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@@oowaz I had barely enough time to finish all of this for today so I ended up not having time to write and edit a section on the games for this video, and I think the 4 hour stream they got was going to be plenty of talking about it. You can see the vod, trailers of the top 10 games, and community favorites in the acerola jam playlist on the channel page.
Man, I love the solar azimuth formula that renders circumstantial treatment unnecessary without compromising mathematical rigor: mathematical setup, application, and extension of a formula based on the subsolar point and atan2 function
All my homies love the solar azimuth formula that renders circumstantial treatment unnecessary without compromising mathematical rigor: mathematical setup, application, and extension of a formula based on the subsolar point and atan2 function
you know whats crazy is that i was reading the comments while listening and he started saying this like right as I started reading this comment, it lined up perfectly
The solar azimuth formula that renders circumstantial treatment unnecessary without compromising mathematical rigor: mathematical setup, application, and extension of a formula based on the subsolar point and atan2 function got me through some dark points in my life. 10/10 would recommend
"game where you play as a roomba" would make a great idle game. Let me buy upgrades for my roomba. Put my roomba through progressively more dire circumstances.
not a musician but i'm glad you went into the music composition process, something that's often overlooked in game dev. also, nice succession theme rendition :D
@@chickennugget481 that was a really different context, Rayleigh is used in many contexts and an atmospheric scattering shader will work a bit diff from a smoke grenade voxel scattering shader, structurally speaking
@@1e1001 While you're at it. May as well add realistic particle simulation for the clouds, and add interference with the light rays. If it is only one room, the goal should be to make the framerate ONLY barely functional.
@@Acerola_t im a huge music theory nerd and i absolutely love your videos, i'd absolutely love if you made more music theory videos! possibly on a second channel if you're worried about losing views or something. the way you present information is amazing and if that was combined with more music theory stuff i'd die instantaneously /pos
100% I started playing a bit of guitar, learning only tabs, and occasionally dipping my toes into theory. Despite going into this video exclusively for classic Acerola wizardry, I was super invested on the music theory section.
You might like the game Menagerie II: Presentable Liberty, it does pretty much what you described with the single room and a door that gets you various items
Yeah, it's hard to find a truly unique idea. But it's much easier (but still HARD) to pull one of those niche concepts into the mainstream. What works, and what doesn't isn't just a matter of concept. A well refined niche idea might just be the next hit... spawning dozens of clones etc. Throwing "dumb" ideas at the wall till something sticks for whatever reason is the origin of plenty of mainstay series/ genres.
it's surprising how few comments I've seen about Monogatari in this channel, with the logo+name combo (castle and bats) and the flashing slides at the start
You should've made a console to be able to mess around with all the features you've made! Ex. Control over the timezone used, visible light paths and stuff like that. It would also explain why this project is so unique.
Substance Painter really isn't the tool you want. Painter is mainly for texturing of complex objects to have worn edges etc. If you want to create materials then Substance Designer is the go to tool.
Not trying to necrocomment on a old video, but do you recommend substance designer for a newish game developer? I want to take the next step from asset packs, but the Adobe aspect is somewhat off-putting
I had a great time, and really appreciated everyone's response to my game. It was my first time making an actual game, after spending years of making music and non-interactive video art using code.
Just a note for the music; the F# is actually present as the second harmonic of the B already (if you play just a B on a piano, you can actually hear an F# ringing pretty strongly). So the resolution ends up being more a balance change than a resolution. But a cool idea!
17:15 been writing a meteorological program recently and I'm in the opposite boat with research. I good simple titles like "Test of helicity as a tornado forecast parameter" by one of the most prominent supercell researchers literally named Davies-Jones but I can only find these papers being referenced in other papers and I cannot find them on the website of the publisher or even places like sci-hub
I gave this a fair shot.. indeed, impossible to find without an account of some sort. Really nice that public research from 1990 is still pay-walled... I would just email the man directly, I'm sure he'll be happy to hear how his research will be applied. People usually share their articles for free if you just ask them.
Hey man, I have a nice resource for you! Try research rabbit! It's a tool to graphically explore networks of citations, makes combing through stuff a lot easier. G'luck!
Omg i'd give up so much for an full on Acerolla music theory tutorial. I wanted to get into music making, but all the tutorials i've been coming across are kinda hard to comprehend imo. Your teaching style would be perfet, and i imagine i'd finally be able to understand everything
You really don’t need music theory to start, absorbing what you can and learning as you go is a good idea :) If what you make sounds good without music theory, it can’t sound worse with music theory (unless you get too caught up in rigid theory) My recommendation would be to pick up composition software or a DAW and just start creating, it’s fun and it’s a good start :D
@@HA11EYS_COM3T Thanks for the encouragement! But I've already been doing that for a year or so, and I find it really difficult to do make music without any knowledge. I plainly don't know where to start, what kinda notes should I play and when. So most of my tracks were really frustrating to make, since I just put stuff semi-randomly until it sounds good, which takes a while, and it usually doesn't even sound all that good. I've picked up a class yesterday tho, and it's already helping me a ton!
"What's the rendering equation? ...I don't know" got me lol For anybody who's wondering, it's the formal mathematical way of saying "for our particular viewing angle of a particular surface point, add up all light which comes into the surface from any direction and happens to bounce towards our viewing angle". That sum of light is written as an integral, because integrals are how you sum an infinite number of infinitely small things. In practice, integrals are usually approximated by summing a *finite* number of chunky things. You may remember from high-school calc, approximating the area under a curve by splitting it into rectangles and summing the rectangles' area together. Similarly, in a ray-tracer we trace a very limited number of incoming light rays, and assume each one covers a fairly broad cone of incoming light directions hitting a broad patch of surface. You get better approximations, a.k.a. more realistic graphics, if you increase the number of rays and decrease the effective size of each one (or decreasing the size of the surface patch, by increasing resolution), so that you're not glossing over so much detail. The integral is defined as the limit as they become infinitely thin, and infinitely numerous, impacting an infinitely small surface. The inside of the integral, describing the amount of light coming in from a particular direction and then bouncing into your eye, depends on a number of factors. Each of them is pretty intuitive once you understand it (for example, one term is the dot product of the incoming direction with the surface normal, because less incoming light is able to hit a surface area if that area is rotated to be thinner from the light's POV).
I wanna make clear that in the industry the soft to create materials is Substance Designer . Évent if it possible to make them in Painter, Painter is more used for baked textured object . Super video tho 👍
New Acerola upload, I am now in joy I really wanted to participate in the game jam, but I've been overburdened with uni and work. Congratulations to the winner!
I'm not entirely unconvinced Acerola genuinely tried to make a good game for his Game Jam and after getting negative feedback, he decided to make a video describing the lighting to make it seem like it was his plan the whole time.
Since we're on the topic of ray-tracing, have you heard of the game Mirror Drop? It was made when ray-tracing usage in games was just starting to take off and uses ray-tracing to create seemingly infinite repetitions, perfect reflections, and non-Euclidean geometry
I played The Coffin of Andy and Leyley for the first time earlier today. I eventually managed to get that... experience?... out of my brain for a few hours, but upon watching this video and hearing the kind of game you made, suddenly it's all rushing back. I blame the Baader-Meinhof phenomenon.
Using a ray tracer for what basically amounts to direct illumination is kinda silly but I understand why it still would have been a fun exercise if you hadn’t done it before.
yeah that is part of the joke lol but the real point of this was to have the project to extend into more interesting topics later without having a 1 hour long video explaining the basic foundation in addition to path tracing or whatever
The overall concept of your game (especially the randomized death date) reminds me of an old art game called The Graveyard by Tale of Tales. In it you play as an old woman visiting a graveyard, sitting down, thinking about things for a while, and then leaving. You can repeat this as many times as you want. In the paid version, she may randomly die during a visit. I seem to remember that if you try to start the game up after the old woman dies she won't be there for future visits, but I can't confirm that.
But Acerolaaaa... Your music theory section is the most informative and understandable music theory video i've seen on youtube ever and i want you to make more!!
In college I had a project where we built little robot cars that drove themselves around avoiding obstacles using three IR distance sensors, not too different to how a Roomba works, minus the front bumper. I'm imagining a game where you have to navigate a 3d space, you don't have a 3d view, your only visual is three dots on the screen, shaded to represent the distance to the nearest point directly in front of you, and two offset by a 30 degree angle on either side. Maybe another visual element could be a top down map of your path showing where you've been already so you can double back or predict where things might be in the room. Now I actually kind of want to make this, lol.
God I love path tracing. that's why I love cycles blender. when RTX came out it seemed like such a scam to me because everyone made it sound like it was going to be path traced, when really it was just Ray traced
i can't believe you tried to distract me from your ad by putting a video of your adorable cat next to it, and baited me to watch it by introducing it in the scene right before. How devilish! You almost got me! I know all about Brilliant now!
The Mathematical Labyrinth: The game starts on a hexagon grid with numbers listed in random locations, these represent the ingress & egress points to the Labyrinth. The number of access points is determined by rolling a D20 while the location is determined by rolling D10s across the table (rolling a 10 acts as 10 and 0). You have a running equation total that begins as the number listed at your chosen entry location and will adjust based on the mathematical equation you used to construct your path. The goal is to travel from one access point to at least one of the other access points, wherein you then choose to exit or continue for more loot either at the same or a different access location. Upon finishing your score is calculated by counting the number of rooms entered while walking through the Labyrinth, with bonus points awarded for loot found, and a multiplier for style (loops) generated in the process. At any point you can pass through already explored rooms using no additional spell points, only movement points, however you cannot enter a room again unless your equation total matches the existing number. You cannot choose to continue through the Labyrinth if your equation total does not match the number listed as the access point and must exit. If it does match you can choose to re-enter the Labyrinth, and if you then die your score will be reduced to the minimum number of rooms necessary to get from entry to exit plus points for loot dropped outside. Re-entry to the Labyrinth costs D20 movement points. No points are awarded if you have not found at least one other Access Point before the Labyrinth collapses. The Labyrinth has a hidden number of points that can be utilized before it will collapse and kill you. Each mathematical equation costs spell points to cast, and movement costs are calculated separately. There is no warning for the collapse, but before reaching your first exit you can divide by zero to retreat through the Labyrinth, which will provide you with half of your score without points for loot, assuming you can make your way back before the Labyrinth collapses around you. 1-4, 5, 6-9 correspond to the direction you move each turn with 1-3 moving to the SW S SE, 7-9 moving to the NW N NE, 4 moving W, and 6 moving E. 5 allows you to move in any of the chosen directions for 2x the spell points for the equation. Loops can only be created by entering a room with a current equation total being equal to the number already listed therein.
Now I kind of want to see a game with full path tracing, but where light applies after movement, so you can move your mouse around but everything will be very blurry and then when you stop moving it starts rendering more and more (like how Blender gets all pixelated for large scenes)
Using a point light to fake indirect emissions is interesting. The result is good enough, and looks better than having low sample count indirect lighting noise, but still feels like it's missing something.
That labyrinth game sounds very interestingas long as there's characters (also i find it funny that one of the comments you showed on philokalia was asking for hints)
At every step you should add an answer to the question why :D why we use negative number, why we are using math at calcilating rays, what formula are you using for calculating rays and what every letter of this formula means. Because in such a fast format it could be perceived only by developers.
Woah it felt so trippy when acerola revealed he was participating in the jam with us the whole time 😵💫 what a twist! loved learning about ray tracing from the video! the music theory section was very informative too! 😍 I love the velvet room aria and I'm so happy to understand how it was made now~ 💖
okay hear me out, for the next game jam, make a game, that's just a cube, except everything is hyper realistic, so the cube is made up of a bunch of atoms, each atom is calculated, and you also calculate the light how light works irl instead of the less intensive version, and as a bonus maybe calculate every other law of physics as well to perfect precision, even if it's something scientists haven't discovered yet, just figure it out
Very nice. The music portion I found very captivating, first with the implementation of events happening on minutes and hours, but also for the explanation of chords that's the clearest I've ever heard as a non-musician. Somehow this demo reminds me of the "The Room" prototype by Peter Molyneux back in 2005... the aspect of time was quite important in that game and you could wind or rewind the wall clock to make the hours pass and the days go by, and the light reacted accordingly.
It's kinda surreal seeing you cover music theory, something I'm passionate about. Very well explained! As for my favorite chord, it's Fadd9 ^w^ Been loving your content! I'm not great at math, much less computer graphics, but you make your content very entertaining and pretty easy to follow! Keep it up! Might join your game jam next year :D
thanks for talking about ray vs. path tracing. it seems to be a big point of confusion because everyone just calls both ray tracing when path tracing requires far more to get going. material data, surface reflection functions, denoising, upscaling... really quite an interesting technology. in uni (comp sci) I did a deepdive project into some aspects of path tracing.
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why did you not talk about the games in the jam tho? i'm assuming that video is still in the works?
@@oowaz I had barely enough time to finish all of this for today so I ended up not having time to write and edit a section on the games for this video, and I think the 4 hour stream they got was going to be plenty of talking about it. You can see the vod, trailers of the top 10 games, and community favorites in the acerola jam playlist on the channel page.
@@Acerola_t oh, i'll check it out, thanks!
i will buy it
You broke my zoomer brain into watching an add by adding your cat with Persona 4 song alongside it Σ :3
The real abberation here is all the work put into the ray tracer, only to use a point light for 90% of the room.
maybe the real abberation is the friends we made along the way
yeah but imagine how much better it'll look when the path tracer vid comes out
@@Acerola_t WHEN!!
@@Acerola_t well now i'm looking forward to that
@@Acerola_t path tracing in real time?
Fun game from Acerola would be a real subversion of expectations
Nah, the real subversion to the expectations were the friends that we made along the way
@@MrTda23rd6Don't you mean the friends we made along the ray?
I think he was trying to make sure not to win, while still making something interesting
Why would you burn our boy like that?
@@lawamoli underrated comment
Man, I love the solar azimuth formula that renders circumstantial treatment unnecessary without compromising mathematical rigor: mathematical setup, application, and extension of a formula based on the subsolar point and atan2 function
All my homies love the solar azimuth formula that renders circumstantial treatment unnecessary without compromising mathematical rigor: mathematical setup, application, and extension of a formula based on the subsolar point and atan2 function
you know whats crazy is that i was reading the comments while listening and he started saying this like right as I started reading this comment, it lined up perfectly
@@puddle.studiosits crazy how often stuff like this happens to me on here
The solar azimuth formula that renders circumstantial treatment unnecessary without compromising mathematical rigor: mathematical setup, application, and extension of a formula based on the subsolar point and atan2 function got me through some dark points in my life. 10/10 would recommend
Acerola is truly in his SAFTRCTUWCMRMSAAEOAFBOTSPAAF era
"game where you play as a roomba" would make a great idle game. Let me buy upgrades for my roomba. Put my roomba through progressively more dire circumstances.
Check out Leaf Blower Idle
sounds like leaf blower revolution lol
i love this idea
And make it scream like Michael Reeves did.
"you collected 500 pounds of dirt, level up!"
It was fun solving the puzzle. I actually live in Toronto, Ontario and have never been to Oregon!
you should've lied it would be funnier
@@Acerola_t based
not a musician but i'm glad you went into the music composition process, something that's often overlooked in game dev. also, nice succession theme rendition :D
i love that vertical look isn't clamped, so you can roll your head completely upside down
"im going out on my own terms!" *snaps neck*
Gimbal lock incoming xD
Just like in real life
Oh, I thought you'd add Rayleigh refraction for accurate sunsets/sunrises
it's a game jam give me a break ok
@@Acerola_t i thought you did a rayleigh scattering shader already
@@chickennugget481 that was a really different context, Rayleigh is used in many contexts and an atmospheric scattering shader will work a bit diff from a smoke grenade voxel scattering shader, structurally speaking
now thats what you call "Ray Tracing"
fairly certain the unity skybox also just does a very basic sunset situation
17:44 oregon jumpscare
Should've added 24 realistic rain to the game, would've made it more immersive. Or I guess in Bend it's either 110 or a snowstorm
@@James-vw9yy fetch weather data from the national weather service & simulate that in-game
@@1e1001 While you're at it. May as well add realistic particle simulation for the clouds, and add interference with the light rays. If it is only one room, the goal should be to make the framerate ONLY barely functional.
Woh-o-o-o Ah~
Woh-o-o-o Ah~
Oregon Jumpscare!
Oregon Jumpscare.
I did not expect a picture so close to me
Oh boy I wonder how he got the indirect lighting to look so nice.
Acerola: "I just put a point light in the room to fake it"
MOTHERFU-
yes
I really liked the music theory presented the Acerola way 😄
thank you!
@@Acerola_t im a huge music theory nerd and i absolutely love your videos, i'd absolutely love if you made more music theory videos! possibly on a second channel if you're worried about losing views or something. the way you present information is amazing and if that was combined with more music theory stuff i'd die instantaneously /pos
@@bixbybox i will never get used to the fact that /pos means positive. idk who thought that was a good idea
@@bixbybox once I learn more I will for sure, this vid covered pretty much all I know atm lmao
100% I started playing a bit of guitar, learning only tabs, and occasionally dipping my toes into theory. Despite going into this video exclusively for classic Acerola wizardry, I was super invested on the music theory section.
You might like the game Menagerie II: Presentable Liberty, it does pretty much what you described with the single room and a door that gets you various items
there truly are no unique ideas i rly thought i had something here
Rip wertpol
Yeah, it's hard to find a truly unique idea.
But it's much easier (but still HARD) to pull one of those niche concepts into the mainstream.
What works, and what doesn't isn't just a matter of concept. A well refined niche idea might just be the next hit... spawning dozens of clones etc.
Throwing "dumb" ideas at the wall till something sticks for whatever reason is the origin of plenty of mainstay series/ genres.
blast from the past! I remember when that was the indie game du jour on youtube....
I love this game and it's prequel, broke my heart when Wertpol passed...
"the theme is Aberration. Which --means an unexpected change that is usually not good-- is a Monogatari reference"
someone finally got it
it's surprising how few comments I've seen about Monogatari in this channel, with the logo+name combo (castle and bats) and the flashing slides at the start
You should've made a console to be able to mess around with all the features you've made! Ex. Control over the timezone used, visible light paths and stuff like that. It would also explain why this project is so unique.
yeah, kinda goes against the intended experience though and I unfortunately am pretentious enough to care
Substance Painter really isn't the tool you want. Painter is mainly for texturing of complex objects to have worn edges etc.
If you want to create materials then Substance Designer is the go to tool.
Not trying to necrocomment on a old video, but do you recommend substance designer for a newish game developer? I want to take the next step from asset packs, but the Adobe aspect is somewhat off-putting
@@CrownBoron Yes. It's very easy to learn and affordable. I wish Adobe never bought them but what can you do...
I had a great time, and really appreciated everyone's response to my game. It was my first time making an actual game, after spending years of making music and non-interactive video art using code.
Just a note for the music; the F# is actually present as the second harmonic of the B already (if you play just a B on a piano, you can actually hear an F# ringing pretty strongly). So the resolution ends up being more a balance change than a resolution. But a cool idea!
17:15 been writing a meteorological program recently and I'm in the opposite boat with research. I good simple titles like "Test of helicity as a tornado forecast parameter" by one of the most prominent supercell researchers literally named Davies-Jones but I can only find these papers being referenced in other papers and I cannot find them on the website of the publisher or even places like sci-hub
I gave this a fair shot.. indeed, impossible to find without an account of some sort. Really nice that public research from 1990 is still pay-walled...
I would just email the man directly, I'm sure he'll be happy to hear how his research will be applied. People usually share their articles for free if you just ask them.
@@leeroyjenkins0 Hey, at least the authors are getting paid, right? 🙃
@@c0d3r1f1c at least the authors are making 5% from the sales, which is still more than 0 if you think about it!
I hate paywalled research x.x
@@c0d3r1f1c No, publishers pay them peanuts.
Hey man, I have a nice resource for you! Try research rabbit! It's a tool to graphically explore networks of citations, makes combing through stuff a lot easier. G'luck!
that cat during the sponsored part is just genius
Fr, it was the only reason I watched the whole part.
So far, it's worked on me every time, I'm surprised I've never seen it before.
Omg i'd give up so much for an full on Acerolla music theory tutorial. I wanted to get into music making, but all the tutorials i've been coming across are kinda hard to comprehend imo. Your teaching style would be perfet, and i imagine i'd finally be able to understand everything
You really don’t need music theory to start, absorbing what you can and learning as you go is a good idea :)
If what you make sounds good without music theory, it can’t sound worse with music theory (unless you get too caught up in rigid theory)
My recommendation would be to pick up composition software or a DAW and just start creating, it’s fun and it’s a good start :D
@@HA11EYS_COM3T Thanks for the encouragement! But I've already been doing that for a year or so, and I find it really difficult to do make music without any knowledge. I plainly don't know where to start, what kinda notes should I play and when. So most of my tracks were really frustrating to make, since I just put stuff semi-randomly until it sounds good, which takes a while, and it usually doesn't even sound all that good. I've picked up a class yesterday tho, and it's already helping me a ton!
"What's the rendering equation? ...I don't know" got me lol
For anybody who's wondering, it's the formal mathematical way of saying "for our particular viewing angle of a particular surface point, add up all light which comes into the surface from any direction and happens to bounce towards our viewing angle".
That sum of light is written as an integral, because integrals are how you sum an infinite number of infinitely small things. In practice, integrals are usually approximated by summing a *finite* number of chunky things. You may remember from high-school calc, approximating the area under a curve by splitting it into rectangles and summing the rectangles' area together. Similarly, in a ray-tracer we trace a very limited number of incoming light rays, and assume each one covers a fairly broad cone of incoming light directions hitting a broad patch of surface. You get better approximations, a.k.a. more realistic graphics, if you increase the number of rays and decrease the effective size of each one (or decreasing the size of the surface patch, by increasing resolution), so that you're not glossing over so much detail. The integral is defined as the limit as they become infinitely thin, and infinitely numerous, impacting an infinitely small surface.
The inside of the integral, describing the amount of light coming in from a particular direction and then bouncing into your eye, depends on a number of factors. Each of them is pretty intuitive once you understand it (for example, one term is the dot product of the incoming direction with the surface normal, because less incoming light is able to hit a surface area if that area is rotated to be thinner from the light's POV).
i Can not believe that this game dev youtuber has explained Music theory better than like, ANY tutorial ive watched. YOU ARE INSANE! Amazing work.
I love how suddenly in depth the explanation goes for every piece of the game.
Dude, I skipped your videos for a few monts and damn, I see huge progress from working out, keep it up!
to be fair i havent put my face in the past few months of videos lol, thanks!
I wanna make clear that in the industry the soft to create materials is Substance Designer . Évent if it possible to make them in Painter, Painter is more used for baked textured object .
Super video tho 👍
This is so cool, I loved the music theory section. Your piano skills are seriously impressive too
I'll be sure to participate in the next one, it was really cool seeing people step out of their comfort zone
You are an absolute genius… mixing a sponsor spot with unskippable cat footage is next level stuff.
17:28 the freaking title is the abstract, and the abstract is the introduction page of the paper
New Acerola upload, I am now in joy
I really wanted to participate in the game jam, but I've been overburdened with uni and work. Congratulations to the winner!
This is the type of content that makes me just want to sit down and MAKE shit, I love it so much, posters are rad too
I'm not entirely unconvinced Acerola genuinely tried to make a good game for his Game Jam and after getting negative feedback, he decided to make a video describing the lighting to make it seem like it was his plan the whole time.
there was plenty of positive feedback it's just funny if I make it seem like everyone hated it
"layering a bunch of noise functions"
music is layer cake
acerola, you've done it again
the music playing in the background of the music theory section only serves to add to the existential dread of the game. Genius
Checking on Acerola every so often to see what Monogatari easter eggs have been snuck in this time.
Even for 5 months, that piano progression is pretty amazing
nah ok but that is actually a super cool concept i love it. speedruns gonna go crazy on this one.
Since we're on the topic of ray-tracing, have you heard of the game Mirror Drop? It was made when ray-tracing usage in games was just starting to take off and uses ray-tracing to create seemingly infinite repetitions, perfect reflections, and non-Euclidean geometry
As a nerd programmer, you would likely have more fun with adobe substance designer than painter
I played The Coffin of Andy and Leyley for the first time earlier today. I eventually managed to get that... experience?... out of my brain for a few hours, but upon watching this video and hearing the kind of game you made, suddenly it's all rushing back. I blame the Baader-Meinhof phenomenon.
This is the only youtube channel where i would never skip the ad part, godspeed you absolute chunky fluff, it's an infinite source of entertainment.
17:10 this title was made with students writing essays in mind
Explaining music theory like it’s shader maths was peak Acerola.
I love substance painter and it's one of my favourite parts of the 3D asset pipeline :D So happy to see you pick it up, too
The game where you play as a roomba already exists. Multiple ones if I remember correctly.
Using a ray tracer for what basically amounts to direct illumination is kinda silly but I understand why it still would have been a fun exercise if you hadn’t done it before.
yeah that is part of the joke lol but the real point of this was to have the project to extend into more interesting topics later without having a 1 hour long video explaining the basic foundation in addition to path tracing or whatever
I just wanted to say your skill at explaining very dense concepts very quickly is really incredible :)
The overall concept of your game (especially the randomized death date) reminds me of an old art game called The Graveyard by Tale of Tales. In it you play as an old woman visiting a graveyard, sitting down, thinking about things for a while, and then leaving. You can repeat this as many times as you want. In the paid version, she may randomly die during a visit. I seem to remember that if you try to start the game up after the old woman dies she won't be there for future visits, but I can't confirm that.
Its substance designer, painter is for painting materials, usually made in designer on models.
But Acerolaaaa... Your music theory section is the most informative and understandable music theory video i've seen on youtube ever and i want you to make more!!
it's impressive how simple your music theory explanations are
Dude that's actually pretty genious minimalist adaptive music, especially for a game jam by a budding composer - It adds to the "gameplay"
actually playing as a roomba looks fun
In college I had a project where we built little robot cars that drove themselves around avoiding obstacles using three IR distance sensors, not too different to how a Roomba works, minus the front bumper.
I'm imagining a game where you have to navigate a 3d space, you don't have a 3d view, your only visual is three dots on the screen, shaded to represent the distance to the nearest point directly in front of you, and two offset by a 30 degree angle on either side. Maybe another visual element could be a top down map of your path showing where you've been already so you can double back or predict where things might be in the room.
Now I actually kind of want to make this, lol.
Take it into space, and you'd be one step away from Viscera Cleanup Detail.
Almost 1000 games is huge!
if u don't know that song plays Acerola on 20:11
it's succession theme song
played so poorly it doesnt get content id'd B)
Oh my god thank you. I was like pulling my hair out trying to figure where I heard it and why it felt so familiar.
You should make more music theory stuff, it's actually so simple and easy to comprehend when you present it...
I really appreciate you putting that cat video side by side with the ad.
It's a walking sim without the walking. A sitting sim?
Never thought I'd learn ray tracing and music theory from the same 25 minute video. Graphics programming enthusiast & musician here.
God I love path tracing. that's why I love cycles blender. when RTX came out it seemed like such a scam to me because everyone made it sound like it was going to be path traced, when really it was just Ray traced
i can't believe you tried to distract me from your ad by putting a video of your adorable cat next to it, and baited me to watch it by introducing it in the scene right before. How devilish! You almost got me! I know all about Brilliant now!
The Mathematical Labyrinth:
The game starts on a hexagon grid with numbers listed in random locations, these represent the ingress & egress points to the Labyrinth. The number of access points is determined by rolling a D20 while the location is determined by rolling D10s across the table (rolling a 10 acts as 10 and 0). You have a running equation total that begins as the number listed at your chosen entry location and will adjust based on the mathematical equation you used to construct your path.
The goal is to travel from one access point to at least one of the other access points, wherein you then choose to exit or continue for more loot either at the same or a different access location. Upon finishing your score is calculated by counting the number of rooms entered while walking through the Labyrinth, with bonus points awarded for loot found, and a multiplier for style (loops) generated in the process. At any point you can pass through already explored rooms using no additional spell points, only movement points, however you cannot enter a room again unless your equation total matches the existing number.
You cannot choose to continue through the Labyrinth if your equation total does not match the number listed as the access point and must exit. If it does match you can choose to re-enter the Labyrinth, and if you then die your score will be reduced to the minimum number of rooms necessary to get from entry to exit plus points for loot dropped outside. Re-entry to the Labyrinth costs D20 movement points. No points are awarded if you have not found at least one other Access Point before the Labyrinth collapses.
The Labyrinth has a hidden number of points that can be utilized before it will collapse and kill you. Each mathematical equation costs spell points to cast, and movement costs are calculated separately. There is no warning for the collapse, but before reaching your first exit you can divide by zero to retreat through the Labyrinth, which will provide you with half of your score without points for loot, assuming you can make your way back before the Labyrinth collapses around you.
1-4, 5, 6-9 correspond to the direction you move each turn with 1-3 moving to the SW S SE, 7-9 moving to the NW N NE, 4 moving W, and 6 moving E. 5 allows you to move in any of the chosen directions for 2x the spell points for the equation. Loops can only be created by entering a room with a current equation total being equal to the number already listed therein.
I love the implication that he went to see Dune 2 multiple times in IMAX. Granted I saw it 4 times in imax as well.
6:12 that's why I say that in videogames its the eye that emits light, and the lamp sinks light.
5:00 ah, a man of culture
Now I kind of want to see a game with full path tracing, but where light applies after movement, so you can move your mouse around but everything will be very blurry and then when you stop moving it starts rendering more and more (like how Blender gets all pixelated for large scenes)
That piano section was actually insane. Also love the tanaka's amazing commodities reference at the end
Using a point light to fake indirect emissions is interesting. The result is good enough, and looks better than having low sample count indirect lighting noise, but still feels like it's missing something.
putting your cat being cute on the side is a dastardly way to make me watch the sponsor
are you Coda from The beginner's guide?
btw love your videos even though I'm not a game dev.
This video will be a goldmine for future BUAS students. Jacco will be proud.
🎉 ANOTHER banger, Acerola!
That was a really good explanation of the music process. Your extremely talented and really good at teaching.
Damn, gives me the biggest flashback on that sun position calculation for an essay on solar panel effectiveness.
The music theory really made me want to see you tackle sound ray tracing
"Navigating a maze that has no exit but the players dont know that"
Have you heard of the wonderful game Crypt, by Valefisk?
That labyrinth game sounds very interestingas long as there's characters
(also i find it funny that one of the comments you showed on philokalia was asking for hints)
21:40 this being the main notes of the DDLC Sayo-nara OST made me pause, I never realized it's just a C major, A minor arp.
At every step you should add an answer to the question why :D why we use negative number, why we are using math at calcilating rays, what formula are you using for calculating rays and what every letter of this formula means. Because in such a fast format it could be perceived only by developers.
Woah it felt so trippy when acerola revealed he was participating in the jam with us the whole time 😵💫 what a twist!
loved learning about ray tracing from the video! the music theory section was very informative too! 😍 I love the velvet room aria and I'm so happy to understand how it was made now~ 💖
I came to learn about Ray Tracing and ended up learning about pianos.
10/10
Thank god I finally know the difference between ray tracing and path tracing
I really think you should continue the game idea and add the out of scope parts. Sounds like a good experience that would make a great content game.
You could teleport the point light to the position where the sun hits the wall each frame. Not expensive at all and would look much more convincing
that damn pokemon melody will stick with me all day but it worth the quick and easy to understand music theory.. as long as i manage to remember
okay hear me out, for the next game jam, make a game, that's just a cube, except everything is hyper realistic, so the cube is made up of a bunch of atoms, each atom is calculated, and you also calculate the light how light works irl instead of the less intensive version, and as a bonus maybe calculate every other law of physics as well to perfect precision, even if it's something scientists haven't discovered yet, just figure it out
Geez, I can't believe I learned more about music in 5 minutes from a video about Ray tracing then I did the whole time i studied in my teenage years
Every frame is an aberration, because it may never be rendered again. I love it.
Would have been cool to look out the window watching grass grow. And the Roomba puttering around keeping things tidy. lol
thanks for explaining the music part, i'm completely musically incompertent but you managed to make it kind of click
Very nice. The music portion I found very captivating, first with the implementation of events happening on minutes and hours, but also for the explanation of chords that's the clearest I've ever heard as a non-musician.
Somehow this demo reminds me of the "The Room" prototype by Peter Molyneux back in 2005... the aspect of time was quite important in that game and you could wind or rewind the wall clock to make the hours pass and the days go by, and the light reacted accordingly.
sheesh, my planning was sitting at a bar with my friends with a drawin app, sketching out an idea for how the game would play
I didn't expect to learn piano from this graphics person.
For making materials, look into using Substance Designer instead of Painter. Designer is typically better suited to creating materials.
Ah, my favourite 3d modelling trope. Room lit by a sunbeam manages to still be incredibly dark
It's kinda surreal seeing you cover music theory, something I'm passionate about. Very well explained! As for my favorite chord, it's Fadd9 ^w^
Been loving your content! I'm not great at math, much less computer graphics, but you make your content very entertaining and pretty easy to follow! Keep it up! Might join your game jam next year :D
thanks for talking about ray vs. path tracing. it seems to be a big point of confusion because everyone just calls both ray tracing when path tracing requires far more to get going. material data, surface reflection functions, denoising, upscaling... really quite an interesting technology. in uni (comp sci) I did a deepdive project into some aspects of path tracing.
Wtf playing the succession theme is such a cool way of showing the piano skills
5:49 the evil eye is based on this. Incredible. They thought evil light came out of your eyes.
at first i didn't get it, but as soon as i turned the camera upside down that's when i realized the true art you were making