I love that he’s made a character to be inside of the games he’s describing, it’s a genius way to give examples of the sound design he’s trying to teach
Also cant Forget he Did the Table from his 'Mario Kart and the Doppler Effect' Video, Like he Recorded That Video in Subnautica, Love Little Details that Add nothing but just something that makes people go: "Hey I've Seen that Before", Such a Good Channel
Just... man, everything I learn about Subnautica just screams "these developers care about what they're making." What a great game. Everything should be made with so much love.
Subnautica is a great reminder, to me, what open world games can be when they're not just open world for the sake of being open world. This is honestly something that pisses me off. Why do people make open world games, then fail to do anything interesting with them? If your experience is gonna be semi-linear anyway, don't make the game open world. Do what OoT did and make the game with several sections that the player can explore in the order they choose, even if the outcome is more or less the same. This is also the reason why i don't like BotW. It's open world, but fails to do anything interesting with its open world. Navigating it feels like just another way to increase play time. Subnautica however does it well. The open world is big enough to get lost in, but small enough so that the devs could hand craft it piece by piece. You'll be exploring it step by step, conquering the world slowly with each advance you make. Another game that does this very same thing well, though it's a bit more guided in its approach than Subnautica is, is Ancestors: A Humankind Odyssee (which i will just call Ancestors from here on out). For those who never played it, in Ancestors, you basically play an early hominid on its evolutionary path towards becoming the first humans (That being the first creatures of the clade homo, not the first homo sapiens). The gameplay loop is pretty simple. You need to find food, water, and safe sleeping spots, all while avoiding predators. In the process, by doing all sorts of things, such as using tools, jumping from tree to tree, eating new food you find, etc, you unlock new perks, which simulate the evolution of mankind. The world is massive, and it'd probably take you ages to get from one end to the other (Though i do currently plan on making the trip back all the way to the initial spawn hideout after reaching the other end of the map) though, for most of the game, you'll really only explore within maybe half an hour of your home base at best. However, your spawn base does move, and you only have limited control over it. As you evolve further, your spawn slowly moves east, away from the jungles and towards dryer climates, as to simulate the climate shift that forced hominids to do things like walk upright in the first place, though it's probably entirely possible for you to just migrate back constantly. Two things i do have to critisize about the game though: 1: The gameplay gets pretty repetitive after a while. At first, exploring the world around you is interesting, but the gameplay loop is the same for most of it. Find new item, use tool on item, acquire new food source from item, repeat. Pretty much how the entire game works. This does get repetitive after a while. 2: The game has a tutorial you can turn on, yes, but even then, it throws you into the game and leaves the learning how it works up to you. I get they're trying to simulate the fact you're an early hominid being smart enough to start understanding the world around him, but at times, the game has too little tutorial even then. For instance, it would be useful if the game told me i can kill other animals by counterattacking with a weapon in hand, letalone how to do so (Move forward and hold the action key at the same time, then release the action key once you hear a specific sound cue, for those who want to know) but the game gives you very little indication of this abstraction even with sound on.
Yeah it really adds to how realistic drowning feels. The way the sounds start to dull and your vision starts to go black... makes you feel like you actually can't breathe, it messed me up the first time
@@dolphinboi-playmonsterranc9668 Solid joke but can people please stop stealing my ladders? I owe thousands to my local Home Depot because of this shit
That was an exceptional lesson on refraction! I'd also like to add some information on the game development part! We usually "fake" these effects by mixing a lot of effects together to pass the impression of the wanted effect at the end! In this case, there's a distance range in which the camera shows a mask, the white-black part which Scruffy shows sometimes in the video. This mask is applied to the view if the player is in range and intersecting the water plane (the surface of the water). Add a bit of sky, fade to blue depending on the distance and voila! You have a pretty convincing Snell's window! There's no need for calculations of light in real time, otherwise, our computers would cry for help! hahahah And that's why ray-tracing, RTX is disruptive! It's enabling such tremendous calculations in real time!
How would you suggest to implement stuff like refracted light effects then? I can imagine using prebaked shaders a la mirror's edge must work wonders for games with set levels and lighting conditio s, but what about stuff like large scale worlds with dynamic day/night cycles? Forgive my likely ignorance, I just begun my journey into game dev studying on my own so there's plenty I still don't know
@@npc6817 Correct, dynamic open worlds like this generally don't use baked lighting. But there's no need for any prebaked stuff, the mask would be applied in real time to the water surface's material. For stuff like day/night cycles you can take the main light's direction and color and the shader will use those two variable in real time, no need to calculate every single light ray and refraction.
When you introduced math, I started to do that thing when I furrow my eyebrows to try to understand something, but I gave up halfway through the video and just enjoyed the pretty colors. Seriously though, amazingly well done video!
@@DMGaina I doubt they have as much effort as in Subnautica though. Not because like "Subnautica is the perfect game" or something, but because... Well, it's in the name. Nautical. The sea. The whole game (Minus some places) takes place in the water, so there's going to be a lot more detail than in other games
Hi Scruffy! Just some constructive feedback from a Physics teacher. Your vector diagram shows light travelling from deep in the ocean upwards to the surface and outwards into air. This seems to imply that we shoot lasers from our eyes to see things. While most educated folks might recognise that you're using the arrows to represent the players viewing angle and that the path for light is the same in either direction, for others, this might lead to misconceptions. The reality is the arrows go the other way. Light from anywhere above the surface will bend in the same way but in reverse as it enters the water. As a result, light from the surface cannot travel sideways and you can only see light from the surface in this cone above you. Keep up the awesome work!
While this may not be the case in reality, but in video games? This would make total sense for people who has a better understanding of how internal game engines work. They don't have a script that casts these lasers from the sun in all directions and calculate all the pretty colours and shadows, that would be just a waste of processing. The usual way most people would do would be to shoot those lasers from our cameras, or POVs and do the math from there. So, scientifically speaking, not very accurate, but in game design? Much more sense.
I'm absolutely in favor of science teacher Scruffy. Your vids on sound design are always interesting and engaging, and today I learned that the same holds true regardless of the topic. It really is just that you're incredibly good at describing "what you love".
Every Scruffy video is just a masterpiece… The quality is really insane. I learn so much and yet still it’s such a relaxing experience. Keep it up 💙 You’re gonna do great things
Of all the things I expected from this channel, optical physics wasn't one of them. I am impressed, often times not even textbooks are so remarkably clear in their explanations of wavevectors in a dielectric boundary. Great work.
Man, playing this through my new speakers made me realize just how much BASS there is in the sound mixing (especially the intro). Not that shaky, I-want-my-muffler-to-fall-off-my-Honda-Civic-when-I-play-this-in-the-car bass, but that rich and creamy stuff. Makes it even more chilled out. Excellent.
2:16 Small correction: When we say that light always takes the path of least time, that's in reference to how a beam of light would manifest macroscopically. On the quantum level, any given photon will go wherever it wants, even if the path it takes is totally wack. You can calculate how much that path contributes to the total with the photon wave equation or phase vector analysis, but either way since the physical process of refraction is probabilistic [as is every other optical effect], it doesn't obey the laws most people learn when you consider it fundamentally rather than on our scale of reality. Another note, photons do not slow down through mediums. Put at its simplest, what you're seeing is the apparently velocity of wavefronts of light being emitted in all directions along a vector where the phases of the light wavefronts happen to superpose constructively. However, the photons that compose the refracted light are mostly not actually travelling in the direction of the beam. This gives rise to something called phase velocity, which is a different concept to the actual speed of light, which is lorentz invariant; it is always the same no matter what.
Thank you. I was really frustrated by the explanation of snells law (or I guess lack thereof while still trying to explain the phenomenon caused by it). It's just I wish people would either give no explanation and just explain the result or actually give you a model of how things work instead of giving a incorrect explanation.
@@solsystem1342 There's no reason to discuss quantum mechanics when doing macroscopic optics - that would be losing the forest for a leaf's mitochondrion. Providing the relevant principles from optics to the situation at hand shows people who want to know more where to look to dive deeper, and doesn't leave anyone confused about where the result came from.
@@le__birb well yes but, they didn't have to give a blatantly wrong result. They could have just used "light takes the shortest path" as a start and then explained that using an analogy. Rather then making up some stuff about the "horizontal speed" of light needing to stay constant.
I never considered why this was before - thank you for enLIGHTening me, heheh. Hope this means we get some sound videos on this masterpiece in the future, now that you're back! The audio design at play with hearing these creature sounds echo through the ocean is really fascinating, and I'd love to see you crack this one open and explain what's going on here in that gentle, friendly way only you can.
honestly, WOW. i cant even begin to describe how you even do all these amazing graphics, let alone the actual thing you are trying to explain. its amazing
The audio design of your videos is truly masterful. I always come back to this video just for the sound design of it, because I adore the soundscape of Subnautica and you do such a good job of replicating/adding to it. 1:20 this moment is so good.
This is probably one of my favorite videos I've seen recently, the production quality is (almost literally) out of this world. Your art style along with constant audio reinforcement really makes everything you say feel more powerful. I'd love to see more stuff like this.
This video was so well executed and clean, down to the "what i love" outro :) cannot wait for the day when i can support you outside of just liking and commenting!
5:00 So when he says "if the water was perfectly still", the background audio fades out. The one that earlier he said was ambient ocean currents. That's a great attention to detail!
4:39 ok this is genius and i can't believe i've never seen (uh... heard) another educational video that does this. using the sound cue to indicate the visual trait of the thing your talking about. that's like the level of ingenuity i'd except from a 3blue1brown video
Subnautica triggers so many feelings at once it's crazy! The sound effects in the game are so good they feel real, I always get chills hearing a reaper in the distance.
I never comment on anything, it's just so awesome how much time and detail you put into these videos, but with such pleasing and easy to understand presentation. Spot on. I'll see you on Patreon.
Was learning out the index of refraction last physics lesson, so it's really cool to see how this bit of physics is applied to videogames. Great video as always
The fact that the water surface acts like a mirror outside the circle is mind blowing to me. I never played this game and I’ve also never scuba-dived or what not, so I wouldn’t know much about this, but that’s still fascinating to me.
i swear videogames and RUclips vids about how game engines work to make a nice looking picture to catch your eye thats barely noticeable has helped me more than a decade of school alone, and I'm not necessarily going to plan on using programming!
Came expecting an incredible discussion on the sound design of subnautica, and though I'm slightly sad I didn't get that, the discussion on refraction and snell's window made it well worth it.
This taught me more about how light works in 9 minutes than the American school system did in several weeks. What that says about the system should be obvious, but either way I'm impressed! That's just a LOT of detail for a game to go through the effort for, and I'm glad I get how it works now :3
When I say this game was one of the handful that remind me why I love video games I truly mean it. The developers put so much love into the sounds and looks in the game
As a year 11 physics student we did the Total internal reflection prac with a beaker of water and a laser. As a computer programmer I can appreciate the thought and work put in to achieve this in code. As a gamer I just loved the whole thing. Well explained Scruffy.
The best thing about this video? Shortly afterward I was learning about light in Science class- and we had a whole unit on refraction in materials. I felt so smart knowing the things in this video!
I’ve watched this video before but wanted to rewatch it due to being in advanced physics in which I’m learning stuff like, electricity, magnetism, em waves, optics, relativity, quantum, and nuclear physics. I’m currently on optics at the moment which focuses heavily on reflection and refraction(Snell’s Law). Just how light interacts with things. I was just interested in rewatching it again and seeing how much better I understand some things now. This video explained stuff it needed to really well and very accurate and it’s one of my favorite videos on RUclips.
I did a physics project on the Index or Refraction, and how increasing the concentration of sugar water causes a greater refraction. Love that I get to see this applied to a game.
As someone who has studied the physics in this, you did a really great explanation of snells law! I loved the internal reflection part, I'd never seen it explained like that before!!
that is super cool and I absolutely love this video. As a SCUBA diver, you always are aware of the visual phenomenon, but since it has no bearing on the sport in any fashion, it is never explained during your training.
Ok, so a lot of this was things I knew already, however the way you described it and visualized it clicked in a new way. Never knew you could describe physics as well as sound/music, though now that I'm saying that out loud it seems like it should have been obvious. Great video, and thank you for sharing
I listen to subnautica way to much and you did such a good job at recreating the music. It was just different enough to tell it wasn’t the original but someone who didn’t know would have no idea.
I love how a chanel that mostly analyzes music decides to take a deeper look into visuals and simultaneously turns into my physics class I love your videos Scruffy! They are nice to watch thanks to your calm yet interesting voice and the focus you put on music. Adding your animated character has made this a lot more fun aswell
Hey there Scruffy! I absolutely loved the Taking Root ost you've been posting, but I'm also really glad to see What I Love coming back! I stopped doing optical physics around 4 years ago, the only thing I remember about them nowadays is how everything felt too heavy to remember, hard to digest information and all that. I was really impressed at how wonderful your format is with visual aids, I wouldn't be surprised if even the younger part of the audience managed to get the general principle behind something as complicated as reflection and refraction thanks to your little animations. Keep up the good work, absolutely looking forward to the next one as always!
It's these types of details that always amaze me. There are thousands of little things in the fictional worlds I've seen that likely took far longer than I could've ever imagined to pull off. Thank you for showing me one of these examples!
you know. i just realized how much i love the concept of "in order to get up of and far away from this planet. you must first go down deep into its depths"
Thinking about how I'd program something like this. My first thought was to project a cone upwards from the player and check where that cone intersects the surface. That intersection point can be used to size a shader on the surface, and we already have numbers for the player depth so the blurriness isn't difficult to add in as a function of that in the shader. But that's naive and could be optimized. Instead, we could generate a function to map depths to the diameter of the window. If the angle formed between the diver and the vertical is 48.6°, then we can use basic geometry to figure out the (physical) size of Snell's window. If h is the depth and d is the window diameter, d = 2htan(48.6°) or d ≈ 2.269h. Then it's just a "simple" matter of passing this circle to some kind of shader. I love physics that turns into a simple equation.
Scruffy could teach me absolutely anything and I'd be giddy seeing just how polished his material is every single time. It could be one giant meme and I'd be none the wiser but just as appreciative.
I love RUclips channels who just make videos talking about things that they're interested or passionate about. Obviously scruffy does more than that, which I appreciate as well.
Gotta say I LOVE the little visual and audio details you put in here while describing the way light bends when it passes through water. The little tone that plays when talking about kx being one of my favorites. Having the tones be at different pitches to represent the difference in length, then after the light bends having them be in unison just makes the dopamine run wild in my brain for some reason lol.
Since I watched Sean’s first gameplay of subnautica in 2016 i have been fascinated with the game and it’s surroundings. Think about how genius it is to make a game on an alien ocean planet. The ocean here on earth is already very unknown so making a game that’s putting you on an alien planet that is 99% ocean is probably one of the smartest things I have ever heard. I also love how much work the developers of this game put in it. This video made me look at subnautica with an entirely different view and appreciate it more than I ever did before.
learnt more about critical angles, refraction, total internal refraction, index of refraction and the vector magnitudes of light in this video than i did in my physics class. great video!
I love that he’s made a character to be inside of the games he’s describing, it’s a genius way to give examples of the sound design he’s trying to teach
It's what happened to Phineas after he finished school.
I agree, brilliant and clever
Also cant Forget he Did the Table from his 'Mario Kart and the Doppler Effect' Video, Like he Recorded That Video in Subnautica, Love Little Details that Add nothing but just something that makes people go: "Hey I've Seen that Before", Such a Good Channel
We don’t deserve Scruffy
some magic school bus type shit
Just... man, everything I learn about Subnautica just screams "these developers care about what they're making." What a great game. Everything should be made with so much love.
And then you play the sequel and get the opposite impression.
@@Mwapavo123well it does feel pretty rushed, it did take a lot less time to make than the original subnautica
Subnautica is a great reminder, to me, what open world games can be when they're not just open world for the sake of being open world. This is honestly something that pisses me off. Why do people make open world games, then fail to do anything interesting with them? If your experience is gonna be semi-linear anyway, don't make the game open world. Do what OoT did and make the game with several sections that the player can explore in the order they choose, even if the outcome is more or less the same.
This is also the reason why i don't like BotW. It's open world, but fails to do anything interesting with its open world. Navigating it feels like just another way to increase play time. Subnautica however does it well. The open world is big enough to get lost in, but small enough so that the devs could hand craft it piece by piece. You'll be exploring it step by step, conquering the world slowly with each advance you make.
Another game that does this very same thing well, though it's a bit more guided in its approach than Subnautica is, is Ancestors: A Humankind Odyssee (which i will just call Ancestors from here on out). For those who never played it, in Ancestors, you basically play an early hominid on its evolutionary path towards becoming the first humans (That being the first creatures of the clade homo, not the first homo sapiens).
The gameplay loop is pretty simple. You need to find food, water, and safe sleeping spots, all while avoiding predators. In the process, by doing all sorts of things, such as using tools, jumping from tree to tree, eating new food you find, etc, you unlock new perks, which simulate the evolution of mankind. The world is massive, and it'd probably take you ages to get from one end to the other (Though i do currently plan on making the trip back all the way to the initial spawn hideout after reaching the other end of the map) though, for most of the game, you'll really only explore within maybe half an hour of your home base at best.
However, your spawn base does move, and you only have limited control over it. As you evolve further, your spawn slowly moves east, away from the jungles and towards dryer climates, as to simulate the climate shift that forced hominids to do things like walk upright in the first place, though it's probably entirely possible for you to just migrate back constantly.
Two things i do have to critisize about the game though:
1: The gameplay gets pretty repetitive after a while. At first, exploring the world around you is interesting, but the gameplay loop is the same for most of it. Find new item, use tool on item, acquire new food source from item, repeat. Pretty much how the entire game works. This does get repetitive after a while.
2: The game has a tutorial you can turn on, yes, but even then, it throws you into the game and leaves the learning how it works up to you. I get they're trying to simulate the fact you're an early hominid being smart enough to start understanding the world around him, but at times, the game has too little tutorial even then. For instance, it would be useful if the game told me i can kill other animals by counterattacking with a weapon in hand, letalone how to do so (Move forward and hold the action key at the same time, then release the action key once you hear a specific sound cue, for those who want to know) but the game gives you very little indication of this abstraction even with sound on.
I agree, especially all the time they spent explaining why each creature has the features it does, I enjoyed reading many of the scanning logs lol
@@Mwapavo123 I mean, that could also be due to having already created assets and reusing or repurposing them.
The effort put into rendering that circle so beautifully makes sense when you consider that it's often the last thing you see before you die
*Oxygen.*
**Warning. 30 seconds of oxygen remaining.**
*Caution, Vital signs critical*
Yeah it really adds to how realistic drowning feels. The way the sounds start to dull and your vision starts to go black... makes you feel like you actually can't breathe, it messed me up the first time
To me, Snells window in subnautica heavily hammered in the idea that "The only escape is up"
Go out the Snell's Window or you're climbing Jacob's Ladder
@@dolphinboi-playmonsterranc9668 Solid joke but can people please stop stealing my ladders? I owe thousands to my local Home Depot because of this shit
And when you go too deep or in a cave it’s gone or cannot not be seen.
Your primary escape is now gone.
That was an exceptional lesson on refraction! I'd also like to add some information on the game development part!
We usually "fake" these effects by mixing a lot of effects together to pass the impression of the wanted effect at the end! In this case, there's a distance range in which the camera shows a mask, the white-black part which Scruffy shows sometimes in the video. This mask is applied to the view if the player is in range and intersecting the water plane (the surface of the water). Add a bit of sky, fade to blue depending on the distance and voila! You have a pretty convincing Snell's window!
There's no need for calculations of light in real time, otherwise, our computers would cry for help! hahahah
And that's why ray-tracing, RTX is disruptive! It's enabling such tremendous calculations in real time!
I was thinking something similar, my first guess was "this looks a bit like like a 1 - fresnel with an animated noise cutoff"
I figured it was something relatively simple, still, amazing that the devs put so much thought into the details of the game!
How would you suggest to implement stuff like refracted light effects then? I can imagine using prebaked shaders a la mirror's edge must work wonders for games with set levels and lighting conditio s, but what about stuff like large scale worlds with dynamic day/night cycles?
Forgive my likely ignorance, I just begun my journey into game dev studying on my own so there's plenty I still don't know
@@npc6817 Correct, dynamic open worlds like this generally don't use baked lighting. But there's no need for any prebaked stuff, the mask would be applied in real time to the water surface's material. For stuff like day/night cycles you can take the main light's direction and color and the shader will use those two variable in real time, no need to calculate every single light ray and refraction.
@@OrdonWolf ok I get it more now
When you introduced math, I started to do that thing when I furrow my eyebrows to try to understand something, but I gave up halfway through the video and just enjoyed the pretty colors. Seriously though, amazingly well done video!
Me too, actually. I learned a few things, but most of it was lost on me. Such a fascinating idea and game!
WHAAAT YOURE HERE??
It’s amazing how much detail was put into this game, and all you do is swim around waiting for some big fish or fuckin Cthulhu to reawaken
But to be fair, a lot of games featuring water have this detail.
@@DMGaina I doubt they have as much effort as in Subnautica though. Not because like "Subnautica is the perfect game" or something, but because... Well, it's in the name. Nautical. The sea. The whole game (Minus some places) takes place in the water, so there's going to be a lot more detail than in other games
@@hazeltree7738 I find the out of water sections to be extremely underdeveloped. The game clearly is meant to be in the water
That is NOT all you do in Subnautica. Not by a longshot.
youve obviously never played subnautica if you think "all you do is swim around"
Hi Scruffy! Just some constructive feedback from a Physics teacher.
Your vector diagram shows light travelling from deep in the ocean upwards to the surface and outwards into air. This seems to imply that we shoot lasers from our eyes to see things. While most educated folks might recognise that you're using the arrows to represent the players viewing angle and that the path for light is the same in either direction, for others, this might lead to misconceptions.
The reality is the arrows go the other way. Light from anywhere above the surface will bend in the same way but in reverse as it enters the water. As a result, light from the surface cannot travel sideways and you can only see light from the surface in this cone above you.
Keep up the awesome work!
While this may not be the case in reality, but in video games? This would make total sense for people who has a better understanding of how internal game engines work. They don't have a script that casts these lasers from the sun in all directions and calculate all the pretty colours and shadows, that would be just a waste of processing. The usual way most people would do would be to shoot those lasers from our cameras, or POVs and do the math from there.
So, scientifically speaking, not very accurate, but in game design? Much more sense.
I'm absolutely in favor of science teacher Scruffy. Your vids on sound design are always interesting and engaging, and today I learned that the same holds true regardless of the topic. It really is just that you're incredibly good at describing "what you love".
I was just tricked into watching a physics video. Well played.
Honestly i would love to see even just one video about you covering Outer Wilds and its magic behind its simulation
I was just about to comment this. There's so many beautiful aspects of Outer Wilds, the soundtrack, simulation and the way it teaches you information.
Ah, Outer Wilds. :)
I'm currently playing through the DLC, it is genuinely my favourite game of all time without a shadow if a doubt
@@lizardlegend42 i can relate to this
Is the game worth getting??
Every Scruffy video is just a masterpiece… The quality is really insane. I learn so much and yet still it’s such a relaxing experience. Keep it up 💙 You’re gonna do great things
I'd say he already is! :D
Of all the things I expected from this channel, optical physics wasn't one of them. I am impressed, often times not even textbooks are so remarkably clear in their explanations of wavevectors in a dielectric boundary. Great work.
8:02 you know you've played too much subnautica when this silhouette of a reaper genuinely jumpscares you
Man, playing this through my new speakers made me realize just how much BASS there is in the sound mixing (especially the intro). Not that shaky, I-want-my-muffler-to-fall-off-my-Honda-Civic-when-I-play-this-in-the-car bass, but that rich and creamy stuff.
Makes it even more chilled out. Excellent.
2:16 Small correction: When we say that light always takes the path of least time, that's in reference to how a beam of light would manifest macroscopically. On the quantum level, any given photon will go wherever it wants, even if the path it takes is totally wack. You can calculate how much that path contributes to the total with the photon wave equation or phase vector analysis, but either way since the physical process of refraction is probabilistic [as is every other optical effect], it doesn't obey the laws most people learn when you consider it fundamentally rather than on our scale of reality.
Another note, photons do not slow down through mediums. Put at its simplest, what you're seeing is the apparently velocity of wavefronts of light being emitted in all directions along a vector where the phases of the light wavefronts happen to superpose constructively. However, the photons that compose the refracted light are mostly not actually travelling in the direction of the beam. This gives rise to something called phase velocity, which is a different concept to the actual speed of light, which is lorentz invariant; it is always the same no matter what.
your fingers must hurt
Thank you. I was really frustrated by the explanation of snells law (or I guess lack thereof while still trying to explain the phenomenon caused by it). It's just I wish people would either give no explanation and just explain the result or actually give you a model of how things work instead of giving a incorrect explanation.
i like your words, funky man
@@solsystem1342 There's no reason to discuss quantum mechanics when doing macroscopic optics - that would be losing the forest for a leaf's mitochondrion. Providing the relevant principles from optics to the situation at hand shows people who want to know more where to look to dive deeper, and doesn't leave anyone confused about where the result came from.
@@le__birb well yes but, they didn't have to give a blatantly wrong result. They could have just used "light takes the shortest path" as a start and then explained that using an analogy. Rather then making up some stuff about the "horizontal speed" of light needing to stay constant.
I never considered why this was before - thank you for enLIGHTening me, heheh.
Hope this means we get some sound videos on this masterpiece in the future, now that you're back! The audio design at play with hearing these creature sounds echo through the ocean is really fascinating, and I'd love to see you crack this one open and explain what's going on here in that gentle, friendly way only you can.
I saw the thumbnail and just thought it was some video essay about Subnautica, but then I saw it was Scruffy and I JUMPED
bruh Scruff has gotten so good in video editing it feels like I'm watching a short movie
This is an amazing analysis of the game, and really helped me understand refraction in water. Very cool!
this is the quality 3 AM educational content i've come to expect from RUclips.
Scruffy explaining the Law of Refraction makes more sense then my Physics teacher
honestly, WOW. i cant even begin to describe how you even do all these amazing graphics, let alone the actual thing you are trying to explain. its amazing
Just randomly discovered this incredible masterpiece, and now I've got to explore the rest of this channel. 10/10.
Stuff like this really makes you appreciate the small stuff that goes into games, really good work here.
The audio design of your videos is truly masterful. I always come back to this video just for the sound design of it, because I adore the soundscape of Subnautica and you do such a good job of replicating/adding to it.
1:20 this moment is so good.
Didn't expect to see what I love again so soon! Thanks for another video,, they're always super interesting :)
These videos are always so great! Script, Art, Editing, it's all just polished to perfection. Genuinely awe-inspiring.
1:35
War Flashbacks of "The Hug Monster"
This is probably one of my favorite videos I've seen recently, the production quality is (almost literally) out of this world. Your art style along with constant audio reinforcement really makes everything you say feel more powerful. I'd love to see more stuff like this.
This video was so well executed and clean, down to the "what i love" outro :) cannot wait for the day when i can support you outside of just liking and commenting!
5:00 So when he says "if the water was perfectly still", the background audio fades out. The one that earlier he said was ambient ocean currents.
That's a great attention to detail!
scruffy:
ratio-
me:
(violent sobbing)
4:39 ok this is genius and i can't believe i've never seen (uh... heard) another educational video that does this. using the sound cue to indicate the visual trait of the thing your talking about. that's like the level of ingenuity i'd except from a 3blue1brown video
As a previous physicist student, this is great!
Brilliant!
NEW SCRUFFY VID DROPPED BABE WAKE UP
Man, this video is so good. It’s educational and I didn’t even realize it until half way through.
Subnautica triggers so many feelings at once it's crazy! The sound effects in the game are so good they feel real, I always get chills hearing a reaper in the distance.
This video has some amazing editing and transitions. Good job!
I never comment on anything, it's just so awesome how much time and detail you put into these videos, but with such pleasing and easy to understand presentation. Spot on. I'll see you on Patreon.
subnautica just makes me geek out so much. its one of the few games where i get completely immersed and forget the outside world.
I loved the way you described refracting. You explained it in such a way that made it sound like a program trying to prevent itself from crashing.
Was learning out the index of refraction last physics lesson, so it's really cool to see how this bit of physics is applied to videogames. Great video as always
The fact that the water surface acts like a mirror outside the circle is mind blowing to me. I never played this game and I’ve also never scuba-dived or what not, so I wouldn’t know much about this, but that’s still fascinating to me.
A video on Subnautica is such a good idea! I love that game.
That music just made me unlock memories I’ve long forgotten
This game is such a beautiful one and it's extremely interesting just how much work was put in to sell the idea
i swear videogames and RUclips vids about how game engines work to make a nice looking picture to catch your eye thats barely noticeable has helped me more than a decade of school alone, and I'm not necessarily going to plan on using programming!
mans single handedly making me feel excited to work in music and sound productions right now
so glad I picked this major
I’m so glad you covered this game. It’s literally perfect and probably my favorite game.
Came expecting an incredible discussion on the sound design of subnautica, and though I'm slightly sad I didn't get that, the discussion on refraction and snell's window made it well worth it.
I really like how Scruffy uses sound design in this video to reinforce some ideas - it personally helped me quite a bit to understand the concept!
This taught me more about how light works in 9 minutes than the American school system did in several weeks. What that says about the system should be obvious, but either way I'm impressed! That's just a LOT of detail for a game to go through the effort for, and I'm glad I get how it works now :3
This taught me refraction better than school did… Amazing work, as always
When I say this game was one of the handful that remind me why I love video games I truly mean it. The developers put so much love into the sounds and looks in the game
As a year 11 physics student we did the Total internal reflection prac with a beaker of water and a laser.
As a computer programmer I can appreciate the thought and work put in to achieve this in code.
As a gamer I just loved the whole thing.
Well explained Scruffy.
This was the first survival game ive ever played and holy shit I loved it so much. Its just handles terror and darkness so perfectly
now THIS is a game that uses sound as an absolute SCARE FACTOR. beyond scare. It's just complete and utter terror.
The best thing about this video? Shortly afterward I was learning about light in Science class- and we had a whole unit on refraction in materials. I felt so smart knowing the things in this video!
I loved this video! Is like your "What do microwaves hum?" video.
I'd like to see more "science" videos like these.
This deserves a follow up on Subnautica's audio design alone!
How did I miss this video!? I love this game’s atmosphere and visuals.
I’ve watched this video before but wanted to rewatch it due to being in advanced physics in which I’m learning stuff like, electricity, magnetism, em waves, optics, relativity, quantum, and nuclear physics. I’m currently on optics at the moment which focuses heavily on reflection and refraction(Snell’s Law). Just how light interacts with things. I was just interested in rewatching it again and seeing how much better I understand some things now. This video explained stuff it needed to really well and very accurate and it’s one of my favorite videos on RUclips.
I did a physics project on the Index or Refraction, and how increasing the concentration of sugar water causes a greater refraction. Love that I get to see this applied to a game.
Subnautica is just...beautiful. I'm glad I was able to sit here and watch it go from a mess to THIS beautiful final product.
As someone who has studied the physics in this, you did a really great explanation of snells law! I loved the internal reflection part, I'd never seen it explained like that before!!
that is super cool and I absolutely love this video. As a SCUBA diver, you always are aware of the visual phenomenon, but since it has no bearing on the sport in any fashion, it is never explained during your training.
wait how can you smell windows in sub-
**rereads title**
oh
Ok, so a lot of this was things I knew already, however the way you described it and visualized it clicked in a new way. Never knew you could describe physics as well as sound/music, though now that I'm saying that out loud it seems like it should have been obvious. Great video, and thank you for sharing
I listen to subnautica way to much and you did such a good job at recreating the music. It was just different enough to tell it wasn’t the original but someone who didn’t know would have no idea.
This isn't even a music/audio focused video, yet I had to put on my headphones midway through just to appreciate Scruffys sounddesign
I love how a chanel that mostly analyzes music decides to take a deeper look into visuals and simultaneously turns into my physics class
I love your videos Scruffy! They are nice to watch thanks to your calm yet interesting voice and the focus you put on music. Adding your animated character has made this a lot more fun aswell
This video made a pretty convincing pitch to have Scruffy voice the PDA if Unknown Worlds makes another Subnautica game
Snuffy's character is like one of those guys from that Disney movie Soul. I love it.
You put in the little diorama of the mario kart doppler effect table in the house, I love these videos
I like that you're expanding to more than just music and audio. This was suprisingly informative
Thank you for the lesson on Snell's Window. Subnatica is the most terrifying game I have ever played. Kudos.
Hey there Scruffy!
I absolutely loved the Taking Root ost you've been posting, but I'm also really glad to see What I Love coming back!
I stopped doing optical physics around 4 years ago, the only thing I remember about them nowadays is how everything felt too heavy to remember, hard to digest information and all that.
I was really impressed at how wonderful your format is with visual aids, I wouldn't be surprised if even the younger part of the audience managed to get the general principle behind something as complicated as reflection and refraction thanks to your little animations.
Keep up the good work, absolutely looking forward to the next one as always!
It's these types of details that always amaze me. There are thousands of little things in the fictional worlds I've seen that likely took far longer than I could've ever imagined to pull off.
Thank you for showing me one of these examples!
Wait, did I just watch a science focused video by Scruffy? A surprise to be sure but a pleasant one.
I feel like Scruffy would adore the soundscape of alien isolation. That game has such rich sound quality and composition.
you know. i just realized how much i love the concept of "in order to get up of and far away from this planet. you must first go down deep into its depths"
Thinking about how I'd program something like this.
My first thought was to project a cone upwards from the player and check where that cone intersects the surface. That intersection point can be used to size a shader on the surface, and we already have numbers for the player depth so the blurriness isn't difficult to add in as a function of that in the shader.
But that's naive and could be optimized. Instead, we could generate a function to map depths to the diameter of the window. If the angle formed between the diver and the vertical is 48.6°, then we can use basic geometry to figure out the (physical) size of Snell's window. If h is the depth and d is the window diameter, d = 2htan(48.6°) or d ≈ 2.269h. Then it's just a "simple" matter of passing this circle to some kind of shader.
I love physics that turns into a simple equation.
babe wake up new scruffy video
Scruffy could teach me absolutely anything and I'd be giddy seeing just how polished his material is every single time. It could be one giant meme and I'd be none the wiser but just as appreciative.
I love RUclips channels who just make videos talking about things that they're interested or passionate about. Obviously scruffy does more than that, which I appreciate as well.
Interesting...
> I just love how detailed these videos are and the different use of audio in games...
This is such a well-made video...
I've learnt about the total internal reflection quite a while ago, yet this is so new and fascinating to me.
Much as I loved your original animal crossing tunes I’m so glad we’ve got some *classic* scruffy back
Gotta say I LOVE the little visual and audio details you put in here while describing the way light bends when it passes through water. The little tone that plays when talking about kx being one of my favorites. Having the tones be at different pitches to represent the difference in length, then after the light bends having them be in unison just makes the dopamine run wild in my brain for some reason lol.
I finally understood why light bends its path. Thank you, Scruffy.
I love Scruffys little character, they’re so charming looking!
in seeking to avoid maths revision i got tricked into doing physics instead..... amazing video hehe, keep up the incredible work!!
The critical angle was so fricking hilarious!😂
Since I watched Sean’s first gameplay of subnautica in 2016 i have been fascinated with the game and it’s surroundings. Think about how genius it is to make a game on an alien ocean planet. The ocean here on earth is already very unknown so making a game that’s putting you on an alien planet that is 99% ocean is probably one of the smartest things I have ever heard. I also love how much work the developers of this game put in it.
This video made me look at subnautica with an entirely different view and appreciate it more than I ever did before.
Bro the vector analogy just explained surface plasmons to me, it's amazing
Amazing work on the visuals on this video Scruffy! No wonder you were so excited to post it!
I can't describe how excited I get when I see a full length Scruffy video.
learnt more about critical angles, refraction, total internal refraction, index of refraction and the vector magnitudes of light in this video than i did in my physics class. great video!