Hey everyone, hope you enjoy this latest coding adventure! It’s quite a bit longer than normal, I maaaay have droned on about some things longer than was really necessary :P But if you make it through, I’d love hear any suggestions you might have about how it could be improved, or about things that I should try add. One thing I have begun experimenting with already is adding atmospheres to the planets, so will likely be covering that at one point in the future :)
I’ve been waiting for this for so long! I love this because it reminds me of Outer Wilds and I love that game. Thank you so much. Also, for some ideas, maybe you could make an asteroid belt by generating lots of little asteroids of varying sizes, shapes, and colors, and making them go in orbit close to each other. You could also take the clouds from the clouds coding adventure and make them rotate/orbit around a point in the center of the planet and make them far away enough so that they are where they should be in the atmosphere. Perhaps you could even make gas planets by making the clouds larger and have them be varying colors. Lastly, maybe it would be cool if you could add a Hyperspace function to your ship which lets you travel to another solar system and basically reloads it so you can explore a new, fresh solar system. and by the way, congrats on 400k subs!
Please don't stop with this project! Add the clouds that you did in your previous project. Anyways, you're an inspiration man, I really enjoy your videos!
I think people are more referring to how the results have a certain magical appeal to them. Yes, it's just math, but he uses that math to create amazing things and he can tell you how he did it but that doesn't change the way the results make you feel. In a way it's almost more impressive that these things are the results of math, rather than sculpted and textured by hand. I think it also helps that he has good eye for color pallet selection, and/or a very good algorithm for color selection, since he was randomizing the planet and moon colors at one point, yet most of those color pallets still worked and where pleasing in that weird way that Sebastian's color pallets always are...
I for one have gone from a pure coder to a coder that copies and pastes a lot of code from stack overflow. Sure i can keep reinventing wheels but that is inefficient. now i am more of a code assembler
@@russellbloxwich693 I'm almost certain he won't.... or not in the form as he showed in the cloud video. It was incredibly heavy on performance and to have _just clouds_ take up so much processing power isn't really sensible for a star system simulation. If it was something like an airship simulator or whatever then there might be a case for performance-heavy clouds as it'd be important for the game, but not like this
@@russellbloxwich693 @Tomáš Karlík Yes he'll have to go through a ton of optimization, and I'm not sure he wants to, as it's not supposed to be the focus of the series.
Damn. Now you can add the ecosystem, boids and even the clouds you made. With optimization, and probably cutting some high performing cost details, this could contains so much of your past work! Well done, inspiring as always.
@@SebastianLague for the planet heightmaps you could dispatch vertices on x and y compute axes and craterCount on z axis. If you convert a float to a unorm 32 with a min and a max, you could do atomic operations on them. This means your cache is way more coherent since every xy will read from the same crater until the z changes. And there won't be a for loop anymore. But since this is a one time thing it's probably not worth it (unless you generate with lots of verts and craters). Triplanar mapping is normally the heaviest part (especially with multiple textures like diffuse, metallic, roughness, etc.). But I haven't found a good way to get around this, except for introducing a seam or using procedural 3d textures. Or by reducing texture bandwidth and samples (like using rg32f instead of rgba8 albedo, r16f metallic, r16f roughness seperately. This does require manual unpacking and interpolation tho). This is an interesting series, keep up the great work
@@SebastianLague BRO WHY DONT YOU COLLAB WITH NASA THAT WOULD HELP THEM A LOT(I AM JOKING BUT CAN YOU ADJUST PLANET PARAMETERS THAT IT SHOULD MIMIC SOME PLANET YOU CAN MAKE AN EUROPA(WILL TAKE MONTHS TO MAKE SOMETHING THAT CUSTOMIZE PLANET GENERATION TO MATCH EUROPA CAN JUST USE SOME CHUNKS OF LAND MAYBE 2*2 KM WIDE ) AND THEN CAN YOU (WILL TAKE YEARS) MAKE SOMETHING THAT SIMULATES DNA AND THEN YOU WILL PREDICT WHAT KINDS OF CREATURES WOULD BE THERE(CREATURE MODELS DONT NEED TO BE REALLY ACCURATE AND GOOD LOOKING JUST TO GIVE US IDEA WHAT WOULD LIVE THERE)(THEY CAN EVEN BE SQUARES AND DNA CAN BE LIKE A RANDOM CHANCE FOR LONG LEG, ONE MORE PAIR OF LEG, BIPEDIAL POSTURE, BIG MOUTH, BIG SIZE, BIG TAIL, BIG TAIL FIN AND THEN YOU CAN JUST MAKE A 2D AND MAKE AN ANIMAL PLANET DOCUMENTARY
@@crptic9925 Ah,I recommend trying to understand how computer work cuz that helped me,im learning python after python then java from java to c++. But you can go with c++,but it will be harder. I recommend python or java first I dont know java and c++ yet cuz i didnt master python.
an atmosphere would probably make some of the planets look a lot better from the surface. This is by far my favourite series can't wait to see what you make of it
Yes that's definitely something that could make things a lot more impressive than it already is, and this could probably be done with some post-processing magic
Why do I feel like eventually Coding Adventures is going to combine a lot of the features from the older Adventures, like the rabbits and foxes, from the ecosystem, e.t.c
@@MartianSantas It seems like foxes aren't very happy about it and immediately slaughter them. Rabbits will have to find another planet to solve their overpopulation because of exponential growth
Probably because that's exactly what he's done in this video - I recognize stuff that was covered in more detail in several previous videos (Perlin noise, how to make meshes of spheres, colouring terrain etc.), and I think he even said explicitly this project was going to be an excuse to combine things learned in previous projects. Now I'm imagining a collaboration with ThinMatrix to put complex ecosystems and procedurally generated towns on the planets...
@@Hi_im_herecommon joke that there is no plagiarism in coding. technically there is, but since coding is so insanely similar to pure math, gatekeeping an algorithm is like gatekeeping how to take a derivative. + not plagiarism if it's free use
Alternative title: Sebastian makes an Outer Wilds prototype. The fact that a single person can make something like this is still absolutely crazy to me.
i absolutely love how you are visually showing the concepts behind how you are using your code. I suspect that you are making a whole generation of kids fall in love with math. Thank you
Was thinking the same thing. Playing around with game engines is what got me in programming in the first place. But, now that I have a career as a developer, I'm just in awe with Seb's videos. It's insane.
@@ghriankashtagelenski6577 i was thinking the same before i knew he's onyl 22 y.o ... he is a hard working passionate , i think he was learning and working with unity at least each week for the 7 years on youtube and every time he tried to do something he learn a lot i would love to hear how he did it so i can mimic or do more , but to think you can reach his level easly it's not going to be possible
"I collaborated with StackOverflow" Definitely going to say this any time I show someone my finished projects because it sounds wayy cooler than "I looked up an algorithm for how to do that"
MY favorite line out of this "Here is my code for this, which is many times longer and more convoluted than it needs to be, so nothing unusual there." Every programmer's life story! Great video
obviously, the main thing the planets need is atmospheric refraction. it's super weird looking out at a perfectly black sky in the middle of the day from the surface of a planet. EDIT: oh, apparently you agreed.
Elite Dangerous 8 years ago: Height maps and different colours would be boring to explore so we shouldn't do that for planets Elite Dangerous currently: Nobody explores planets because it's just a height map and a colour
Sometimes, reading code is a lot harder than to write it. This is one of those times: you're seeing this quickly in a 20 minute video when it took the guy several hours or days. Also, keep in mind he's been using the time-honored tradition of copying and pasting code from other sources (such as the noise code). You don't have to understand a piece of code to be able to use it effectively.
@@MartinToernby He's obviously really smart, but lets not pretend that he's some genius because of these videos (not saying he can't possibly be one). This just takes a lot of dedication and creativity, anyone who with some coding experience can learn it if they want
Im still getting there myself, the last peak i had was "Look brother, i forgot to disable movement of the ai when they die so theyre just wandering corpses"
Haha I literally had to look up the creators of Outer Wilds (Mobius Digital) to see if Sebastian Lague was on the team! Turns out he's not, but Hiro from the TV show "Heroes" is the founder of the company?! Man... I learn so much cool stuff from this channel.
Same! I've been playing SPORE a lot recently, and was struck by the suggestion of creatures wandering around the planets! Wondering if reverse kinematics and the procedural texturing in the video could do plausible procedural critters.
@@SebastianLague Sebastian Please notice me I want to ask you a question: for the procedural terrain generation, did you end the series, or are you planning on making more videos? I would only like you too make 1 more if possible, and that is procedural object placement.
"Hard to be too terribly excited over a few colored spheres" oh really? I've been more excited watching this series than I've ever been in my life, keep up the good work and i absolutely love this even with only colored spheres
well... lets not forget KSP is providing fairly similar visuals on a *much* more massive scale, which is pretty ridiculous considering how smoothly the game runs with all of that.
some things you could add: * ambient light along with atmosphere on your planets * varied gravity by size * you could make your water bodies glow on certain colors to simulate lava or something radioactive etc * add a rudimentary chemical system, temperature, light and biome data and then run some evolutionary simulations on it to try and get some wacky life forms to inhabit the planet as flora or fauna (or somehow a combination of the two)
The Outer Wilds-esque spaceflight primed my brain to anticipate the sun going supernova at the end, would've totally made my day if it actually did. Still mighty impressive stuff tho
I'd love to see some atmospheric shaders, generating a sky for each planet when you land. Another thing you could do to help your colors be a little less ugly and a little more realistic is perhaps randomly select the planets composition out of real world common molecules (iron, silica, limestone, copper, carbon, h2o) and generate colors and specularity based off the composition of a planet. Obviously that's a lot of up front research to get that data and a way to represent it, but I think once you've done the ground work it'll result in much more realistic and familiar planetary colors. these are just suggestions of course, love your work and super excited to see where you take it next.
I've been following you for awhile now and just wanted to say that you are my favoriite youtuber and very much appreiciate what you do! Your videos always give me so much inspiration for my own art coding adventures!
Im an aspiring software developer, and I hope to someday understand this as well as you do. Can't wait to get my feet under me and take a look at all those juicy articles you mentioned!
Sebastian’s videos never fail to make me want to learn to code. His projects are always so fun and interesting, and he explains what the code is actually doing in a way a non-programmer can digest. I love how he walks us through his problems and solutions. I thoroughly enjoyed this video!
A tip for the specular highlights: Every model of specular highlights is at its core simply the dot product between the half vector (vector to the eye + vector to the light, normalized) and the surface normal. Fancy variations of this, like GGX, just remap this curve using some polynomial. Unity has all their shader math on github, which is a great reference: github.com/UnityTechnologies/ScriptableRenderPipeline/blob/64b9e6dd41a16e0a984afb682dfd430b8cbc9c5b/com.unity.render-pipelines.lightweight/LWRP/ShaderLibrary/Lighting.hlsl#L270 Regarding the mountains, and terrain noise in general, i recommend that you look into Inigo Quilez' method of using noise derivatives to simulate erosion (which is what No Man's Sky used): www.iquilezles.org/www/articles/morenoise/morenoise.htm
Beautiful work Mate, After adding so many layers, we finally made the Onion :D Can't wait to try it myself, specially that "using noise as an offset for noise" technique, That almost simulated the Jupiter surface for me.
Thanks! Yeah I thought about trying to do some sort of gas giant with the warp noise, but to make it animate nicely I think it's probably necessary to do a fluid simulation. Maybe there's some tricks I haven't thought of for faking it nicely though. Would like to experiment with this at some point!
I seriously want to know. How long does this actually take Sebastion to code it and research? I mean this looks so overwhelming, I guess I couldn't even come up with a solution for how to code it and I'm always like watching with my mouth open
Yeah, that must have taken some looong time.. I tried to do exactly what he just did couple months ago, and gave up after realizing how much time and effort it would take. I just waited for his video. And I feel satisfied.
Yesterday evening i had the idea of watching this video to relax and learn a bit about the topic. Quickly started to notice that the content will blow my mind and if i continue watching i wouldn't sleep but think of the code all the time and do researches myself. This is such high-class, just genius!
There's 2 months between first and second video. Plus take into account work/life balance, free time, his video editing skills, he might also work on something else...also his project is probs more advanced than he shows, he waits for enough content to make a video. Still pretty fast with all this in mind, not sure I would achieve the same result even with the 2 months *fulltime* :p
Honestly I want to make a game myself and I don't know where or how to start but you are definitely shedding some light on it and you make it enjoyable.
An extremely interesting video that taught me one very important lesson that I had forgot - the more I listen to someone knowledgeable talk about complex mathematics, the more I involuntarily yawn (even though I am extremely interested!), and the more all my joints hurt and, subsequently, the more I have to fidget and stretch to try and relieve the aches. I haven't felt this way since math lessons at school many, many, many years ago! It's like inverse ASMR! Thank you for the trip down memory lane.
The simplest way to fix the seams is to generate a "skirt" for each patch, simply a ring of polygons around the edge extruded down towards the center with the UV's and normals copied
And then someone starts coding space games on that planet, And upload videos to their internet... And someone comments on the video "Soon, the beings inside these planets would start thinking..."are we living in a simulation?"" and then someone replies with "And then...
Maybe the next thing to add is an atmosphere to the planets, the lighting in the planets could be improved a lot, the sky should be {color} (more room to play with (: imagine an orange sky with green sunlight or something), also the planets need to be scaled much much more but that needs optimization. and one last thing to say, if you intend to make this a real game with a gameplay loop and all, may I suggest making it a strategy exploration game, we have ton loads of first-person exploration games, but just imagine if you could create a colony or something, control all of you species, gather resources, build, manage, fight ... etc and perhaps instead of being an infinite game loop, maybe the goal is to build a giant ship to escape the solar system and go back home, and to build it you need to harness the sun power, which needs a lot of work, I don't know man it's just the endless possibilities and I have to only watch but you will have to do all the work (: cheers man as always amazing content
Great ideas, I could definitely see this become a badass strategy game, involving various gameplay elements such as technological advancement, resource gathering, and working to cohabit the various ecosystems in your world without destroying them. Could make it really difficult to sustainably develop your planetary system without destroying your planets, for realism, of course.
yeah great idea, it would be cool to if the game has a bad or good ending, which the players will chose, the good ending was to adapt to ecosystems and live in a sustainable way, or the bad ending, where to build the ship the player chooses to use all resources without caring about the planet, making it uninhabitable, and escaping to another planet with the resources, until he builds the ship
This is definitely giving me some Outer Wilds vibes. Would be cool to toy with scale a bit for some larger planets, although those would need to have higher levels of detail to match the larger scale. Regardless, this was all incredibly fascinating and I love your ideas! Also, as an artist, I might recommend that you look up some basic color theory and get some simple color schemes going for your planets. Not saying it can’t be random, but looking up different types of color schemes (analogous, complementary, monochromatic, etc.) might help you achieve more aesthetically pleasing planets/moons. Could even be cool if you randomize the type of color scheme for each planet/moon for more variety.
You may want to check out the 1997 paper "ROAMing Terrain: Real-time Optimally Adapting Meshes" by Duchaineau, Mark, et al. It describes an elegant solution to subdividing triangles and has a lot of really nice properties like there never being gaps in the mesh, really fine-grained control over triangle budget, and the ability to adjust LoD not only based on distance but also on the level of surface detail (e.g. a large flat plane automatically uses fewer triangles).
For anyone that finds this even mildly interesting you just HAVE to check out Outer Wilds. It is one of the best games to come out last year if not the best, and Sebastian Lague was obviously highly inspired by it for this video series.
Some beautiful noise functions there, this makes me want to code again, i remember doing the Mandelbrot set in BASIC in the 80s, that took a long time to render! Some of the tools available today are amazing.
This is such an awesome video!!! Thank you, and since you asked for some more ideas to make them look better, I'm thinking you could do a 'rocky terrain' boolcheck for where there isn't any ocean or grass and then within those areas apply your fractal noise function with a heavy bias for roughness masked with a radial (from sphere-center) damper for a pretty realistic erosion effect, and then apply a similar but horizontal erosion function for underwater areas
4 года назад+15
These planets need some atmosphere, it feels really weird without one :D
I'm coding a game with a friend in our spare time where we are merging something like this with marging cubes (Cubicity had a nice package for this, for free). Using Runge-Kutta (actually its adaptive Dormand-Prince a more advanced one) for gravitation and space gravity toolkit for graphics. We are trying that to get a nice solar system generator. I then modify that to get a nice gravity turn and rendez-vous generator that I'm using in my Thesis. Would be awesome to share the project here when done so everyone can have it or maybe we will do a free unity 3d package. Would be an honor to have one of your video talking about it and adding feature when done :D btw the project was inspired by one of your video 6 years ago (Faux Gravity). (all the project is multiplayer too which make things harder)
You guys are really that interested in the project? The only problem could be that the development is slow cause I have University and my friend has his things too. But eventually you guys could be interested in some video or just a discord server for update on it? (my profile image is from the project btw)
@@gabriele18gamba If you'd create a Discord server, I'd join it! And... I think a slow development time is superior than a rushed project. Just look at *EA!*
These planets look great! they remind me a lot of Spore. In fact, my motivation to make a game similar to Spore is what makes me watch these videos to learn about the methods that are used for things like planets and procedural animation.
It’s like that Star Trek NG episode when they trapped their enemies in a simulation but then realized they couldn’t prove they weren’t in a simulation themselves
3:03 ...which is probably many times more convoluted than it needs to be... so, nothing unusual there :) I couldn't hear that statement without picturing the smile on your face lol
@@eitantour8059 Not really. NMS is cheating. What you see from space has nothing to do with what the planet up close is like. You're not "seemlessly" close in. There is basically a fancy loading screen inbetween. The Matrix-ish shimmering is arguably worse than a little cut ould be. In Elite, Space Engine, even in cheap indie games Emyprion and Space Engineer that is much more elegant. The tiny crater you see from space at any distance is the very crater you can land in. Seemless in the first two, a bit less seemless in the other 2 games. I always felt this part of NMS, it's most famous feature actually, got WAY more praise then it deserves. Even at the time and certainly nowadays.
Bloody love your videos! I used to program turbo pascal and machine code in the late 80’s so i have no idea how to do what you do but i can see the logic in it. Your voice is so great and the subjects so interesting, love your vids!!!
Thank you for explaining everything clearly, I had a few go's at procedural mesh generation over the years but could not wrap my head around it, despite reading hosts of articles, wikies and papers. - Cheers
For other interesting spheres with "better" point distribution, maybe check out those with constant solid angles : Virtual Goniophotometric Measurements Protocol Abstract 1 by A Krishnaswamy
You could try using an inverse smoothstep function instead of the Acos function at 16:43. iquilezles.org/www/articles/ismoothstep/ismoothstep.htm Edit: Also, for the level of detail chunk transitions, you can have each mesh be joined along the edges. Here's how. This is a plane example below. A number 1 means it is the edge. A number 2 means it is one vertex away from the edge. 11111 12221 12021 12221 11111 So, we can remove all of the 1 vertices on the higher LOD mesh and replace them with the nearest even/odd point vertex on the adjacent lower LOD meshes. Then, simply join the 2 vertices to the 1 vertices.
I totally agree. Being able to change all the parameters and then to visualize the result in 3D would be a great incentive to learn Math and Physics. Much better than simply memorizing formulas. And with a VR headset, a sense of "distance" might make the visual result quite something to behold!
This could be a service, not necessarily code but sort of psuedo code for maths where people can learn about this and have it have something happen, this would add a motive behind learning and not make students feel like they are working all this out for the outcome to be say a number or an equasion
Hey everyone, hope you enjoy this latest coding adventure! It’s quite a bit longer than normal, I maaaay have droned on about some things longer than was really necessary :P But if you make it through, I’d love hear any suggestions you might have about how it could be improved, or about things that I should try add. One thing I have begun experimenting with already is adding atmospheres to the planets, so will likely be covering that at one point in the future :)
I’ve been waiting for this for so long! I love this because it reminds me of Outer Wilds and I love that game. Thank you so much.
Also, for some ideas, maybe you could make an asteroid belt by generating lots of little asteroids of varying sizes, shapes, and colors, and making them go in orbit close to each other. You could also take the clouds from the clouds coding adventure and make them rotate/orbit around a point in the center of the planet and make them far away enough so that they are where they should be in the atmosphere. Perhaps you could even make gas planets by making the clouds larger and have them be varying colors. Lastly, maybe it would be cool if you could add a Hyperspace function to your ship which lets you travel to another solar system and basically reloads it so you can explore a new, fresh solar system.
and by the way, congrats on 400k subs!
U the GOAT dude, really I have learned so much from this channel, keep it up you make one of the best content on here!
Please don't stop with this project! Add the clouds that you did in your previous project. Anyways, you're an inspiration man, I really enjoy your videos!
Amazing video
You can make the moons reflect some light from the Sun
Astronaut: wait... It's just a bunch of noise on the sphere?
Sebastian Lague: Always has been...
Me: L
Wait, it's all just perlin noise?
Always has been...
@@lucasoliveirasaintrain4298 OpenSimplexNoise ftw
That's all life is ... and until now we were looking for "meaning"?
He's the only magician that can explain all his tricks and still it seems like magic :D
I didn't know how to put this exact thought into words, thank you
Procedurally generated magic!
I think people are more referring to how the results have a certain magical appeal to them. Yes, it's just math, but he uses that math to create amazing things and he can tell you how he did it but that doesn't change the way the results make you feel. In a way it's almost more impressive that these things are the results of math, rather than sculpted and textured by hand.
I think it also helps that he has good eye for color pallet selection, and/or a very good algorithm for color selection, since he was randomizing the planet and moon colors at one point, yet most of those color pallets still worked and where pleasing in that weird way that Sebastian's color pallets always are...
@@Realience same lmao
yay
"Collaborated with Stack Overflow" is the programming quote of the century.
read that as he said it lol
@@johannesk.5039 to answer that,we need to talk about *P A R A L L E L U N I V E R S E S*
I for one have gone from a pure coder to a coder that copies and pastes a lot of code from stack overflow. Sure i can keep reinventing wheels but that is inefficient. now i am more of a code assembler
@@TheBelrick That's fair, programming seems like a job where it's a good idea to work efficiently, not hard
@@hazeltree7738 customers pay for end results. Not unique code that they never see
This man could easily start another show, called "The Joy of Coding". Also he's like Bob Ross of programming
yes, yes, yes!
I definitely needed this.
Priceless observation!
Why Bob Ross?
@@astrocatsoft Soothing voice ....
"I then collaborated with StackOverflow ..."
Ah yes, a classic move in computer science ;)
imagine this combined with the portals to create a stargate like space station
That's a dang good idea
Imagine bringing the boids for the oceans, the simulated ecosystem for the lands and the cloud simulation into this
@@bamfyu I'm 99% sure he'll bring the clouds in.
@@russellbloxwich693 I'm almost certain he won't.... or not in the form as he showed in the cloud video. It was incredibly heavy on performance and to have _just clouds_ take up so much processing power isn't really sensible for a star system simulation. If it was something like an airship simulator or whatever then there might be a case for performance-heavy clouds as it'd be important for the game, but not like this
@@russellbloxwich693 @Tomáš Karlík Yes he'll have to go through a ton of optimization, and I'm not sure he wants to, as it's not supposed to be the focus of the series.
Damn. Now you can add the ecosystem, boids and even the clouds you made. With optimization, and probably cutting some high performing cost details, this could contains so much of your past work! Well done, inspiring as always.
Thanks! Yeah will definitely need to figure out some good optimizations, but there's a lot of cool possibilities :)
@@SebastianLague *arc-cos*: Is this like a personal attack or something? xD
@@SebastianLague for the planet heightmaps you could dispatch vertices on x and y compute axes and craterCount on z axis. If you convert a float to a unorm 32 with a min and a max, you could do atomic operations on them. This means your cache is way more coherent since every xy will read from the same crater until the z changes. And there won't be a for loop anymore. But since this is a one time thing it's probably not worth it (unless you generate with lots of verts and craters). Triplanar mapping is normally the heaviest part (especially with multiple textures like diffuse, metallic, roughness, etc.). But I haven't found a good way to get around this, except for introducing a seam or using procedural 3d textures. Or by reducing texture bandwidth and samples (like using rg32f instead of rgba8 albedo, r16f metallic, r16f roughness seperately. This does require manual unpacking and interpolation tho). This is an interesting series, keep up the great work
Make a fund me for a huge computer to do it all
@@SebastianLague BRO WHY DONT YOU COLLAB WITH NASA THAT WOULD HELP THEM A LOT(I AM JOKING BUT CAN YOU ADJUST PLANET PARAMETERS THAT IT SHOULD MIMIC SOME PLANET YOU CAN MAKE AN EUROPA(WILL TAKE MONTHS TO MAKE SOMETHING THAT CUSTOMIZE PLANET GENERATION TO MATCH EUROPA CAN JUST USE SOME CHUNKS OF LAND MAYBE 2*2 KM WIDE ) AND THEN CAN YOU (WILL TAKE YEARS) MAKE SOMETHING THAT SIMULATES DNA AND THEN YOU WILL PREDICT WHAT KINDS OF CREATURES WOULD BE THERE(CREATURE MODELS DONT NEED TO BE REALLY ACCURATE AND GOOD LOOKING JUST TO GIVE US IDEA WHAT WOULD LIVE THERE)(THEY CAN EVEN BE SQUARES AND DNA CAN BE LIKE A RANDOM CHANCE FOR LONG LEG, ONE MORE PAIR OF LEG, BIPEDIAL POSTURE, BIG MOUTH, BIG SIZE, BIG TAIL, BIG TAIL FIN AND THEN YOU CAN JUST MAKE A 2D AND MAKE AN ANIMAL PLANET DOCUMENTARY
Whenever I feel like a competent programmer, I come here to keep my ego in check.
bruh saame Im now deprrreeessed hahaha
You feel like a competent programmer sometimes?
Your very lucky either way. I don’t know a single thing about code, I couldn’t even figure out how to use GAMEMAKER💀💀🌝
Oh boy .. his work is amazing. If he continues his work he will have a release even before star citizen.
@@crptic9925 Ah,I recommend trying to understand how computer work cuz that helped me,im learning python after python then java from java to c++.
But you can go with c++,but it will be harder.
I recommend python or java first
I dont know java and c++ yet cuz i didnt master python.
an atmosphere would probably make some of the planets look a lot better from the surface. This is by far my favourite series can't wait to see what you make of it
Yes that's definitely something that could make things a lot more impressive than it already is, and this could probably be done with some post-processing magic
Yes this, plus the clouds from a former coding adventure.
An atmosphere is what I was going to suggest to.
And increasing radius. Mountains don't extend into space lol
I was thinking about that when I saw this comment...
at this point I'm expecting a "Coding Adventure: Conscious Artificial Lifeforms" soon
Ngl thst would be terryfying
"Coding Adventure: Creating The Matrix"
Hes generating planets, this technology has already been used a million times before, it is complex but its not new.
20:35
"It's all noise?"
Seb with finger on del button : "Always has been"
Varad Mahashabde this deserves top comment.
Underrated comment
15:41 "I then collaborated with Stack Overflow" - Every programmer ever
It's not stealing, it's collaborating
@@jammingend3781 I'm not arguing, i'm agreeing 😉
@@compugeniusprograms It's not your code, it's our code. 😉
@@Error_042 r/suddenlycommunism
I was just about to comment the exact same thing 😂
Why do I feel like eventually Coding Adventures is going to combine a lot of the features from the older Adventures, like the rabbits and foxes, from the ecosystem, e.t.c
Imagine if everything he has done is actually for one game and he combines everything like:Ok guys today I recreated real life in unity lmao
@@lietajucemaciatko383 we can see here the rabbits have developed space travel, and are about to fly to the fox planet
@@MartianSantas It seems like foxes aren't very happy about it and immediately slaughter them. Rabbits will have to find another planet to solve their overpopulation because of exponential growth
Probably because that's exactly what he's done in this video - I recognize stuff that was covered in more detail in several previous videos (Perlin noise, how to make meshes of spheres, colouring terrain etc.), and I think he even said explicitly this project was going to be an excuse to combine things learned in previous projects.
Now I'm imagining a collaboration with ThinMatrix to put complex ecosystems and procedurally generated towns on the planets...
Put the Boids! In the water!
What is says: "Coding Adventure"
What is really means: "No Man's Sky 2 - Devlog"
Lol
Universim
Or "Kerbal Space Program 2 - Devlog"
Thats just what I was thinking when I finished the video xD
People will be looking at this ten years from now, seeing how it all began... one guy just loves his math and code and actually did something with it
"Collaborated with Stack Overflow" xD
How do you collaborate with stack overflow
@@Hi_im_here"copy and paste"
@@thegoldenatlas753 That's plagiarism, not collaboration
@@Hi_im_herecommon joke that there is no plagiarism in coding. technically there is, but since coding is so insanely similar to pure math, gatekeeping an algorithm is like gatekeeping how to take a derivative. + not plagiarism if it's free use
Alternative title: Sebastian makes an Outer Wilds prototype.
The fact that a single person can make something like this is still absolutely crazy to me.
Reminds me on Outer Wilds too. Beautiful game ^^
@@Ahris_aus_der_8._Dimension i see that, but i thought of 'no man's sky' when i watched this video
yea, i think he used the outer wilds hud for in the ship lol
@@sichacha9718 i mean, aside from the ui, "the two twin planets that orbit close to the sun" is clearly cut and dry
I was thinking the same god bamn thing
i absolutely love how you are visually showing the concepts behind how you are using your code. I suspect that you are making a whole generation of kids fall in love with math. Thank you
@TheNerdThatCodes same man. But I already love math.
I absolutely agree. Because I'm one!
As a developer with like 7 years of experience, I really hope I'll get on your level someday. You're absolutely genius, thank you for these videos!
As a CS student this reassures me a lot haha
good luck with that ,
Was thinking the same thing. Playing around with game engines is what got me in programming in the first place. But, now that I have a career as a developer, I'm just in awe with Seb's videos. It's insane.
@@ghriankashtagelenski6577 i was thinking the same before i knew he's onyl 22 y.o ... he is a hard working passionate , i think he was learning and working with unity at least each week for the 7 years on youtube and every time he tried to do something he learn a lot
i would love to hear how he did it so i can mimic or do more , but to think you can reach his level easly it's not going to be possible
@@otmanemj7453 You'd be suprised what you can be capable of when you put your mind to it ;)
"I collaborated with StackOverflow"
Definitely going to say this any time I show someone my finished projects because it sounds wayy cooler than "I looked up an algorithm for how to do that"
MY favorite line out of this "Here is my code for this, which is many times longer and more convoluted than it needs to be, so nothing unusual there." Every programmer's life story! Great video
Sebastian, we all know you're making Spore 2. And we have one thing to say: Please do.
30 th like
You beat me to it! I'm so ready for Spore 2
Yes pleeeaaaseeee
Yeah, he should work for revolutionary games, he'd be a great help there, developing features for thrive
Thrive is already doing that, and already started on the cell stage which is pretty playable
"I collaborated with StackOverflow."
I'm so stealing that.
"Do you think the world is simulated and the moon and planets are just procedurally generated?"
"Impossible."
🙏🙏
4:46
obviously, the main thing the planets need is atmospheric refraction. it's super weird looking out at a perfectly black sky in the middle of the day from the surface of a planet.
EDIT: oh, apparently you agreed.
"It's hard to get terribly excited about exploring a bunch of coloured spheres though"
No Man's Sky players: Is that a personal attack or something?
Spore players: You have no claim, we were here long before you.
@@abbyalphonse499 lmaooo I remember spore, it was fun
Elite Dangerous 8 years ago: Height maps and different colours would be boring to explore so we shouldn't do that for planets
Elite Dangerous currently: Nobody explores planets because it's just a height map and a colour
no you dont get it, sometimes they are shiny and have hexagons on them and other times they arent even the color they are supposed to be
I started watching this video like: "I'm gonna watch just a few secs and close this tab", and now I'm fascinated by this channel
I mean I don't understand half of the video but I still watching until the end
I'm a programmer, I know how to deal with things I don't understand, I do this everyday, in the end I always master what I need/want
you're welcome to the club pal
I know nothing of programming, but am in love with everything this channel does.
Same!,,
Me at first: “yeah, coding makes sense and seems really fun!”
Me now: “... well frick”
Same
Simple young grasshopper take time and make a simpler solution. Simple is just a matter of perspective
Sometimes, reading code is a lot harder than to write it. This is one of those times: you're seeing this quickly in a 20 minute video when it took the guy several hours or days.
Also, keep in mind he's been using the time-honored tradition of copying and pasting code from other sources (such as the noise code). You don't have to understand a piece of code to be able to use it effectively.
And he probably has an IQ above 150. Great thing is that his humbleness hasn't eroded.
@@MartinToernby He's obviously really smart, but lets not pretend that he's some genius because of these videos (not saying he can't possibly be one). This just takes a lot of dedication and creativity, anyone who with some coding experience can learn it if they want
And im still over here like "LOOK MOM, I MADE IT SAY HELLO WORLD!"
Im still getting there myself, the last peak i had was "Look brother, i forgot to disable movement of the ai when they die so theyre just wandering corpses"
2 years from now your titles are gonna be like "Coding Adventure: How I simulated the universe by accident again"
"What to do when your simulated organisms try to escape"
@@hoboshoe alt F4
Polski Obywatel *terminates the universe*
ad a pandemic to distract them!
@@balticpagan1495 Rewire the psychology of their main scientist who pointed it out during the pandemic, and now he is refuting his own logic
This looks stunning, I am speechless. Keep up the good work!
Thanks!
This guy: creates something incredible
Also this guy: "it could be better...."
These videos are actually several years old and it's just a documentation of how No Man's Sky was made.
Outer Wilds, actually
Haha I literally had to look up the creators of Outer Wilds (Mobius Digital) to see if Sebastian Lague was on the team! Turns out he's not, but Hiro from the TV show "Heroes" is the founder of the company?! Man... I learn so much cool stuff from this channel.
@@mewion6774 this is better than no mans sky
@@hunterbuns at the beginning the lock on the planet is the same as the one in Outer Wilds!
That's amazing.
At the end all I was thinking of was Spore's planets!
Thank you :)
Same.
Ah, memories
Same! I've been playing SPORE a lot recently, and was struck by the suggestion of creatures wandering around the planets! Wondering if reverse kinematics and the procedural texturing in the video could do plausible procedural critters.
@@SebastianLague Sebastian Please notice me I want to ask you a question: for the procedural terrain generation, did you end the series, or are you planning on making more videos? I would only like you too make 1 more if possible, and that is procedural object placement.
Sebastian in 2 years: Coding Adventure: Recreating Spore
please yes
Sebastian today: Recreating No Man's Sky
@@Evoleo kerbal space program?
Won't be that hard to make it better too :P
Recreating: the last of us part 2 ... in vr my guy
"Hard to be too terribly excited over a few colored spheres" oh really? I've been more excited watching this series than I've ever been in my life, keep up the good work and i absolutely love this even with only colored spheres
Austronaut 1: wait. Its all coded?
Austronaut 2: always has been
*takes up gun*
No let it die pleaseee
engliksh good
ERROR: GUNS HAVE NOT BEEN IMPLEMENTED YET
australia nots
*Codes gun*
KSP planet artists: Exists
Sebastian: Ima bout to end this man's career.
well... lets not forget KSP is providing fairly similar visuals on a *much* more massive scale, which is pretty ridiculous considering how smoothly the game runs with all of that.
@The Lavian 1992 called - they want their "year called" joke back
some things you could add:
* ambient light along with atmosphere on your planets
* varied gravity by size
* you could make your water bodies glow on certain colors to simulate lava or something radioactive etc
* add a rudimentary chemical system, temperature, light and biome data and then run some evolutionary simulations on it to try and get some wacky life forms to inhabit the planet as flora or fauna (or somehow a combination of the two)
And then hopefully release that as a game because that sounds incredible.
The Outer Wilds-esque spaceflight primed my brain to anticipate the sun going supernova at the end, would've totally made my day if it actually did. Still mighty impressive stuff tho
if it were to go supernova it would be red, since i dont think yellow dwarfs can supernova yet.
@@s1nblitz I don’t think yellow dwarfs can supernova at all, unless provoked by a certain space station in low orbit around the sun.
@@s1nblitz (it didn’t work)
YES FINNALY PART 2 I HAVE WAITED FOR SO LONG THANK YOU CODING GOD
I'd love to see some atmospheric shaders, generating a sky for each planet when you land.
Another thing you could do to help your colors be a little less ugly and a little more realistic is perhaps randomly select the planets composition out of real world common molecules (iron, silica, limestone, copper, carbon, h2o) and generate colors and specularity based off the composition of a planet. Obviously that's a lot of up front research to get that data and a way to represent it, but I think once you've done the ground work it'll result in much more realistic and familiar planetary colors.
these are just suggestions of course, love your work and super excited to see where you take it next.
But 8 years later players will be looking up spectrum analyses for silicon to find the best planet to harvest for their galaxy conquering robot army.
Well you called it
I've been following you for awhile now and just wanted to say that you are my favoriite youtuber and very much appreiciate what you do! Your videos always give me so much inspiration for my own art coding adventures!
Im an aspiring software developer, and I hope to someday understand this as well as you do. Can't wait to get my feet under me and take a look at all those juicy articles you mentioned!
I feel like there needs to be some atmospheric Rayleigh scattering so the backs of mountains aren’t so dark. Magical though.
Sebastian: There's still some room for improvement for the moons
Me: *Struggles do the same in Blender*
Find or create a noise and a crater heightmap and simply sculpt the 2 onto a multiresed square that was casted to a sphere
holy shit. its finally here 😢
This is actually beautiful. I actually brought snacks to watch this because this is literal art. Fantastic content I love everything you post
i feel like this game is going to eventually incorporate everything learned in the series so far
we learned almost nothing. It is more like a showcase
@@joepeters8746 Look at older vids, there are many cool tutorials
@@joepeters8746 perhaps Sorley De Cesare meant everything Sebastian learned in the series.
Someone has been really enjoying outer wilds haven't they :)
please don't call it THE ... people are already confused between Outer Wilds and The Outer Worlds
@@NinjarioPicmin yep he confused me lmao
@@NinjarioPicmin fixed
Sebastian’s videos never fail to make me want to learn to code. His projects are always so fun and interesting, and he explains what the code is actually doing in a way a non-programmer can digest. I love how he walks us through his problems and solutions. I thoroughly enjoyed this video!
1:27 That's how they did it in No Man's Sky. Amazing!
15:50 _"I then collaborated with stackoverflow"_
What a lovely way to say you got stuck, asked for help and some nice person told you the answer. :)
The stack overflow community is surprisingly toxic
A tip for the specular highlights: Every model of specular highlights is at its core simply the dot product between the half vector (vector to the eye + vector to the light, normalized) and the surface normal. Fancy variations of this, like GGX, just remap this curve using some polynomial. Unity has all their shader math on github, which is a great reference: github.com/UnityTechnologies/ScriptableRenderPipeline/blob/64b9e6dd41a16e0a984afb682dfd430b8cbc9c5b/com.unity.render-pipelines.lightweight/LWRP/ShaderLibrary/Lighting.hlsl#L270
Regarding the mountains, and terrain noise in general, i recommend that you look into Inigo Quilez' method of using noise derivatives to simulate erosion (which is what No Man's Sky used): www.iquilezles.org/www/articles/morenoise/morenoise.htm
Beautiful work Mate,
After adding so many layers, we finally made the Onion :D
Can't wait to try it myself, specially that "using noise as an offset for noise" technique,
That almost simulated the Jupiter surface for me.
Thanks! Yeah I thought about trying to do some sort of gas giant with the warp noise, but to make it animate nicely I think it's probably necessary to do a fluid simulation. Maybe there's some tricks I haven't thought of for faking it nicely though. Would like to experiment with this at some point!
Also called Domain Warping!
6:53 very interesting that your crater definition process has an emergent property matching the natural ones, that is, the mound in the middle.
This is insanely cool :D keep up the incredible work Sebastian, your spherical worlds are works of art.
Thank you :)
@@SebastianLague You replied to the comment before it was made..
I seriously want to know. How long does this actually take Sebastion to code it and research? I mean this looks so overwhelming, I guess I couldn't even come up with a solution for how to code it and I'm always like watching with my mouth open
He should make a livestream or something that shows his real-time process of doing an experiment like this.
Yeah, that must have taken some looong time.. I tried to do exactly what he just did couple months ago, and gave up after realizing how much time and effort it would take. I just waited for his video. And I feel satisfied.
I'm hoping we can get a reply from him?
Yesterday evening i had the idea of watching this video to relax and learn a bit about the topic. Quickly started to notice that the content will blow my mind and if i continue watching i wouldn't sleep but think of the code all the time and do researches myself. This is such high-class, just genius!
There's 2 months between first and second video. Plus take into account work/life balance, free time, his video editing skills, he might also work on something else...also his project is probs more advanced than he shows, he waits for enough content to make a video.
Still pretty fast with all this in mind, not sure I would achieve the same result even with the 2 months *fulltime* :p
Honestly I want to make a game myself and I don't know where or how to start but you are definitely shedding some light on it and you make it enjoyable.
Maybe start with a few basic RUclips tutorials so you’re prepared if you want to go into it in like college or something
@@corporatecapitalism, @R.P.G. what software did he using and which language
An extremely interesting video that taught me one very important lesson that I had forgot - the more I listen to someone knowledgeable talk about complex mathematics, the more I involuntarily yawn (even though I am extremely interested!), and the more all my joints hurt and, subsequently, the more I have to fidget and stretch to try and relieve the aches. I haven't felt this way since math lessons at school many, many, many years ago! It's like inverse ASMR! Thank you for the trip down memory lane.
The simplest way to fix the seams is to generate a "skirt" for each patch, simply a ring of polygons around the edge extruded down towards the center with the UV's and normals copied
remove the skirt
no
Like ... many little pyramids overlapping near the base?
Soon, the beings inside these planets would start thinking..."are we living in a simulation?"
And then someone starts coding space games on that planet,
And upload videos to their internet...
And someone comments on the video "Soon, the beings inside these planets would start thinking..."are we living in a simulation?""
and then someone replies with "And then...
@@Known_as_The_Ghost Demn
Sebastian Lague makes coding adventures
Fast Forward: Combines everything in one episode :O... This is sooo satisfying to watch
That mess at 8:46 was actually perfect texture for the moon
Maybe the next thing to add is an atmosphere to the planets, the lighting in the planets could be improved a lot, the sky should be {color} (more room to play with (: imagine an orange sky with green sunlight or something), also the planets need to be scaled much much more but that needs optimization.
and one last thing to say, if you intend to make this a real game with a gameplay loop and all, may I suggest making it a strategy exploration game, we have ton loads of first-person exploration games, but just imagine if you could create a colony or something, control all of you species, gather resources, build, manage, fight ... etc and perhaps instead of being an infinite game loop, maybe the goal is to build a giant ship to escape the solar system and go back home, and to build it you need to harness the sun power, which needs a lot of work, I don't know man it's just the endless possibilities and I have to only watch but you will have to do all the work (:
cheers man as always amazing content
Great ideas, I could definitely see this become a badass strategy game, involving various gameplay elements such as technological advancement, resource gathering, and working to cohabit the various ecosystems in your world without destroying them. Could make it really difficult to sustainably develop your planetary system without destroying your planets, for realism, of course.
yeah great idea, it would be cool to if the game has a bad or good ending, which the players will chose, the good ending was to adapt to ecosystems and live in a
sustainable way, or the bad ending, where to build the ship the player chooses to use all resources without caring about the planet, making it uninhabitable, and escaping to another planet with the resources, until he builds the ship
@@l0k048 I didn't think of it that way (duh humans) but that really gives it more depth, greate point of view
"a strategy exploration game"
Sounds like the kind of game that Spore's Space Stage should have been.
This series is giving me a lot of Outer Wilds vibes and I really like that.
This is definitely giving me some Outer Wilds vibes. Would be cool to toy with scale a bit for some larger planets, although those would need to have higher levels of detail to match the larger scale. Regardless, this was all incredibly fascinating and I love your ideas!
Also, as an artist, I might recommend that you look up some basic color theory and get some simple color schemes going for your planets. Not saying it can’t be random, but looking up different types of color schemes (analogous, complementary, monochromatic, etc.) might help you achieve more aesthetically pleasing planets/moons. Could even be cool if you randomize the type of color scheme for each planet/moon for more variety.
Yeah the intro seemed like a straight recreation of Outer Wilds.
My thoughts exactly on the Outer Wilds part
that's a massive insult considering OW is an alphabet abomination and nothing more
I think he said outer wilds was the inspiration to start this.
Also the twin planets with the fiery twin is just straight up the hourglass twins.
Watching you make this was actually insane and super inspiring.
Sebastian: "That's pointless"
Me: "Actually there are an infinite number of poi-"
Sebastian: "d i d I a s k"
what
@@noob_ukko2771
lmao ur name goes off the right hand side of my screen
@@danrayson thanks
Imagine bringing the boids for the ocean, the simulated ecosystem for the lands and the cloud simulation into this
Next time...
Coding Adventure: Creating life
Coding Adventure: Sentient AI
you need an atmosphere (out now) for life
@@serphon5784 This is the next video
Underrated Comment 👀
As someone who loves planet exploration games; you've probably made one of the best planetary games in existence up with astroneer and no mans sky.
You may want to check out the 1997 paper "ROAMing Terrain: Real-time Optimally Adapting Meshes" by Duchaineau, Mark, et al. It describes an elegant solution to subdividing triangles and has a lot of really nice properties like there never being gaps in the mesh, really fine-grained control over triangle budget, and the ability to adjust LoD not only based on distance but also on the level of surface detail (e.g. a large flat plane automatically uses fewer triangles).
For anyone that finds this even mildly interesting you just HAVE to check out Outer Wilds. It is one of the best games to come out last year if not the best, and Sebastian Lague was obviously highly inspired by it for this video series.
🙏🙏🙏🙏
These planets orbiting around each other close to the sun, and one called the fiery twin...
I see no resemblance here.
I love the change in people's imagination and desire to explore space structures, especially under the effect of Outer Wilds.
13:56 AWESOME DETAIL!!
Who dislikes a video that's just a piece of art/knowledge
Some beautiful noise functions there, this makes me want to code again, i remember doing the Mandelbrot set in BASIC in the 80s, that took a long time to render! Some of the tools available today are amazing.
I'm surprised you're allowed near a computer haha
@@dan7777 :)
And there will still be people saying, they won't ever need math in real life.
And since 99.99% of people will never program anything, how are they wrong?
Well, is that real and daily life if it is not your job?
or do you need math for virtual life :D
fr, I underestimated the amount of math that went into these programs. I guess I never thought about it that hard before, but it's really exciting
Well, maybe they will, but I doubt they can remember everything.
This is exactly like the game I dreamt of making when I was younger. That's so cool
funny to find u there
@@wouhou1626 howdy
@@nextProgram i didnt understood im french but ill take that as a compliment
@@nextProgram btw i do rly like ur videos
@@wouhou1626 Haha it just means hi. Thanks, I appreciate that!
This is such an awesome video!!! Thank you, and since you asked for some more ideas to make them look better, I'm thinking you could do a 'rocky terrain' boolcheck for where there isn't any ocean or grass and then within those areas apply your fractal noise function with a heavy bias for roughness masked with a radial (from sphere-center) damper for a pretty realistic erosion effect, and then apply a similar but horizontal erosion function for underwater areas
These planets need some atmosphere, it feels really weird without one :D
Check his newer vids :D
this guy: making some really good planets and explaining it
me (has no idea what's going on): MAGIC MAN MAKE PLANET WITH WORDS
I'm coding a game with a friend in our spare time where we are merging something like this with marging cubes (Cubicity had a nice package for this, for free). Using Runge-Kutta (actually its adaptive Dormand-Prince a more advanced one) for gravitation and space gravity toolkit for graphics. We are trying that to get a nice solar system generator. I then modify that to get a nice gravity turn and rendez-vous generator that I'm using in my Thesis. Would be awesome to share the project here when done so everyone can have it or maybe we will do a free unity 3d package. Would be an honor to have one of your video talking about it and adding feature when done :D btw the project was inspired by one of your video 6 years ago (Faux Gravity). (all the project is multiplayer too which make things harder)
Ooo, sounds interesting!
Create a discord server for it
You guys are really that interested in the project? The only problem could be that the development is slow cause I have University and my friend has his things too. But eventually you guys could be interested in some video or just a discord server for update on it? (my profile image is from the project btw)
@@gabriele18gamba
If you'd create a Discord server, I'd join it!
And...
I think a slow development time is superior than a rushed project.
Just look at *EA!*
go for the quality, don't rush it
These planets look great! they remind me a lot of Spore. In fact, my motivation to make a game similar to Spore is what makes me watch these videos to learn about the methods that are used for things like planets and procedural animation.
This looks just like outer wilds
I am in love with that game
22:32
sebastian: talking about stuff he could do next
player: *literally boiling alive in lava*
Wait... What if our universe is just some guy on RUclips messing around with code for a really long time?
@Frederick Kellett heh
*reads internet comment sections*
“Yes, hello? I’d like to file a bug report...”
well it is actually more likely than any other theory
Ah - but we are bigthink.com/mind-brain/are-we-living-in-a-simulation?rebelltitem=4#rebelltitem4
It’s like that Star Trek NG episode when they trapped their enemies in a simulation but then realized they couldn’t prove they weren’t in a simulation themselves
3:03 ...which is probably many times more convoluted than it needs to be... so, nothing unusual there :)
I couldn't hear that statement without picturing the smile on your face lol
"Avengers Endgame is the most epic crossover ever"
Sebastian Lague: "Hold my Unity Engine"
"Inspired by the (incredible!) game Outer Wilds."
i like
Imagine this guy being the creator of No Man's Sky:But cooler
This would have to go a looong way to be cooler than No Man's Sky
@@eitantour8059 Not really. NMS is cheating. What you see from space has nothing to do with what the planet up close is like. You're not "seemlessly" close in. There is basically a fancy loading screen inbetween. The Matrix-ish shimmering is arguably worse than a little cut ould be.
In Elite, Space Engine, even in cheap indie games Emyprion and Space Engineer that is much more elegant. The tiny crater you see from space at any distance is the very crater you can land in. Seemless in the first two, a bit less seemless in the other 2 games.
I always felt this part of NMS, it's most famous feature actually, got WAY more praise then it deserves. Even at the time and certainly nowadays.
Actually No Mans Sky is good now.
@@ChrisNinjaEagle Is it? :D When did it became good?
@@NFSCsapat It happened awhile ago, they updated the game more, the usual. Basically they released the game 3 years too early
Bloody love your videos! I used to program turbo pascal and machine code in the late 80’s so i have no idea how to do what you do but i can see the logic in it. Your voice is so great and the subjects so interesting, love your vids!!!
How could anybody dislike this?! This is one of the most amazing things I've seen on the internet.
Programmers who can't do the same.
Now just imagine how much effort a No Man's Sky developers has put into the game making their planetary generation model
Amazing video, as always ♥
Hey Keenan, thanks I'm happy you enjoyed it! :D
Thank you for explaining everything clearly, I had a few go's at procedural mesh generation over the years but could not wrap my head around it, despite reading hosts of articles, wikies and papers.
- Cheers
For other interesting spheres with "better" point distribution, maybe check out those with constant solid angles :
Virtual Goniophotometric Measurements Protocol Abstract 1 by A Krishnaswamy
You could try using an inverse smoothstep function instead of the Acos function at 16:43.
iquilezles.org/www/articles/ismoothstep/ismoothstep.htm
Edit: Also, for the level of detail chunk transitions, you can have each mesh be joined along the edges. Here's how. This is a plane example below. A number 1 means it is the edge. A number 2 means it is one vertex away from the edge.
11111
12221
12021
12221
11111
So, we can remove all of the 1 vertices on the higher LOD mesh and replace them with the nearest even/odd point vertex on the adjacent lower LOD meshes. Then, simply join the 2 vertices to the 1 vertices.
this is how we should learn math and physics in school
I totally agree. Being able to change all the parameters and then to visualize the result in 3D would be a great incentive to learn Math and Physics. Much better than simply memorizing formulas. And with a VR headset, a sense of "distance" might make the visual result quite something to behold!
they would not understand a thing ^^ maybe it would have work for u, but I'm sure that for everyone else, it would have been a lot harder ;)
This could be a service, not necessarily code but sort of psuedo code for maths where people can learn about this and have it have something happen, this would add a motive behind learning and not make students feel like they are working all this out for the outcome to be say a number or an equasion
@@TheMangazixy I totally disagree, it would teach them and give an actual outcome and visualise it
i agree. i hated math in school but now geometry and algebra are my favourite.
The amount of nested loops makes me cry, but I like the video :D