I wanted to add this to the devlog but thought that not everybody would be interested in my personal life. 8 months ago, I was in Japan as an exchange student and only had a dying laptop to develop my games and videos. Preparing my return back home during this pandemic and getting used to be being back home is one of the big reasons why progress in Beartopia slowed down. I was also busy making my lighting shaders which got quite a number of you very interested! Now I'm back home with my powerful desktop which explains why the video quality of this devlog is a lot better than the others. I hope you guys enjoy this new video and I apologize for the long wait :)
Amazing devlogs. Subscribed and now waiting for more. Oh, and I'm also looking forward for you to become a relatively successful gamedev RUclipsr in the near future. *:)*
Hi Again, this looks so professional! Very well done! The water shader looks really really good!! :-) I've started to implement your vibrant lighting system into my game, so far it is still working! :D Thanks!
Thanks! That means a lot though I've been developing games for 10+ years so it's nothing to be proud of. I hope you learn faster than I did cause 10+ years is rough.
Dude you are doing a incredible job with your RUclips Channel and games continue and try to make more videos, I thought you had around 100K sub but only 500 ! Your channel is truly going to grow !
Also YET another question: How did you add those perlin noises together? I mean if you add two normal maps together they break and if you mix them they are just being layered. How did you actually get that perlin noise value and mix that with the other perlin noise and then make it into a normal map?
I constructed the perlin noise using this website. It's in the description. Sorry for not mentioning about the link. This website makes seamless perlin noise. Then I just adjusted the values using an image editor prgram like photoshop (I used Gimp). Mixing the two perlin is simply getting the average of the two but mathematically, that's the wrong way to do it. If you want to be mathematically accurate, you will have to sample the two normals, convert the range from [0,1] to [-1,1], normalize the rgb vectors, and then convert it back to [0,1]. I somehow got away with just taking the average.
Very great! I remember, when I tried to make such a game... was very hard and I couldnt fix the lag during chunk loading, since gms is singlecore. Do you balance the chunk generation over multiple steps?
Yeah, I really wish GMS has multicore/multithreaded capabilities. That is the top 1 thing I wish GMS supported. Yes, my chunks are spread out in multiple steps; I do three chunks per step. One extra thing I suggest is reduce declaring new variables in for loops or basically reduce declaring new variables in general. You can always declare it once then re-initialize the values when you need it. This really helped reduce the lag in my chunk generation.
@@GrizzliusMaximus I've seen multithreading done in GMS:1.4 through the use of dll's and the asynchronous events that game maker supports. There's a tutorial on multithreading using a C++ extension. There's a video by a guy named Mystborn and he teaches you how to code the extension using C++ and walks you through the implementation in GMS:1.4. I haven't tried it yet, but it's definitely a good place to start with multithreading!
This is inspirational! By the way, how do you dynamically change the height map for each individual bear without causing thousands of breaks in the shader? Do you batch them according to their height to minimize breaks? I can't get around this without sending each (dynamic) object's height to the shader as a uniform.
Hello there! Sorry for my inactivity. I had to attend other important businesses. Don't worry, I haven't abandoned my channel. there will be more videos in the future :)
Hey how do you actually generate your worlds? Not like what kind of noise do you use for the world, but as you have already said, the world is actually 3d. I'm just wondering how you managed to get this blocky look, is it a voxel map you're using or is it just a one big mesh?
It's not completely 3D. It looks like voxel but it's just a 2D grid with different height values. The noise I used is 2D which represents the height. I think minecraft also uses a 2D noise for the top terrain then uses a 3D noise to generate caves.
Just found this. I like the look of your game. Looks great. Next time I want to see a stress test ran until failure. I have one where I got to a speed 1fps on my game.
wow ur game is so simmlar to the game im making right now...thank god u don't do tutorials other than lights or our games would be the exact same ..im a week into devoolping games in general and now im building the world generation and i am doing infinite worldd like u doing too..im not sure about making it flat maybe i might experiment with the way u do it to see what looks better for my style
I wanted to add this to the devlog but thought that not everybody would be interested in my personal life. 8 months ago, I was in Japan as an exchange student and only had a dying laptop to develop my games and videos. Preparing my return back home during this pandemic and getting used to be being back home is one of the big reasons why progress in Beartopia slowed down. I was also busy making my lighting shaders which got quite a number of you very interested! Now I'm back home with my powerful desktop which explains why the video quality of this devlog is a lot better than the others. I hope you guys enjoy this new video and I apologize for the long wait :)
Amazing devlogs.
Subscribed and now waiting for more. Oh, and I'm also looking forward for you to become a relatively successful gamedev RUclipsr in the near future. *:)*
I hope You will be back soon!
your presentation is so good that the quality doesn't matter dude -- these series are fantastic
Wow! Could you make a tutorial about heightmap lighting?
The chunks loading in looks so satisfying!
Glad you like it! I also love your Voxel game!
Aha, never expected to find fellow rustacean here! May the fourth be with you on your journey for the perfect voxel game!
I love the editing lol. This was super entertaining and I was on the edge of my seat guessing the amount of bears 🤣
Thanks! I had a lot of fun with the bears!
Hi Again, this looks so professional! Very well done! The water shader looks really really good!! :-) I've started to implement your vibrant lighting system into my game, so far it is still working! :D Thanks!
That's great news! I' m so happy it has helped you!!!
Great editing, great commentary and very educational on the game development process!
That water shader is beautiful! Well done. The video is well made, too.
Hope things are going well for you.
Thanks for the shout-out in the description. Lookin' great so far!
I love your shader stuff! It's also nice seeing a fellow GMS dev!
Really like the water shader and lighting effect looking cool also the stress test is awesome :D
I enjoyed that last part :) Thanks!
that water shader is nice! btw way the NEW bear sprites are the best by far
Thanks for the feedback! Many had mixed thoughts with the first two
That game is looking 💫Beautiful💫
I strive to hit your level of skill someday
Thanks! That means a lot though I've been developing games for 10+ years so it's nothing to be proud of. I hope you learn faster than I did cause 10+ years is rough.
Dude you are doing a incredible job with your RUclips Channel and games continue and try to make more videos, I thought you had around 100K sub but only 500 ! Your channel is truly going to grow !
Really wished I had 100k subs :) I'm guessing my infrequent uploads is my downfall. I am in my last year in University so I have a valid reason.
This project is awesome! I have no idea why you don't have a bigger following
Beartopia looks lit!!!! ❤️🔥
the bears sure are :)
shaders lookin sweet
how make light under tree?
everything alright?
The new bears are better! Gotta love the bear stress tests :D
i had lots of fun spawning bears
Runs smooth on my 2008 computer that was made for windows XP but is running on windows 7.
This is impressive! Good work!
Also YET another question: How did you add those perlin noises together? I mean if you add two normal maps together they break and if you mix them they are just being layered. How did you actually get that perlin noise value and mix that with the other perlin noise and then make it into a normal map?
I constructed the perlin noise using this website. It's in the description. Sorry for not mentioning about the link. This website makes seamless perlin noise. Then I just adjusted the values using an image editor prgram like photoshop (I used Gimp). Mixing the two perlin is simply getting the average of the two but mathematically, that's the wrong way to do it. If you want to be mathematically accurate, you will have to sample the two normals, convert the range from [0,1] to [-1,1], normalize the rgb vectors, and then convert it back to [0,1]. I somehow got away with just taking the average.
@@GrizzliusMaximus How did you scroll the perlin noise? I'd love to see a tutorial on this!
you are insane ! nice stuff !
thanks! appreciate having you here!
Very great! I remember, when I tried to make such a game... was very hard and I couldnt fix the lag during chunk loading, since gms is singlecore. Do you balance the chunk generation over multiple steps?
Yeah, I really wish GMS has multicore/multithreaded capabilities. That is the top 1 thing I wish GMS supported. Yes, my chunks are spread out in multiple steps; I do three chunks per step. One extra thing I suggest is reduce declaring new variables in for loops or basically reduce declaring new variables in general. You can always declare it once then re-initialize the values when you need it. This really helped reduce the lag in my chunk generation.
@@GrizzliusMaximus I've seen multithreading done in GMS:1.4 through the use of dll's and the asynchronous events that game maker supports. There's a tutorial on multithreading using a C++ extension. There's a video by a guy named Mystborn and he teaches you how to code the extension using C++ and walks you through the implementation in GMS:1.4. I haven't tried it yet, but it's definitely a good place to start with multithreading!
This is inspirational! By the way, how do you dynamically change the height map for each individual bear without causing thousands of breaks in the shader? Do you batch them according to their height to minimize breaks? I can't get around this without sending each (dynamic) object's height to the shader as a uniform.
When you say "Plug that Perlin noise into the water" what do you mean? What does "plug" mean?
where are u :(
Hello there! Sorry for my inactivity. I had to attend other important businesses. Don't worry, I haven't abandoned my channel. there will be more videos in the future :)
@@GrizzliusMaximus ok ok thank you :D
@@GrizzliusMaximus Hi, i hope you will have some time for your lighting tutorial part 6...
Look so amazing!
Hey how do you actually generate your worlds? Not like what kind of noise do you use for the world, but as you have already said, the world is actually 3d. I'm just wondering how you managed to get this blocky look, is it a voxel map you're using or is it just a one big mesh?
It's not completely 3D. It looks like voxel but it's just a 2D grid with different height values. The noise I used is 2D which represents the height. I think minecraft also uses a 2D noise for the top terrain then uses a 3D noise to generate caves.
@@GrizzliusMaximus Awesome! Thanks for your reply!!
the old is good.
Just found this. I like the look of your game. Looks great. Next time I want to see a stress test ran until failure. I have one where I got to a speed 1fps on my game.
That sounds like a nice idea! Hope it doesn't do any more harm
you are amazing
You forgot to link the post by RujiK! Ill paste the link in reply to this comment.
wow ur game is so simmlar to the game im making right now...thank god u don't do tutorials other than lights or our games would be the exact same ..im a week into devoolping games in general and now im building the world generation and i am doing infinite worldd like u doing too..im not sure about making it flat maybe i might experiment with the way u do it to see what looks better for my style
3 bear
This project is awesome! I have no idea why you don't have a bigger following
youtube algorithm