This Animation System IS AMAZING
HTML-код
- Опубликовано: 6 фев 2024
- Hazel ► get.hazelengine.com
Patreon ► / thecherno
Instagram ► / thecherno
Twitter ► / thecherno
Discord ► / discord
More information about my game engine ► hazelengine.com
🕹️ Play our latest game FREE (made in Hazel!) ► studiocherno.itch.io/dichotomy
🌏 Need web hosting? ► hostinger.com/cherno
💰 Links to stuff I use:
⌨ Keyboard ► geni.us/T2J7
🐭 Mouse ► geni.us/BuY7
💻 Monitors ► geni.us/wZFSwSK
#Hazel
I remember when you started this project, deciding to make your own engine. I don't keep up on the videos constantly, but I pop in from time to time. When I saw the thumbnail of this video, I asked myself "is he testing a new game engine?" and when I clicked the video and saw that I was looking at Hazelnut, I was extremely impressed. Incredible stuff, this looks amazing. It's really starting to look like a commercial public engine, and that's insane to me.
true
same here, damn he got a lot of work done
yeah he's really giving it his all!
The UI looks amazing, much better than any other Dear Imgui app I've seen. I'm sure there's a lot of modding and theming going on, would be cool to see a full-on series focused on the front-end of the editor.
I totally agree, its tight and very well presented, kind of; pro by default.
I can see the Unreal influence in the graph system and animation system overall, very cool stuff ;)
I found your channel when I was 12 years old, I'm 20 now studying engineering at university. It's been so fun and amazing seeing your channel and you grow as a creator. I can honestly say you're content is a huge reason I'm studying the kind of stuff I am now in university, so thank you!
Love the Chern! Bro, one of the reasons why I think you're so unique is your engineering background. You really stand out to me amidst the hobbyist crowd. I 100% go to you for any technical aspect of game development and actively seek your perspective on any news in the broader game development / engine world.
Damn, your engine really has come insanely far. I appreciate all the work that you do
seeing all this work makes me so inspired to work on my projects so much more
This is getting so much better. I love seeing this.
Really cool to see how far this has come. Serves as great motivation for my own engine. :)
Wow this is such a cool system!!!! I really like how the nodes also get reflected in the editor ui, definitely a great inspiration for my engine as well haha. Thank you for making this video! :)
We do like you Cherno! Keep being awesome! I am amazed how far Hazel has come since I started following it shortly after you first announced it.
Wow the animation system + the node system looks amazing
i totally agree with the point that a game engine has all the tech ,during my Neural network class, I have used my own neural network project written in c++ from scratch directly integrated with the unreal engine 4 , which act as the brain and drives the car without colliding,
then only i understood that a game engine is such a beautiful tech where we can literally do anything we want
Great video, cant wait for the next videos!
Awesome when you can do this, I remember doing character animation over uneven terrain and the director asked why it was difficult to change character's location without feet intersecting the ground. We were animating non-biped characters, similar to Disney Cars, so I had to create an inhouse system using MAX Script 😆 This was over 10 years ago, so there's hopefully built-in features for it now. I used ray casting to get surface position and normal, but that could be very hit and miss back then😀 Always so much people take for granted and it's wonderful for us when tools work flawlessly so we can focus on being creative. Hope you're well, keep up the amazing work and thanks for posting
This is good stuff, thanks for showing it. Could you go into a little more detail on the graph compilation back end in an upcoming video? Not sure that's an area where many consider the work and/or process involved
This animation system-editor look actually useful and good. Nice!
This is looking really good!
new to the channel , first 3 min in i was like "is this channel actually showcasing a real human being?!"
like its obivuous theres zero mask, or persona, i feel im with a friend ,
how pleasant it is , and also how grounded for learning
your content is and how u go about the sharing it ... a gem
i guess this is a long way to spell thank you a lot mate ^^
thank you Cherno
Cherno I would really appreciate if you tackle hard bits of Game Engine development. For example Animation System itself should be a video that you can tackle to help and teach people.
Keep up the awesome work you do
It really seems to be coming together! Maybe for your next Hazel game jam, you can have others join you.
This was really cool to see
Looks really professional
Well done!
Dang I'd love to learn how to do this, even just the UI goes over my head haha
thats really cool! I love it
Great animation system!!
You don't need anyone to continue, as long as you are sure of the success of the project, so continue
Wow, I'm very impressed with this animation system. At 18:00 the walking animation reminded me of the character sprinting in MGSV. 👍
Please please keep updating the game engine series with more tutorials on things like this!
I think seeing how things are made in the engine can really help sell it more to potential developers.
great job
Если бы не ты, я бы не начал заниматься графикой, вулканом, спасибо большое! Жду каждый твой выпуск, потому что они мотивируют меня работать дальше, то как твой движок рендерит сцену в видео просто невероятно! Очень красиво.
Great video!
geez the editor looks so fleshed out now and clean asf
Cherno, I really love the content you are making :) You were and are a great inspiration for me, as I want to transition into graphics programming as a career as well. I even mentioned you in the acknowledgements section of my bachelor's thesis :D
Keep up the great work, but also listen to yourself and don't overdo it! That serves no one :)
Hey, what was your bachelor thesis about?? I'm studying computer science and I would like to come up with a project for my thesis too
About CG, I mean
I would love to see a video on how the graph is executed at runtime!
It's already looks better than Unity Engine. You're awesome!
After a couple of your videos, i decided to write Raytracer with Vulkan. Because i haven't to much time to make gameEngine, but needed some graphics C++ experience to get Gamedev job
This is a really clever idea, if it's possible to get the graph to update during runtime this would be even more intuitive!
I have a suggestion: Adding procedural elements to the animation system like an IK solver that blends on top of the animations where you can adjust its influence on the overall animation. This would be useful for precisely positioning the hands or feet on a surface. Also a spine system that uses a Bezier curve to drive the motion of the character's spine would be also be useful for allowing the character to look around smoothly would be really cool to see too.
Yes, IK is coming! AimIK (e.g. adjusting the pose so that character looks at a target) is actually already in there. LimbIK and grounding the character to potentially uneven terrain is next in line.
Personally, I'd love to see a 'Feature Showcase' whenever you've got something cool and new to show off for your Hazel project! I think it can also help you keep track of the milestones of changes you've implemented throughout your journey developing Hazel.
I think compiling 'Stream Highlight' videos could be fun as well, depending on how much got done in that stream and how eventful it really felt. I don't think all dev streams would necessarily warrant this, but a stream where you overcame a particular difficulty / bug or where the chat interactions got fun sounds like it would make for a great video!
Cool look
I would suggest put Point direction on each join on character like The point A is elbow. From Walk animation, the point A (elbow) to sit animation, the point A, which produce the inbetween. Also, can manipulate how The point move either curve or straight. I feel like too much but I were in animation studio, we like software could produce us inbetween easier so we could focus on Principle and key posses.
Debug visualization for joints is something I want to add for sure.
The thing you mentioned about real people being behind the numbers was so true.
Honestly, I would love to see stream highlights, as some youtubers have purposefully moved to recording videos on stream. I would assume it's easier and less time consuming than if you were both streaming and recording a video offline at the same time.
Hey Cherno, nice video. Are you already doing blend skinning with quaternions?
skinning is simple linear weights at the moment. dual quaternion skinning is in the back of my mind, but there's too many other "fun" things to do (like inverse kinematics)
As a graphics programming I'm struggling a little bit with how to architecture my engine or renderer how material system works and how it talks with renderer especially in complicated situation like bug scenes and so on, I suggest that cherno create a series talk about each system in hazel how they make it's architecture just talk no coding or explaining math just chill and give some advices for graphics programming
Can the playback speed be connected to an external controller such as a slider that can be controlled in real time?
Awesome stuff, very inspiring!
Is the interpolation between the animation frames always linear? I wonder if it would benefit from an interpolation setting between linear, stepped, smooth, splined, etc... Same goes for the interpolation between poses.
Or better yet, why not do a feature for a custom interpolation curve, editable in a graph.
Yes, is always linear at the moment. I definitely want to add a curve editor at some point, as non-linear transitions can look more natural.
@@0x356 Awesome! Yeah, animation can use all kinds of interpolation spacings, depending on the action, physics, momentum and whatnot.
Speaking as an animator myself. :)
it's amazing
this video feels so refreshing. im not sure why
I want to also learn how he is writing the 3d engine. Can anyone tell me how I can do that? I know there are no videos for that but is there any documentation? Thanks a lot for answering in advance.
When the engine will release I think it's ready for alpha or beta release
Are you applying AO in direct lighting instead of indirect only? There's some occlusion effect that looks very strange.
Animation graph looks sweet
The sense of tiredness / burn out is palpable. I can relate. And I can relate to kind of being in a place where.. I'm tired of doing what I'm doing, but what I'm doing is definitely the thing that I'm the most passionate about. So I'm left in a sort of difficult position. To say that I'm "tired of life" would be too strong of a phrase, but. /sigh, sometimes it feels like that's more-or-less the reality. I wonder if there are specific, identifiable things which are contributing substantially to your.. sense of burn out.. that if you can get rid of those particular things, that would lighten things quite a bit. If it might be possible to identify them and really take serious steps to address them. Easy to say, not easy to do, I'm sure. But. It might be important.
I would like to see the list of features that are half done. I'd like to see what you mean by them being half done and hear about what being fully done would be like and I'd like to see devlogs in which you make them feel more fully done to you. That would be sweet! Someday, after I finish my current project, if/when I ever manage it, I'd like to see about maybe using Hazel to make games. I've tried Unity and Godot. I've tried just using C++ and OpenGL/AL/GLFW. Right now I'm using C# and OpenTK.
The animation system looks super cool! The quality of the eye candy in and around this whole general project has definitely risen substantially! Beauty is money.
That's a pretty nice looking sort of robot / gecko mannequin-looking avatar model you're using there. I see there's some.. kind of.. black fog around its feet. What is that? If I were working with this, there are a lot of animations I'd be tempted to work on, like.. walking, as opposed to running. Crawling / sneaking through tall grass. Pushing up against a wall. Climbing a rope. Climbing a hill. Half skidding, half sort of cantering down a dirt or sand hill. Various martial arts and weapon wielding maneuvers. Taking a jacket off. Mounting and unmounting a horse. Does Hazel have rag dolling?
One type of game I've always wanted to work on is a sort of 3D, semi-open world street-fighter like game, in which the player's avatar's effectiveness at a given move goes up when the player executes it properly and with the right timing, and goes down a little when the player doesn't do that, so that the avatar's power/skill level ends up reflecting the player's skill.
I like that interface looks like geometry node interface of blender
I wonder how you implemented the whole graph API. Is it posible for you to share how that works internally?
You've now surpassed the tech of the first game engine I made. Never sell this IP, you'd regret it.
Really neat system 0x has developed 👍
Very tidy. Could I ask whether there's a UI framework that you use for the "animation graph view"? It looks *very* neat. Maybe you render it all yourself? I'm stuck in the MFC/GDI world which seems light years behind what you're doing. Just curious how you do it, esp if you have any videos etc which explain it. Thanks.
We are using imgui-node-editor for the animation graph (and sound graph). But with a quite a lot of extra stuff written on top of imgui-node-editor.
Will you officially release this game engine till the end of this year
I like that interface looks like geometry node interface of blender😉
You know I'm really surprised that, we did not get a GTA 6 trailer reaction from you.
was waiting to see how it was made. F
It's really amazing to see this stuff, but I feel like it would be cool to maybe say a few words about where people can get started with looking into these topics themselves: I'd be fascinated to learn a bit about animation programming, but this video kind of stresses that this is a really big, complex system that someone's been working on for years, and if I was looking at the Hazel github I wouldn't know where to start
Skeletal animation itself is relatively simple (I think ogl dev has a basic tutorial on it, so that might be a place to start). The "big complex" bit for Hazel is the graph-editor UI that allows people to compose their animation assets together in arbitrary ways. If you are just writing a game (and not an editor) then you don't need any of the big complicated UI.
I'm distracted by the faces in the couch...
Yo this is YOUR engine?! I rolled my eyes and clicked this expecting you to be fangirling over Unity lol Glad to see this it looks amazing. Nice work
Dang
I'm new to party. Curious if/how you guys are planning to integrate LLM and genAI features into your engine? Seems like an massive opportunity to leap frog the legacy engines. Best success with everything!
What Library is being used for that graph editor
At its core is imgui-node-editor. But there is quite a lot of custom written wrapper code on top of that.
When you are old enough, you will understand that its not how old you are, but how much you know about a subject.
Hi , do you use ASSIMP to input animations of characters ?
Currently yes.
This man will catch up with Unity/UE some day, i'm already liking your engine MORE than Godot, if you someday release it to public and made it open source i'm 100% supporting it!
What about security?
Animation system is very clearly based on Unreal engine, but really cool progress Hazel team!
No. We went back in time and Unreal is copying off future Hazel.
Graph UI looks like UE...which is not a bad thing!
Your capsule collider looks like the hemisphere top and bottom are made up of actual geometry instead of curves like a NURBS sphere would have. Isn't the benefit of a capsule collider that, for the top and bottom, you get to use the much easier collision detection of a sphere (where you just check for the radius) instead of edge detection for all that geometry?
are you planning to release Hazel engine on macos or no??
hey im new here, can anyone tell me what api he used for rendering graphics
thanks@@Dynamo2024
we like you
When I'm on the point of burntout
You always come to rescue ❤
first yes we like you and it's weird XD, but seriously i love you and your content , and also want to re thank you for the c++ series it helped alot , best wishes yan
крутой движок
@The Cherno, Can you make a comparisson with Godot? since is also a not fully mature Game Engine! would be very interesting to see the two different approaches to Game Development!
Good video 😊
what is it>
Please, don't lose faith into the game engine series. :)
Hi,I would like to make a game engine.I don't know programming.How can I do?
Alright so first of great job, it does look awesome.
However i do have some questions that are probably super demotivating to read so dont read them if you're already struggling with motivation.
Spreading demotivation or "negativity" is not my intention with this comment, im trying to wrap my head around these questions:
I get creating your own engine if you actually use it e.g. to make a game (don't have to pay royalties to anyone etc.) or if its simply for fun/learning. Is that your plan with Hazel?
Or are you creating it so others eventually start using that over unreal or unity? Or is it all for fun/content for this channel?
I'm actually confused because its gonna be a long road before you're on feature parity with unity or god forbid unreal.
This animation update is great but you can tell its a conceptual copy from Unreal, almost 1:1 even the layout and design. Which again isn't a bad thing but it doesn't offer anything new and makes me wonder if that's gonna be a repeating theme to make a conceptual/UI clone of existing stuff which would beg the question why not use the original instead?
Another thing is that the other engines have these massive ecosystems.
Let's pick Unreal as an example, literally millions of $ of free assets provided to people to use for free. Hundreds if not thousands of plugins for every situation you could think of/need.
Every month new free asset packs/plugins. Actually shipped games. Used in video/architecture. Tried and tested systems. Lots of contributors. Insanely smart engineers working on it too innovating on a massive scale.
Pretty much the same for Unity, minus some things.
I really dont want to sound demotivating because i know i am, but my brutally honest question is: why should i chose Hazel over Unreal or is that not the goal?
Anyways if you did read this, please dont let it negatively affect you. I get wanting to do what you like, and its a great technical achievement.
im just interested in the business plan with this project.
Simpler engines might have an easier learning curve and have less overhead if they are fit for some particular task. Whether that's the case for Hazel is a separate question. I can definitely tell that sometimes, in a niche, a smaller, but well-suited engine works better. Although I agree that trying to make an Unreal/Unity killer to compete with them directly is a dead end.
I would use Hazel over UE or Unity all day period. and if I could contribute new features to the engine I would do so.
Hazel animation system is definitely not a copy of Unreal, and is not aiming to be. Resemblance to Unreal is likely coincidental because, well, if you are making an animation graph then it _is_ going to look like a node-graph, that's kinda unavoidable. However, my goal is to make something that is easier and more intuitive to use than Unreal - more accessible to people just picking up this stuff as a hobby.
To be honest, I'm not really expecting many people to actually use it. For me, it's more a case of making the animation system _is_ the game - if that makes sense?!
One other reason for resemblance to Unreal: The default look and feel of the imgui-node-editor that we are using for the node-graph UI _is_ modelled on Unreal.
it looks a lot like Unreal engine which i really like.
Wait. Ray traced sound? That's awesome. It's obvious I guess, but I'm not a developer. Bouncing sound onto materials affecting the sound, even objects moving would feel more real and placed space, the immersiveness! Is this old news and I'm already getting this not knowing? The frostbite engine has amazing sound imo. Regardless, deeper appreciation. Guess I'll know when I Google, but wanted to share my excitement
👀
Pretty impressive, but I just wanna say.. get your sample scene level with "cooler" assets. While the UI looks really good, the scene doesn't give it justice and I think you should improve because people realize, "oh this is actually an engine with awesome lighting and rendering features!"
I guarantee this engine gonna be better than unreal
I like you
Eh, we like what you do, as for you... 😝🤣
"Root-Motion" or "animation-driven gameplay" have always seemed backward to me ever since I learned about the inverse from Wolfire Studio (Overgrowth).
It serves the gameplay better to have the character's position and actions drive the animations instead, kind of thinking of the game as only data-driven, and then having the animations dynamically adjusted to "follow" the character's movement and state. It helps archieving deterministic gameplay which is ideal for competitive game, replay systems, and proper netcode, and also simplify running the gameplay logic in headless environments, making server-authoritative games simpler / less computationally-expensive from the server's side.
Absolutely! (BTW everyone go watch the "An Indie Approach to Procedural Animation" GDC talk, it's awesome). Using root motion in Hazel is entirely optional, you can set the graph up how you like.
iuy
i wish I was born as intelligent as him
Nobody is born intelligent, just like nobody is born with the ability to ride a bike. Find the bike you like and get on it! Either you discover that it's not for you or you love it so much that you don't care that you kinda suck. Or you could end up like me with my maladaptive perfectionism. Don't do that. Don't be me. Perfect is the enemy of the good enough. Perfect is never finished. Embrace the suck! Finish first, polish later. Yeah?
@@SuviTuuliAllan bro i only can draw a damn green square with opengl let alone Vulcan, Directx and physics. This shit is so.. so.. hard.
This dude is making a whole game engine even in his early 20s, i feel like a monkey. i mean i feel terrible.
@@-Engineering01- You may have some issues you need to work on. Maybe you even need therapy to help with your self-esteem? I mean, I don't really know. If you feel overwhelmed, go back to the basics. Make sure that you understand the maths. Walk yourself through the steps needed to do what you want to do. Start small. 2D before 3D. Well, you know how this works. Don't bite off more than you can chew, lest you get overwhelmed and discouraged. One. Thing. At. A time. You might want to try something like Processing or p5.js. Or Shadertoy. Whatever gives you an environment where you can experiment. And do a lot of reading and taking notes. Also, these days we have LLMs. They can teach you stuff but don't fall into the trap of just copy-pasting. Read and understand the code! Good luck and have fun!
@@-Engineering01- He has over 11 years of experience in game programming, on top of that this engine is 6 years in the making! Don't be discouraged, watch some of his older videos because they're quite helpful for game engine dev.
@@deluxe_1337 thanks my brother