Completely agree with the ending, I branched off already long ago. Not because your content was bad, or not worthwhile - but to express my own ideas and intuition into crafting a game engine. Regardless the 100+ episodes weren't in vain, you helped a black box topic become more accessible. :]
I've been binging your content lately, and I thoroughly enjoyed watching and listening to your style. This episode helped me to understand drag and drop internally in Imgui, and the role GLFW plays with externally dragged and dropped files. I really appreciated watching you struggle and resolve the hurdles in this episode.
Man i fucked up my rotaion matrix when i implemented mousepicking and drag and drop in my "engine". Took me forever to find the damn "-" in front of the mat4
this series and c++ series really helped me out to start write actual code. Now i have my Engine with 3D, pbr shaders and etc. Now this series is like researhcing features im interested in)
Yez, Cherno, you are right about learning, but without first copying the code I can't understand what it does and why. After that I start to understand how it works and then I should do something in my own way and then I start to study. I think you also think so, but anyway I want to thank you for a huge work you make on RUclips, for your videos on which I can learn game engine development. A huge thanks to you!!
What i am missing on basically every engine out there is a multi-monitor support. Just give the viewport for example the ability to "pop out" so you can work on your stuff while having the viewport on another monitor.
I have used Unreal Engine 4 with multiple monitors. especially when I was testing blueprints for example to I can demo the game and see what my blueprint was doing at the same time
I think all that's necessary to get ImGui to be able to render Unicode fonts is to provide it a font that contains those characters. I haven't tried it yet though, so I could be wrong. (I will try after I finish this and probably update this comment if I remember.)
I don't understand. In the last video we left content browser that contains only buttons with text. The next video there is already icons, padding slider etc. Did I miss video in between?
Cherno, mate! I've got a new challenge video idea for you: Go an entire episode without saying the words "Kind of" 😂 I love your videos, this whole series is so interesting to me. I would love to get into game engine programming, but it's such a daunting project to even get started on!
I'm just wondering how best to optimize the browser content when, for example, I have more than 100 files or folders, for example, when I tested 100 files, my fps was already slightly sagging, but what if more than 500 files? In this case, I had only 10 fps) One of the ways when we do not display the panel is simply not to iterate the directories. The second way is to put the directories in an array and iterate them so that each time you do not access the OS for directories, but this will not give a big increase.
Well, there are a couple of ways... IMO It's probably ImGui's Scrollbar height calculations that are slowing down the panel, and you can avoid that by not drawing the things that are not visible. In order to avoid a bunch of unnecessary ImGui calls, you can just use a big empty spacer (or SetCursorPos? I don't know how that behaves with a scrollbar...) at the top and refresh the array of files when the user scrolls, or a file you are currently displaying changes (Or you can add a simple refresh button...). (You can also use GetWindowSize() to calculate the amount of files you have to have loaded at once...) You can also store the amount of files in the directory and then calculate the y height and add some kind of spacer below the window in order to get an accurate scroll height.
Hello Cherno, this is shannu i have a question for you : Why don't you make your engine completely using Vulkan ? Please tell me why don't u use Vulkan I'm trying to learn Vulkan . This is the first thing iam going to learn after c++. I would be thankful if u guide me.
@@Destroyer19941995 I think you might benefit more from learning Unity instead of trying to code a game with hazel if you want to learn game developing. It has all the features you probably need and is extremely beginner friendly
Completely agree with the ending, I branched off already long ago. Not because your content was bad, or not worthwhile - but to express my own ideas and intuition into crafting a game engine. Regardless the 100+ episodes weren't in vain, you helped a black box topic become more accessible. :]
I've been binging your content lately, and I thoroughly enjoyed watching and listening to your style. This episode helped me to understand drag and drop internally in Imgui, and the role GLFW plays with externally dragged and dropped files. I really appreciated watching you struggle and resolve the hurdles in this episode.
Man i fucked up my rotaion matrix when i implemented mousepicking and drag and drop in my "engine". Took me forever to find the damn "-" in front of the mat4
😂😂
I kow your pain man
This is what programming is really like...
Yeah man
it's so nice to look at professional at work :)
Would really love to see how you would implement materials and the different ways of going about it.
this series and c++ series really helped me out to start write actual code. Now i have my Engine with 3D, pbr shaders and etc. Now this series is like researhcing features im interested in)
So thanks a lot Cherno
I really think I should start a cherno fan-club☺
May i help out?
@@developerethan4593 sure 😅 ..i don't even know how
Discord?
I think that's basically what his discord is 😂
Yez, Cherno, you are right about learning, but without first copying the code I can't understand what it does and why. After that I start to understand how it works and then I should do something in my own way and then I start to study. I think you also think so, but anyway I want to thank you for a huge work you make on RUclips, for your videos on which I can learn game engine development. A huge thanks to you!!
Good work =)
I haven't used C++ in a long time but I still learn a lot from these videos!
What i am missing on basically every engine out there is a multi-monitor support. Just give the viewport for example the ability to "pop out" so you can work on your stuff while having the viewport on another monitor.
I have used Unreal Engine 4 with multiple monitors. especially when I was testing blueprints for example to I can demo the game and see what my blueprint was doing at the same time
If i understood you correctly then the Multi Viewport and docking Features from ImGui is exactly what you are looking for
@@victorioussnake exactly this is easily achievable with ImGui
Window's detail view is the best. Would be perfect with the ability to have 2 rows or 2 separate full browser views.
Something like that would be 😘👌
PushID is probably something I could of used when two of the same slider controls were overriding each other.
31:46 true satisfaction
that is sooo true
This is a long shot...think of it as a challenge (because I know you are a Legend!!)
Could you add AR/VR to your engine??
Ue5's layout is great
I think all that's necessary to get ImGui to be able to render Unicode fonts is to provide it a font that contains those characters. I haven't tried it yet though, so I could be wrong. (I will try after I finish this and probably update this comment if I remember.)
16:15 I love it when someone uses an obscure acronym and forces everyone who reads it to have to look it up. lol
I prefer the live code figure it out videos like this
I don't understand. In the last video we left content browser that contains only buttons with text. The next video there is already icons, padding slider etc. Did I miss video in between?
thanks!!
why you don't add font awesome icon in imgui which make you editor more understandable and look more awesome?
pink cube please work 😂😂😂
Cherno, mate! I've got a new challenge video idea for you:
Go an entire episode without saying the words "Kind of" 😂
I love your videos, this whole series is so interesting to me. I would love to get into game engine programming, but it's such a daunting project to even get started on!
To solve that the wchar issue in my implementation I did, path.filepath().u8string() so I would always get a regular string if that helps
What I think is happening is that ImGUI has a default ID and what you have done was to override it for each iteration.
10 unity engines out of 10
Please make game in Hazel and show how to export for mobile and desktop and web
Nice
I'm just wondering how best to optimize the browser content when, for example, I have more than 100 files or folders, for example, when I tested 100 files, my fps was already slightly sagging, but what if more than 500 files? In this case, I had only 10 fps) One of the ways when we do not display the panel is simply not to iterate the directories. The second way is to put the directories in an array and iterate them so that each time you do not access the OS for directories, but this will not give a big increase.
Well, there are a couple of ways...
IMO It's probably ImGui's Scrollbar height calculations that are slowing down the panel, and you can avoid that by not drawing the things that are not visible.
In order to avoid a bunch of unnecessary ImGui calls, you can just use a big empty spacer (or SetCursorPos? I don't know how that behaves with a scrollbar...) at the top and refresh the array of files when the user scrolls, or a file you are currently displaying changes (Or you can add a simple refresh button...). (You can also use GetWindowSize() to calculate the amount of files you have to have loaded at once...) You can also store the amount of files in the directory and then calculate the y height and add some kind of spacer below the window in order to get an accurate scroll height.
cool
programming is only remixing blocks in certain chains, visual programming
textual programming is so 80s, visual is better, down to assembly level, as visual, chains, like unreal engine
compile the visual language to the underlying binary system, anything
visual library access, quick find constructs, entities and functions
blueprints designer & compiler, any language converter
you spend most time with syntax problems, not the actual engine
Will you write the actual gam with c++ or will it use some other language like c#?
Hello Cherno, this is shannu i have a question for you : Why don't you make your engine completely using Vulkan ? Please tell me why don't u use Vulkan I'm trying to learn Vulkan . This is the first thing iam going to learn after c++. I would be thankful if u guide me.
godot nodes type of structure...
Please. Physics Engine and Scripting so I can make full game with this
A physics engine is extremely complex and something that would need a whole series on its own
@@pollomagico271 At least Box2D integration.
@@pollomagico271 I also think physics engine is actually the hardest I am not so sure.
@@Destroyer19941995 I think you might benefit more from learning Unity instead of trying to code a game with hazel if you want to learn game developing. It has all the features you probably need and is extremely beginner friendly
@@pollomagico271 Hey thanks for the reply. I did made some games in unity. Right now I am having loads of fun watching him create this engine.
how long this project will take to be completed.
Yes.
How are typing so fast?
your engine has GUI mine is just a .h file lol ;)
Lol mine is a .h file AND a .cpp file which may or may not be empty
Where should I really learn Game programming???.
@Glizzster just Make a Game. And maybe make an engine for my games.
Кульно
31:45
31:36