8 месяцев назад

    YESS, SEB!

  • @ValentinoAfton
    @ValentinoAfton 9 месяцев назад +2

    good OWO

  • @nabilnymansour
    @nabilnymansour 10 месяцев назад +1

    This is cool

  • @cringeSpeedrunner
    @cringeSpeedrunner 6 месяцев назад

    I have a new alternative to grass now

  • @martin_j_ward1871
    @martin_j_ward1871 9 месяцев назад +1

    neat!

  • @Coolguy_2491
    @Coolguy_2491 9 месяцев назад +1

    add more L E A F 🍃

  • @domf0602
    @domf0602 9 месяцев назад

    You could also try using the leaves as a factor for energy and not just sunlight the more leaves or even larger leaves the more chance to grow and see diverse species and chance of extinction for some not doing as well

  • @chasemonfette3194
    @chasemonfette3194 8 месяцев назад

    This is cool

  • @SMVK
    @SMVK 9 месяцев назад +2

    Time of day (night) you can make not a completely black screen, but just a “blue” color. To justify this, one can imagine that this is “moonlight”, which does not provide energy, but ignites and one can see what is happening. Besides, it’s more comfortable for the eyes, otherwise it takes a few minutes to “turn the light on/off”
    🚬🌚

  • @benc0des
    @benc0des 10 месяцев назад +1

    Great Video! i would recoomend looking at Sebastian League's channel, as this reminds me of some of his earlier videos. :p

    • @GalLahat
      @GalLahat  9 месяцев назад

      This is the biggest compliment I’ve ever got.

  • @Will-Eves
    @Will-Eves 10 месяцев назад

    This is awesome!

  • @shade4467
    @shade4467 9 месяцев назад +1

    cool

  • @seanclarencesalipong7936
    @seanclarencesalipong7936 9 месяцев назад

    Maybe could use this for game development.

  • @zix2421
    @zix2421 8 месяцев назад

    Cool, can I see the code?

  • @reggie-hi2ym
    @reggie-hi2ym 10 месяцев назад

    This video is very nice but i feel like you should improve the video design a bit, maybe try practicing the script of your video a bit

  • @cgstudiosthebaconbro
    @cgstudiosthebaconbro 10 месяцев назад

    I love evolution :D

  • @TimTheFantastic
    @TimTheFantastic 10 месяцев назад

    I support.

  • @simonmonce778
    @simonmonce778 10 месяцев назад +117

    Try writing a script before recording voice. This way video will have more structure and be more engaging.

    • @GalLahat
      @GalLahat  10 месяцев назад +40

      Thanks for the feedback!
      I'll think about it.

    • @Mr_Happy_Face
      @Mr_Happy_Face 10 месяцев назад +61

      @@GalLahat I think the current style is perfectly fibe

    • @hansdietrich83
      @hansdietrich83 9 месяцев назад +28

      I strongly disagree. This was perfect, even better than many scripted videos

    • @vhay7652
      @vhay7652 8 месяцев назад +7

      It seems good as is to me!

    • @YouTubeAccount-vz2hy
      @YouTubeAccount-vz2hy 8 месяцев назад +1

      I dont agree with the criticism

  • @NoenD_io
    @NoenD_io Месяц назад

    Code the entire oecake fron scratch

  • @galalon2
    @galalon2 9 месяцев назад

    אחלה סרטון! כיף לראות סרטוני סימולציה ואבולוציה כחול לבן! זורק בקטנה הערות בונות למקרה שאכפת לך:
    1. הזכרת את Sebastian Laugue, אחד הדברים היותר נחמדים בסרטונים שלו זה שהוא מסביר את מה שהוא עשה מספיק בפרטים כדי שתרגיש שתוכל לעשות את מה שהוא עשה בעצמך. מרגיש לי שאצלך ההסברים היו הרבה יותר בגבוה וזה קצת פחות קוסם. סתם לדוגמא הייתי שמח להבין איך דאגת לזה שהעצים לא מתנגשים אחד בשני.
    2. נראה שהיה יכול להיות הרבה יותר מגניב אם היית חוקר יותר בפירוט למה המדדים שהצגת משתנים כמו שהם משתנים, זה היה חלק קצת קצר. ממליץ על Primer כערוץ לדוגמא.
    3. ואחרון חביב: אחי - קצת קשה עם המבטא :)
    כל הביקורות בונות בלבד ואני חושב שעשית עבודה מדהימה, אני מנוי ומחכה בקוצר רוח לסרטונים הבאים. שיהיה בהצלחה!

  • @SC-RGX7
    @SC-RGX7 8 месяцев назад

    Release the code lol. It could be fun playing with it.

  • @oricat101
    @oricat101 9 месяцев назад

  • @mramogus1032
    @mramogus1032 10 месяцев назад +4

    Will you remember me when you get famous?

    • @GalLahat
      @GalLahat  10 месяцев назад

      We’ll see 😶

  • @PhenixArcher
    @PhenixArcher 8 месяцев назад

    I have a challenge I would like to pose to you. Could you make a dirt simulation? Like a "tiny" area, say 3 meters by 3 meters where the bottom meter is dirt. I have seen meat tearing simulations in real time so why can't we make realistic dirt? Hell ive seen minecraft block physics animations with better dirt than any game ive ever played. If you're interested let me know. Discord: hadies_alchemist

  • @shrst_honored
    @shrst_honored 9 месяцев назад

    bro, dont chenge volume of music when u talk

  • @estebfr
    @estebfr 9 месяцев назад +1

    Gg

  • @ZoranRavic
    @ZoranRavic 8 месяцев назад

    Audio is in one word: Terrible.
    You've set it up to auto-increse music volume while you are not speaking, but you often make short breaks between words which causes the music to kick in for a split second.
    You could have easily avoided this by manualy increasing the music volume when needed.
    Also the mic pop is very annoying. You could have easily gotten rid of it using a tool like Audacity.
    It might seem like a small issues to you, but I literally can't watch the video because the sound is so annoying. Too bad. The video idea seemed interesting.

  • @finalkill
    @finalkill 8 месяцев назад +1

    That’s how god is feeling