Sorry for the wait, but hopefully you'll enjoy today's video! Please let me know what you think and don't hesitate to leave a like 👍 EDIT: Part 2 is out now: ruclips.net/video/MWf--8wDD5A/видео.html
To anyone who wants to create a gravity simulator I recommend to check out Verlet integration for stepping planet positions. It's just as fast as newtonian integration but is accurate to the 4th order in dt, which means it is much more accurate. For a two-body system it's stable, meaning the simulation can run for an eternity without computational errors adding up.
To go a step further, I would recommend using RK4 which has O(h^5) local error and O(h^4) global accumulation error where as Verlet only has O(h^4) local and O(h^2) global. It''s a bit more complicated but it can also be applied to Newtons laws and is often used in physics engines.
dude something is wrong with RUclips this is quality content meanwhile baby shark has 8 billion views!? this is amazing and underrated i hope you continue this! :D
Bro I’ve looked at a couple of your videos and what you do is awesome even though you are such a small channel. I can’t wait to see much more from you in the future and how big your channel will be. Just remember that I was here from 700 subs
Ay man, sorry for commenting a lot, but im trying to make a raytracer using my own code from scratch, but I can't find any proper language. The main problem is that I don't know how to shoot a ray, I knoe the techniques, but I dont know how to shoot a ray and send with it some info to the screen. I don't want to use any other engine like unity extra, because my pc is not even having a proper gpu, there fore it lags a.ton when opening such engine. Where ever I go, I come back here, your the chosen one, since u are actually interested in raytracing as I am, since most of ur videos are epic and are about raytracing and its basics. Thanks man, and sorry for disturbing but im lost. Also my cpu is having integrated graphics just to clarify lol.
No problem, I would recommend picking a language you're comfortable with. You then just need to find the proper way to draw pixels on the screen. The rest is just a mix of algorithm and maths to find the direction vector for every pixel on the screen. Shooting is then just the process of checking for intersections with all objects in the scene. Feel free to look at my source code (see description) if that helps!
I normally don't subscribe to channels because i don't want my feed to be flooded by a million videos. This channel however doesn't seem to do that many videos. The ones it does seem high quality though so i made an exception and subscribed and even "rang the bell".
I know it sounds stereotypical, but I do prioritize quality over quantity. While I would like to make these kinds of videos more often, I just don't have the time. But I'm happy that you see it as an advantage, and thank you for subbing!
@@NamePointer I know that from a RUclipsrs perspective it's really important to create a constant output of videos because that's what the algorithm really likes. And therefore it's almost obligatory to create new videos even in times one doesn't have that much inspiration. As a viewer this situation is terrible because your feed is full of uninspired videos very quickly. That's why I like channels like yours that don't seem to chase the algorithm and mostly make videos because they want to show cool stuff. As long as that's the case I'm happy to subscribe. Keep it up :)
1:41 so no black holes or time dilation? Oh wait that'd be sick for a game. A game like superhot where you slow down your enemies who can fly or are just hanging onto space itself and it’s a puzzle shooter game where you need to defeat the enemies with a puzzle like nature to use the fact only you and maybe some other elements are affected by gravity. It reminds me of this platformer game where you use black holes. If anyone does this please tell me and it was my idea but I would like to see how that would look like.
2:02 gravity is not a force, its the bending of space-time creating the visual effect of objects attracting each other. What really happens, is that the objects "feels" like they are still going straight. In a field, when soemthing changes it's direction, it will feel the centrifugal force. In a small simulation like this it is probably not to important, but if you want to simulat this physically correctly you need to programm some kind of space-fabric to put your stuff inside.
What you are saying is true, but as I said in the video, my goal was to simulate Newtonian gravity, not General relativity, which is why I called it a force in this context.
Makes one appreciate NASAS work - one miscalculation and the satelite flies by or crashes into mars. I am guessing even one meter miscalculation snowballs to several kilometers due to the travel distances.
Hi, absolutely amazing work you did there (With both explaining and programming)! I saw your video about Raytracing some time ago. While I was coding one myself it popped up in my recommendations and I loved it! I have also been messing around with gravity simulations and OpenGL recently and wanted to ask if you'd be interesting in getting in touch or working on something together? Apart from that, keep making content as great as this!
Hey! Thank you very much, I'm glad you liked the video. To be honest, my working schedule is completely messed up because of school and other important stuff and what I like the most about working on these kinds of projects is being able to do whatever I want however I want totally on my own, so I'm afraid I don't feel like collabing right now :/ I do wish you good luck for whatever you're currently working on!
@@NamePointer No problem, I can completely understand that. Good luck for your journey too (I am sure your channel will grow, because of your fantastic work) and I am looking forward to future videos of you!
I'm enjoying your series on 3D graphics. Have you considered the possibility of making videos explaining c++ from scratch? I mean, in your video series, you start from how to create a window, but the things you do in that opening video are already quite advanced. If you could, please provide links to videos that explain it from scratch or tell me what terms to look up, so I can search for it myself. Thanks!
To learn C++, I recommend learning the basics from books or online guides and then start a simple project early on and look up the things you get stuck on
7:04 debugging OpenGL I guess.. it's a pain to work in. Although it has cross platform capabilities but it does so very little to help the programmer in explaining what went wrong, in the huge huge codebase.
Awesome video. I watched your ray tracing video and had to watch this. Then I noticed you only had 1.1k subscribers, so I instantly subscribed. The quality of your videos definitely make me feel like you had at least 500k! Anyway, this video definitely inspired me to learn C++ w/ OpenGL (I'm a C fanboy, so that's normally what I use haha!). Thanks for the video, looking forward to what you post in the future.
Thank you so much for this nice comment! I'm glad you like what I do. And from my experience, C++ is really just C with some handy features, so it should be really easy to learn for you!
Hi man, great works! maybe you can visualize 3d waves in space? I find it difficult to imagine the moment the wave passes through the observer. I understand that it is difficult to perceive radio waves because they are not visible, but it may be possible to create a visualization of an underwater spherical wave, how space will be distorted at the moment of passing the "eye" of the observer.
As interesting as that sounds, I don't feel like I know enough about these areas of physics to implement such a simulation. Maybe I'll try that in the future though, thank you for the suggestion!
Ok, first things first, space doesn't distort because of *that* type of waves, you're thinking about refraction, which is more like distortion of light's path somewhat, the thing that distorts space, or bends it along the 4th axis to be a bit more correct, that's gravity that does that, look into Einstein's general relativity for more info on that. Anyway, I'm not quite sure what kinda waves you're specifically talking about? But you mentioned radio waves, these behave exactly the same as all visible light, except they have a lot less energy because of their larger wavelength/smaller frequency, so you'd need more light for it to be bright, and also the scale at which certain effects related to the geometry of a surface can work, like say the fake dye in butterflies, it's gonna be different, also *some* materials that are opaque to visible light are transparent to radio and viceversa. Radio isn't difficult to detect, you just need the right equipment because our eyes evolved "equipment" to only detect an specific range wavelengths in which radio *just so happens* to not fall in because of complicated reasons, that's all. The problem with visualizing water waves *under* the water is that they're only visible at the surface, they don't cause a significant IOR gradient since it's the same medium at nearly the same density, and don't think much of the fact I said nearly because it's a very small and trivial difference, so unless you look at the surface, assuming the shape isn't restricted by something like being inside a sealed container full with you and water and no air, then you're not really gonna be able to see them for pretty much the same reason you can't see waves in the atmosphere, AKA the sound coming from your keyboard for example. Just wanted to clear that stuff up, I still don't know what exactly it is you're referring to so that's about all I can contribute :/
Actually the mass plays the bigger role here. The objects' mass values as well as initial velocities have been configured to make it look like this, but the simulation still obeys Newton's law of universal gravitation. The only reason the two red objects closer to the center are orbiting so slowly is because they have a high mass compared to the center object and have been spawned with a high enough initial velocity.
You're right. In reality, the vector always has a fourth coordinate (w) which is equal to 1 in most cases. I've not shown it here since I thought it might bring more confusion for people who don't know anything about matrices. Here's an explanation of this fourth coordinate: stackoverflow.com/a/2423060
At the time I made the Ray tracing engine, I still had some difficulties with C++ and Java was the first language that came to my mind. Now that I'm more comfortable with C++, I prefer to use it because Java isn't exactly the most ideal language when it comes to computer graphics, especially for real-time applications. There are ways to use OpenGL in Java but C++ is now my preferred choice, as I really like the language, and it comes with some important performance gains due to it being a lower level language. Some go even further and say that Java just shouldn't be used anymore because there are better alternatives in every area where it could be used. I personally now tend to avoid it when I can for these reasons, but I understand why some still like to use it.
I use Visual Studio 2022 (not visual studio code) for C++ with only a GLSL syntax highlighting extension. You just have to select C++ support during Installation
I tried making a similar project in 2 dimensions but the bodies were not revolving, they just collide- and when I increase the velocity, the smaller body shoots off. Can you tell me is there something wrong, did you encounter this problem? There is a coding train video in which he tried to make a black hole gravity simulator and had similar results.
I don't have much to say on this, other than if you plan to make this look pretty *please* do visualize a neutron star, those are my favorite type of stars, and don't forget to fake the bending of space and therefor light's path near massive objects like the sun by simply hippity hoppity screen UVs were messed with. Anyway, I saw in one comment and at the end of the video you said something along the lines of not having enough time because school and other important stuff, and so I just say that I like helping people so if you want I can do the CGI of these videos for you and even help with the scripting or whatever I may be able to because I'm currently unemployed -im not asking for a job, i just like doing cgi and helping people, but i mean if you can and want to hire me for something i wouldnt exactly mind 👀 and and i hope that just by pointing this out it doesnt seem like im begging or that i really am asking for a job or whatever because i genuinely just wanna help at least for a little while, even if its essentially for free i decided and i think i made this part of the text way longer than it should be but thats okay because it makes it funnier in a weirdly ironic sense of omg this person is so awkward haha- [Edit] I realize it's a good idea to tell you where you can contact me, at first I didn't because I already shared my Discord tag in the raytracing video but on second thought I should probably put it here too, it's dvwf#1375
Hey, i'm kind of a beginner to coding and I tried to run the source code provided in the description but ended up with a list of errors stating following .libs couldn't be found: -lkernel32.lib -luser32.lib -lgdi32.lib -lwinspool.lib -lcomdlg32.lib -ladvapi32.lib -lshell32.lib -lole32.lib -loleaut32.lib -luuid.lib -lodbc32.lib -lodbccp32.lib -lwinmm.lib -lcomctl32.lib -lglfw3.lib -lopengl32.lib -lglew32s.lib Does someone possibly know how to solve this? I know that I have OpenGL properly installed already since i've been working on another project with it. Is there possibly a certain compiler i'm missing?
Hey! It looks like your project isn't configured correctly. Are you using visual studio? (Not vs code) if so please try to reconfigure the project. There some guides online on how to do that with OpenGL, even with most of the libraries you're missing are not related to OpenGL. Please note that you can't actually "install OpenGL" on your computer, it has to be manually included in every project.
Eh it doesn't qualify, it's an specialized simulation engine, specialized because it's specifically for simulating solar systems and stuff, just because there's rendering that can potentially do something pretty and some type of physics involved doesn't make it a game engine, not necessarily. That's kinda like saying smartphone display can display a picture of a keyboard and software in smartphone *can* accept input from the display to enable you to write with it therefor smartphone display is keyboard. That's kind of a bad analogy but I couldn't think of something better, I hope it's comprehensible enough.
Sorry for the wait, but hopefully you'll enjoy today's video!
Please let me know what you think and don't hesitate to leave a like 👍
EDIT: Part 2 is out now: ruclips.net/video/MWf--8wDD5A/видео.html
Dude! This content is so cool and original! keep up the great work
Here's a video request: making some sort of functional physics engine from scratch
@@hhhharis622 Thank you! Yes that's something I would love to do, but at the moment that seems a little too complicated. But maybe in the future :D
When will there be a new video?
Probably next month but don't quote me on that, I started editing it but I don't know how long that's going to take!
Awesome bro, can we also visualize the 3d space time curvature of earth revolving aroung the sun ?
To anyone who wants to create a gravity simulator I recommend to check out Verlet integration for stepping planet positions. It's just as fast as newtonian integration but is accurate to the 4th order in dt, which means it is much more accurate. For a two-body system it's stable, meaning the simulation can run for an eternity without computational errors adding up.
As someone who tried to make a gravity simulator in high school,
WHAT THANK YOU
To go a step further, I would recommend using RK4 which has O(h^5) local error and O(h^4) global accumulation error where as Verlet only has O(h^4) local and O(h^2) global. It''s a bit more complicated but it can also be applied to Newtons laws and is often used in physics engines.
@@alexanderhiser1891 It's a trade off because RK4 also isn't symplectic.
Super interesting, you've done a great job explaining everything and the project looks great so far. Looking forward to the second part! :D
Wow you must have worked a lot on this video! Very interesting quality content as always!
I love your content man, great job on this project!
Great job on these visuals! They look amazing!
That was some quality explanation on rendering in opengl bro! Keep up the good work! Subscribed!
dude something is wrong with RUclips this is quality content meanwhile baby shark has 8 billion views!? this is amazing and underrated i hope you continue this! :D
bro, this channel has great potential to grow. And if it grows, probably there will be much more opengl content on youtube (finally)
Very nice content you have here! I'm waiting for the second part so now I'm suscribed
Bro I’ve looked at a couple of your videos and what you do is awesome even though you are such a small channel. I can’t wait to see much more from you in the future and how big your channel will be. Just remember that I was here from 700 subs
Ay man, sorry for commenting a lot, but im trying to make a raytracer using my own code from scratch, but I can't find any proper language. The main problem is that I don't know how to shoot a ray, I knoe the techniques, but I dont know how to shoot a ray and send with it some info to the screen.
I don't want to use any other engine like unity extra, because my pc is not even having a proper gpu, there fore it lags a.ton when opening such engine. Where ever I go, I come back here, your the chosen one, since u are actually interested in raytracing as I am, since most of ur videos are epic and are about raytracing and its basics.
Thanks man, and sorry for disturbing but im lost.
Also my cpu is having integrated graphics just to clarify lol.
No problem, I would recommend picking a language you're comfortable with. You then just need to find the proper way to draw pixels on the screen. The rest is just a mix of algorithm and maths to find the direction vector for every pixel on the screen. Shooting is then just the process of checking for intersections with all objects in the scene. Feel free to look at my source code (see description) if that helps!
Lol you explained huge topics in a short time btw good work 👍
As a person, I can say that this is one of the videos of all time.
I normally don't subscribe to channels because i don't want my feed to be flooded by a million videos. This channel however doesn't seem to do that many videos. The ones it does seem high quality though so i made an exception and subscribed and even "rang the bell".
I know it sounds stereotypical, but I do prioritize quality over quantity. While I would like to make these kinds of videos more often, I just don't have the time. But I'm happy that you see it as an advantage, and thank you for subbing!
@@NamePointer I know that from a RUclipsrs perspective it's really important to create a constant output of videos because that's what the algorithm really likes. And therefore it's almost obligatory to create new videos even in times one doesn't have that much inspiration. As a viewer this situation is terrible because your feed is full of uninspired videos very quickly. That's why I like channels like yours that don't seem to chase the algorithm and mostly make videos because they want to show cool stuff. As long as that's the case I'm happy to subscribe. Keep it up :)
Dude, i was on the way learning about CG and found your channel. This is like a gold mine.
1:41 so no black holes or time dilation? Oh wait that'd be sick for a game. A game like superhot where you slow down your enemies who can fly or are just hanging onto space itself and it’s a puzzle shooter game where you need to defeat the enemies with a puzzle like nature to use the fact only you and maybe some other elements are affected by gravity. It reminds me of this platformer game where you use black holes. If anyone does this please tell me and it was my idea but I would like to see how that would look like.
2:02 gravity is not a force, its the bending of space-time creating the visual effect of objects attracting each other. What really happens, is that the objects "feels" like they are still going straight. In a field, when soemthing changes it's direction, it will feel the centrifugal force. In a small simulation like this it is probably not to important, but if you want to simulat this physically correctly you need to programm some kind of space-fabric to put your stuff inside.
What you are saying is true, but as I said in the video, my goal was to simulate Newtonian gravity, not General relativity, which is why I called it a force in this context.
@@NamePointer ah i missed that and that's the reason i haven't found any "correct" video about programming relative gravity, thanks haha
Makes one appreciate NASAS work - one miscalculation and the satelite flies by or crashes into mars. I am guessing even one meter miscalculation snowballs to several kilometers due to the travel distances.
Good work! Waiting for the next part a lot
I'm working on it!
Great video, looking forward to the next one!
Super well made!!! Vastly underrated channel
Thank you! I do appreciate criticism however so if you think there's something I could improve, do let me know!
Great video, the future of the project will be very interesting to follow. Keep it up!
This channel is a gem.
Quality content deserves way more subscribers
Thank you! Well I just reached 1k this morning which makes me incredibly happy, but hopefully the channel will continue to grow in the future!
Wow, you're underrated af. Just had to sub with this quality. Ly
Hi, absolutely amazing work you did there (With both explaining and programming)! I saw your video about Raytracing some time ago. While I was coding one myself it popped up in my recommendations and I loved it! I have also been messing around with gravity simulations and OpenGL recently and wanted to ask if you'd be interesting in getting in touch or working on something together? Apart from that, keep making content as great as this!
Hey! Thank you very much, I'm glad you liked the video. To be honest, my working schedule is completely messed up because of school and other important stuff and what I like the most about working on these kinds of projects is being able to do whatever I want however I want totally on my own, so I'm afraid I don't feel like collabing right now :/ I do wish you good luck for whatever you're currently working on!
@@NamePointer No problem, I can completely understand that. Good luck for your journey too (I am sure your channel will grow, because of your fantastic work) and I am looking forward to future videos of you!
I'm enjoying your series on 3D graphics. Have you considered the possibility of making videos explaining c++ from scratch? I mean, in your video series, you start from how to create a window, but the things you do in that opening video are already quite advanced. If you could, please provide links to videos that explain it from scratch or tell me what terms to look up, so I can search for it myself. Thanks!
To learn C++, I recommend learning the basics from books or online guides and then start a simple project early on and look up the things you get stuck on
do a face reveal at 420 subscribers!
great video btw
For quick rendering of spheres, I remember writing a ray caster. It is very easy to write, and I think it is well suited for such a project.
Really cool, thanks!
7:04 debugging OpenGL I guess.. it's a pain to work in. Although it has cross platform capabilities but it does so very little to help the programmer in explaining what went wrong, in the huge huge codebase.
this is soo cool
This is awesome!
Great job 👏
Awesome video. I watched your ray tracing video and had to watch this. Then I noticed you only had 1.1k subscribers, so I instantly subscribed. The quality of your videos definitely make me feel like you had at least 500k!
Anyway, this video definitely inspired me to learn C++ w/ OpenGL (I'm a C fanboy, so that's normally what I use haha!). Thanks for the video, looking forward to what you post in the future.
Thank you so much for this nice comment! I'm glad you like what I do. And from my experience, C++ is really just C with some handy features, so it should be really easy to learn for you!
love your videos . keep it up
Thank you!
Great content, keep up bro,
Thanks!
A planet orbit is more like an oval that changes over time, not a perfect circle :)
Cool stuff
this is really impressiv stuff
wow, thanks for the explanations.
siiiick
Yaassss 3d
you deserve 100k subs
Hi man, great works! maybe you can visualize 3d waves in space? I find it difficult to imagine the moment the wave passes through the observer. I understand that it is difficult to perceive radio waves because they are not visible, but it may be possible to create a visualization of an underwater spherical wave, how space will be distorted at the moment of passing the "eye" of the observer.
As interesting as that sounds, I don't feel like I know enough about these areas of physics to implement such a simulation. Maybe I'll try that in the future though, thank you for the suggestion!
Ok, first things first, space doesn't distort because of *that* type of waves, you're thinking about refraction, which is more like distortion of light's path somewhat, the thing that distorts space, or bends it along the 4th axis to be a bit more correct, that's gravity that does that, look into Einstein's general relativity for more info on that.
Anyway, I'm not quite sure what kinda waves you're specifically talking about? But you mentioned radio waves, these behave exactly the same as all visible light, except they have a lot less energy because of their larger wavelength/smaller frequency, so you'd need more light for it to be bright, and also the scale at which certain effects related to the geometry of a surface can work, like say the fake dye in butterflies, it's gonna be different, also *some* materials that are opaque to visible light are transparent to radio and viceversa.
Radio isn't difficult to detect, you just need the right equipment because our eyes evolved "equipment" to only detect an specific range wavelengths in which radio *just so happens* to not fall in because of complicated reasons, that's all.
The problem with visualizing water waves *under* the water is that they're only visible at the surface, they don't cause a significant IOR gradient since it's the same medium at nearly the same density, and don't think much of the fact I said nearly because it's a very small and trivial difference, so unless you look at the surface, assuming the shape isn't restricted by something like being inside a sealed container full with you and water and no air, then you're not really gonna be able to see them for pretty much the same reason you can't see waves in the atmosphere, AKA the sound coming from your keyboard for example.
Just wanted to clear that stuff up, I still don't know what exactly it is you're referring to so that's about all I can contribute :/
I challenge you to make volumetric lighting
I'll add that to the list of things I'll try in the next raytracing video if I ever make one!
@@NamePointer lol make it a challenge to use java again with ur 2070 to see if its still slow lol
Oh no please no xD
great information thanks
Might I ask how you make the visuals in your videos?
All the 3D stuff is done in Blender. A more detailed list of tools is in the description ;)
@@NamePointer Thank you
I think there's a mistake in the last shot, as typically objects fly faster the closer they are to the gravity pool
Actually the mass plays the bigger role here. The objects' mass values as well as initial velocities have been configured to make it look like this, but the simulation still obeys Newton's law of universal gravitation. The only reason the two red objects closer to the center are orbiting so slowly is because they have a high mass compared to the center object and have been spawned with a high enough initial velocity.
Video aussi stylée que son createur
il est anglophone il conprendra paq je crois
@@gamingair9039 Si si t'inquiète pas je comprends parfaitement^^
@@NamePointer ah bah cool
that's the type of content I like! also can you get a discord server please? i would love to talk to you!
I don't know if I want to create a discord server at this state but if you want I'm very active on ThinMatrix's discord server
Ayy, you use your voice to make videos now!
Yup, but it's been some time now since I started. Do you like it?
@@NamePointer It's been some time since I've watched you, but I love having your voice in the video!
great explanation. Is part 2 out?
Thanks! Not yet, I'm working on it though!
@@NamePointer great!
5:56 multiplying 4x4 matrix by vector with length=3 ☠️☠️
6:32 it's fine
awesome channel
At 5:55, the matrix multiplication you show doesn't work, its a 4x4 matrix being multiplied by a 3x1 matrix
You're right. In reality, the vector always has a fourth coordinate (w) which is equal to 1 in most cases. I've not shown it here since I thought it might bring more confusion for people who don't know anything about matrices.
Here's an explanation of this fourth coordinate: stackoverflow.com/a/2423060
Quick question, why did you switch from java to C++? Because you used java in your last 3d engine
At the time I made the Ray tracing engine, I still had some difficulties with C++ and Java was the first language that came to my mind. Now that I'm more comfortable with C++, I prefer to use it because Java isn't exactly the most ideal language when it comes to computer graphics, especially for real-time applications. There are ways to use OpenGL in Java but C++ is now my preferred choice, as I really like the language, and it comes with some important performance gains due to it being a lower level language. Some go even further and say that Java just shouldn't be used anymore because there are better alternatives in every area where it could be used. I personally now tend to avoid it when I can for these reasons, but I understand why some still like to use it.
It will always be an ellipse
I want to work in visual studio in cpp but i cant find any extension can u tell me which extension should i need to install for working in graphics.
I use Visual Studio 2022 (not visual studio code) for C++ with only a GLSL syntax highlighting extension. You just have to select C++ support during Installation
3:46 Blender Cube. Did you delete the og one?
I don't remember tbh, but it's quite possible that I deleted the default one and created a new one xD
That's called resurrection.
There's no game in description
I tried making a similar project in 2 dimensions but the bodies were not revolving, they just collide- and when I increase the velocity, the smaller body shoots off. Can you tell me is there something wrong, did you encounter this problem?
There is a coding train video in which he tried to make a black hole gravity simulator and had similar results.
The orbit velocity has to be very precise for it to work, it requires a lot of tuning to get a body to orbit another
The orbit velocity has to be very precise for it to work, it requires a lot of tuning to get a body to orbit another
Can I get 3d bike simulation code plss
👌🏼👌🏼👌🏼
What Software do you use for animating?
A full list of the software I used while making this video can be found in the description, but for most of the visualizations I used Blender 2.9
I’m sorry, should have read it fully first
I don't have much to say on this, other than if you plan to make this look pretty *please* do visualize a neutron star, those are my favorite type of stars, and don't forget to fake the bending of space and therefor light's path near massive objects like the sun by simply hippity hoppity screen UVs were messed with.
Anyway, I saw in one comment and at the end of the video you said something along the lines of not having enough time because school and other important stuff, and so I just say that I like helping people so if you want I can do the CGI of these videos for you and even help with the scripting or whatever I may be able to because I'm currently unemployed -im not asking for a job, i just like doing cgi and helping people, but i mean if you can and want to hire me for something i wouldnt exactly mind 👀 and and i hope that just by pointing this out it doesnt seem like im begging or that i really am asking for a job or whatever because i genuinely just wanna help at least for a little while, even if its essentially for free i decided and i think i made this part of the text way longer than it should be but thats okay because it makes it funnier in a weirdly ironic sense of omg this person is so awkward haha-
[Edit] I realize it's a good idea to tell you where you can contact me, at first I didn't because I already shared my Discord tag in the raytracing video but on second thought I should probably put it here too, it's dvwf#1375
Hey, i'm kind of a beginner to coding and I tried to run the source code provided in the description but ended up with a list of errors stating following .libs couldn't be found:
-lkernel32.lib
-luser32.lib
-lgdi32.lib
-lwinspool.lib
-lcomdlg32.lib
-ladvapi32.lib
-lshell32.lib
-lole32.lib
-loleaut32.lib
-luuid.lib
-lodbc32.lib
-lodbccp32.lib
-lwinmm.lib
-lcomctl32.lib
-lglfw3.lib
-lopengl32.lib
-lglew32s.lib
Does someone possibly know how to solve this?
I know that I have OpenGL properly installed already since i've been working on another project with it.
Is there possibly a certain compiler i'm missing?
Hey! It looks like your project isn't configured correctly. Are you using visual studio? (Not vs code) if so please try to reconfigure the project. There some guides online on how to do that with OpenGL, even with most of the libraries you're missing are not related to OpenGL. Please note that you can't actually "install OpenGL" on your computer, it has to be manually included in every project.
how this guy making cool ass shit with on engine, while I can't even use an engine I downloaded from the internet?
2:06 - Saying that G (gravitational constant) is a very small number without saying its units is meaningless.
True, but I presumed that those interested in its unit could infer it from dimensional analysis
Có thể làm dịch tiếng Việt được không dịch tự động không dịch được làm ơn :(
Space engineers
Want more.
I'm currently working on part 2!
i maked an solar system
NOOO WHY WOULD YOU USE A UV SPHERE
@DER KAISER Because of the detail clump at the top I guess, maybe performance could be better with equal points
i think its the username its not so fantastical so maybe change it so it can be more click-worthy
subscribers++
Are u french?
Not french but french speaking ;)
try make a game engine
Well I'm not making a game with it so... But yeah the idea is similar except a game engine would probably require some additional features
Eh it doesn't qualify, it's an specialized simulation engine, specialized because it's specifically for simulating solar systems and stuff, just because there's rendering that can potentially do something pretty and some type of physics involved doesn't make it a game engine, not necessarily.
That's kinda like saying smartphone display can display a picture of a keyboard and software in smartphone *can* accept input from the display to enable you to write with it therefor smartphone display is keyboard. That's kind of a bad analogy but I couldn't think of something better, I hope it's comprehensible enough.
@Apple TV It's okay, now anyone who reads this thread is gonna know that physics + pretty interactive videos =/= game :)
There is so much physically incorrect BS said in the first 3 minutes of this video that I don't even want to watch the rest of the video.
Hi! Would you mind listing some of the things you think I got wrong so myself and others can learn from my mistakes? Thank you!