GetIntoGameDev
GetIntoGameDev
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November update 2
#gamedev #gamedevelopment #programming
Discord: discord.gg/vU2PKasZdn
Patreon: patreon.com/user?u=58955910
Wishlist Nak on Steam: store.steampowered.com/app/3326840/Nak/
Переглядів: 158

Відео

An Overview of Data Oriented Design
Переглядів 22618 годин тому
#gamedev #gamedevelopment #programming Discord: discord.gg/vU2PKasZdn Playlist: ua-cam.com/play/PLn3eTxaOtL2MmzULj_hDcCeqWcdrMkDLd.html Patreon: patreon.com/user?u=58955910 Wishlist Nak on Steam: store.steampowered.com/app/3326840/Nak/
C++ for Game Developers: Operator Overloading within Namespaces
Переглядів 20220 годин тому
#gamedev #gamedevelopment #programming Discord: discord.gg/vU2PKasZdn Patreon: patreon.com/user?u=58955910 Wishlist Nak on Steam: store.steampowered.com/app/3326840/Nak/
Tutorials on GPU-driven rendering are coming soon.
Переглядів 330День тому
#gamedev #gamedevelopment #programming code: github.com/amengede/OpenGL-for-Beginners Discord: discord.gg/vU2PKasZdn Patreon: patreon.com/user?u=58955910 Wishlist Nak on Steam: store.steampowered.com/app/3326840/Nak/
Vulkan with C++, Stage 15: Swapchain Recreation
Переглядів 228День тому
#gamedev #gamedevelopment #programming code: github.com/amengede/getIntoGameDev/tree/main/vulkan playlist: ua-cam.com/play/PLn3eTxaOtL2Nr89hYzKPib7tvce-ZO4yB.html Discord: discord.gg/vU2PKasZdn Patreon: patreon.com/user?u=58955910 Wishlist Nak on Steam: store.steampowered.com/app/3326840/Nak/
Metal with SwiftUI: Compositing Layers
Переглядів 160День тому
#gamedev #gamedevelopment #programming code: github.com/amengede/getIntoMetalDev playlist: ua-cam.com/play/PLn3eTxaOtL2MThB3r1Pz5Z-EQaqBi3dHt.html Discord: discord.gg/vU2PKasZdn Patreon: patreon.com/user?u=58955910 Wishlist Nak on Steam: store.steampowered.com/app/3326840/Nak/
Let's make Wolfenstein in Python! 6/24: Rendering
Переглядів 196День тому
#gamedev #gamedevelopment #programming code: github.com/amengede/getIntoGameDev/tree/main/wolfenstein Discord: discord.gg/vU2PKasZdn Patreon: patreon.com/user?u=58955910 Wishlist Nak on Steam: store.steampowered.com/app/3326840/Nak/
Vulkan with C++, Stage 14: Frames in Flight
Переглядів 387День тому
#gamedev #gamedevelopment #programming code: github.com/amengede/getIntoGameDev/tree/main/vulkan playlist: ua-cam.com/play/PLn3eTxaOtL2Nr89hYzKPib7tvce-ZO4yB.html Discord: discord.gg/vU2PKasZdn Patreon: patreon.com/user?u=58955910 Wishlist Nak on Steam: store.steampowered.com/app/3326840/Nak/
Metal with SwiftUI: some quick refactoring
Переглядів 262День тому
#gamedev #gamedevelopment #programming code: github.com/amengede/getIntoMetalDev playlist: ua-cam.com/play/PLn3eTxaOtL2MThB3r1Pz5Z-EQaqBi3dHt.html Discord: discord.gg/vU2PKasZdn Patreon: patreon.com/user?u=58955910
Data Oriented Design: profiling python code
Переглядів 171День тому
#gamedev #gamedevelopment #programming Code: github.com/amengede/getIntoGameDev/tree/main/Data Oriented Design/1 Profiling Python Code Discord: discord.gg/vU2PKasZdn Playlist: ua-cam.com/play/PLn3eTxaOtL2MmzULj_hDcCeqWcdrMkDLd.html Patreon: patreon.com/user?u=58955910 Wishlist Nak on Steam: store.steampowered.com/app/3326840/Nak/
Planning my master's degree
Переглядів 400День тому
#gamedev #gamedevelopment #programming Discord: discord.gg/vU2PKasZdn Wishlist Nak on Steam: store.steampowered.com/app/3326840/Nak/
Nak Devlog: Gamemaker is so good it almost makes me mad
Переглядів 32114 днів тому
#gamedev #gamedevelopment #programming Discord: discord.gg/vU2PKasZdn Wishlist Nak on Steam: store.steampowered.com/app/3326840/Nak/
Robin Hood Hashmaps
Переглядів 27614 днів тому
#gamedev #gamedevelopment #programming Discord: discord.gg/vU2PKasZdn Wishlist Nak on Steam: store.steampowered.com/app/3326840/Nak/
Gamemaker for Beginners: Making a 3D Camera
Переглядів 21714 днів тому
Gamemaker for Beginners: Making a 3D Camera
November update
Переглядів 32814 днів тому
November update
Gamemaker for Beginners: Animations
Переглядів 16714 днів тому
Gamemaker for Beginners: Animations
Nak Devlog: Switching to GameMaker
Переглядів 24621 день тому
Nak Devlog: Switching to GameMaker
2024 Halloween Special
Переглядів 13921 день тому
2024 Halloween Special
Gamemaker for Beginners: A simple platformer
Переглядів 26521 день тому
Gamemaker for Beginners: A simple platformer
Let's make Wolfenstein in Python! 5/24: The Raycasting Algorithm
Переглядів 30628 днів тому
Let's make Wolfenstein in Python! 5/24: The Raycasting Algorithm
Ada for Game Developers: Using SDL
Переглядів 520Місяць тому
Ada for Game Developers: Using SDL
Let's make Wolfenstein in Python! 4/24: Adding the Player
Переглядів 415Місяць тому
Let's make Wolfenstein in Python! 4/24: Adding the Player
Game Developer Mentality
Переглядів 588Місяць тому
Game Developer Mentality
Let's make Wolfenstein in Python! 3/24: Loading the Map
Переглядів 222Місяць тому
Let's make Wolfenstein in Python! 3/24: Loading the Map
Let's make Wolfenstein in Python! 2/24: Vertical and Horizontal lines
Переглядів 539Місяць тому
Let's make Wolfenstein in Python! 2/24: Vertical and Horizontal lines
Nak Concept Sketches
Переглядів 325Місяць тому
Nak Concept Sketches
Let's make Wolfenstein in Python! 1/24: Clearing the screen
Переглядів 437Місяць тому
Let's make Wolfenstein in Python! 1/24: Clearing the screen
WGPU for beginners 6: Textures
Переглядів 327Місяць тому
WGPU for beginners 6: Textures
WebGPU for Beginners: Rendering a Gun
Переглядів 376Місяць тому
WebGPU for Beginners: Rendering a Gun
Bind Groups and Layouts
Переглядів 411Місяць тому
Bind Groups and Layouts

КОМЕНТАРІ

  • @Madz-p4l
    @Madz-p4l 16 годин тому

    absolutely love your videos 🤍

  • @reinaldof
    @reinaldof День тому

    This video alone deserves standing ovation for how well everything was explained. I can’t wait to watch the remaining chapters. Amazing playlist.

  • @AliceTurner-q3f
    @AliceTurner-q3f День тому

    Are you planning on using Rust, just saw that big sticker and I'm working if you prefer Rust

    • @GetIntoGameDev
      @GetIntoGameDev День тому

      Maybe! I have more experience in C++ but obviously that’s not a reason to shun Rust 😅

    • @AliceTurner-q3f
      @AliceTurner-q3f День тому

      @GetIntoGameDev ya man. I switched to Rust but I still long for C in my heart. Love your videos keep it up

  • @RDY_97
    @RDY_97 День тому

    0:19 I understand that multi-shader does not mean multi-pass.

  • @antonincarette8928
    @antonincarette8928 День тому

    « Free speech » does not mean that you can say all s**t that comes in your mind, especially if those ideas are against some people, so good decision 👍 Sound check is great!

  • @jinchaohan2485
    @jinchaohan2485 День тому

    seems like just a few months, something changed : window:: WindowBuilder, | ^^^^^^^^^^^^^^^^^^^^^^ no `WindowBuilder` in `window`

    • @jinchaohan2485
      @jinchaohan2485 День тому

      for those who had the same problem: [dependencies] winit = "0.29" it's supper annoy the API changed, who knows which is for what....chatgpt is really sucked on that, maybe that's the part we can make human programmers superior haha

  • @pitmanra
    @pitmanra День тому

    Sounds fine (and smart, mature message).

  • @CaptainPrice5-fs9fp
    @CaptainPrice5-fs9fp День тому

    Sound check ✅

  • @barti1316
    @barti1316 2 дні тому

    Will you also do an overview of ECS? (or have you done it already?)

    • @GetIntoGameDev
      @GetIntoGameDev День тому

      That's coming, I want to focus on raw data processing on sequential data (SIMD and task graphs) before I examine ECS. For starters the input->output method is easy for beginners to grasp, after that I'll expand it.

  • @timstevens3361
    @timstevens3361 2 дні тому

    i mean C

  • @timstevens3361
    @timstevens3361 2 дні тому

    dat b secret agent code for C !

  • @Mustlight
    @Mustlight 2 дні тому

    Hello great content, i think you could just add the inline specifier for them as well and even if you include them in many places it will only have one instance.

  • @tiileaf
    @tiileaf 4 дні тому

    Incredible work! Thank you for sharing such informative tutorials. Alot of your past work has helped demystify OpenGL for me. I'll cretianly get some good use out of being able to view the buffers with the approach you showed here. By the way, your microphone sounds great, how do you record your audio?

    • @GetIntoGameDev
      @GetIntoGameDev 4 дні тому

      Thanks! I use a pretty simple setup, a Shure sm7B running into a cloudlifter and a Motu m2 interface. Audio practically mixes itself, I just add a simple limiter.

    • @tiileaf
      @tiileaf 4 дні тому

      @GetIntoGameDev Appriciate it!

  • @jayeshtak2530
    @jayeshtak2530 5 днів тому

    I wanted to build a OpenGL project, but I have MacOS, is it fine if I use metal ?

  • @dimitri0404
    @dimitri0404 5 днів тому

    How doable would you call screen space culling for voxels(more precisely axis aligned voxels) I am currently creating a voxel (terrain) renderer and already have some good culling techniques, but I am wondering whether it would be worth it to find and cull occluded chunks. (Chunks fully covered by other chunks) As I understand it I would need to save the depth values of a rendered frame to a seperate buffer/rendertarget. And use that to cull chunks on the CPU in the next frame.

    • @GetIntoGameDev
      @GetIntoGameDev 5 днів тому

      I imagine it'd be pretty doable, voxels are regular shapes so a depth pyramid technique would work well. The issue I'm facing is how to occlusion cull random models, much less fun.

    • @dimitri0404
      @dimitri0404 5 днів тому

      @GetIntoGameDev I have never done it myself, but don't they normally use a simplified shape for that? So a collection of spheres, cubes, ... That are smaller than your model

  • @antonincarette8928
    @antonincarette8928 6 днів тому

    Thanks again!

  • @petrokstur1513
    @petrokstur1513 7 днів тому

    BRO! SOME improvement??? i went from 1200fps to 8900fps

  • @acatisfinetoo3018
    @acatisfinetoo3018 7 днів тому

    Cool that you posted this right now as i just so happen to be making a raycaster game . I've just got textures working in mine and plan to add sprites and working doors:)

  • @mexicano1891
    @mexicano1891 8 днів тому

    🎉

  • @mexicano1891
    @mexicano1891 8 днів тому

    🎉

  • @petrokstur1513
    @petrokstur1513 8 днів тому

    whats the probability of 10c being within 1 meter of a guitar pic at all times

  • @lkmetro8223
    @lkmetro8223 8 днів тому

    Can you zoom in on the code a little bit in future videos brotha? Would make it a little easier for us to follow

  • @FrostPlayz20
    @FrostPlayz20 8 днів тому

    cool

  • @Mustlight
    @Mustlight 8 днів тому

    Hello, thanks for the video

  • @pixelverdicts
    @pixelverdicts 8 днів тому

    Andrew, I have started your PyOpenGL series…do you think I should start with C++? Would there be a difference? I am a machine learning engineer and my main programming language is Python. I know C++ and Rust but haven’t done a lots of projects with them.

    • @pixelverdicts
      @pixelverdicts 8 днів тому

      My main motivation is to build simple models which I can then use for building neural networks.

    • @GetIntoGameDev
      @GetIntoGameDev 8 днів тому

      TBH either would be fine, but with C++ you get SIMD and multithreading, and working with raw memory is easier.

    • @pixelverdicts
      @pixelverdicts 8 днів тому

      @@GetIntoGameDev ok, I am thinking of starting with python, get a hold off all the concepts…and then move over to C++ or maybe rust and try implementing again to solidify my understanding. Any supplementary books that you would recommend alongside? I have that principles of computer graphics by Hugh someone…

    • @GetIntoGameDev
      @GetIntoGameDev 8 днів тому

      Hmm, if it’s for neural networks I guess I’d recommend anything on high performance computing. Learning CUDA would probably help, it has a rich history of concepts.

    • @pixelverdicts
      @pixelverdicts 8 днів тому

      @@GetIntoGameDev Yes, so pyCUDA, numba are there to speed up and then pytorch-lighting models support CUDA so at the end it's just research oriented. I know NVIDIA is already a lots of stuff with 2d to 3d genai stuff, but I was curious to see if using videos we can learn ambient occlusion / shadows, how raytracing behaves when there is a light source is near. I am just fascinated how DNN can do that...imagine how much of computation we can save. Mind blowing.

  • @antonincarette8928
    @antonincarette8928 9 днів тому

    Metal !!!! Yeah!!!!! Thanks Andrew :)

  • @ducksreviewtech3396
    @ducksreviewtech3396 9 днів тому

    I just want to say this is the only tutorial that has worked for me. Thanks.

  • @codewithk0x00
    @codewithk0x00 9 днів тому

    i love this series ....

  • @SkyFly19853
    @SkyFly19853 9 днів тому

    as for me, I have been playing UnderRail and Bioshock 1.

  • @gooeyhewey9422
    @gooeyhewey9422 11 днів тому

    I was having trouble getting the shader files to work. To be specific I got the error "numpy.dtype size changed, may indicate binary incompatibility. Expected 96 from C header, got 88 from PyObject', 1, <OpenGL.platform.baseplatform.glGenVertexArrays object at 0x000001EB5FA6FF80>". Eventually downgrading to python 3.10.6 and downgrading to numpy 1.26.4 fixed the issue for me!

  • @starsquad9814
    @starsquad9814 11 днів тому

    Is this code still on your github?

  • @petrokstur1513
    @petrokstur1513 11 днів тому

    im not sure if i did this right but, my image count min = 3, max = 0, and i got this validation error validation layer: Validation Error: [ VUID-VkSwapchainCreateInfoKHR-presentMode-02839 ] | MessageID = 0xfb70ccdb | vkCreateSwapchainKHR(): pCreateInfo->minImageCount 0, which is outside the bounds returned by vkGetPhysicalDeviceSurfaceCapabilitiesKHR() (i.e. minImageCount = 3, maxImageCount = 0). The Vulkan spec states: If presentMode is not VK_PRESENT_MODE_SHARED_DEMAND_REFRESH_KHR nor VK_PRESENT_MODE_SHARED_CONTINUOUS_REFRESH_KHR, then minImageCount must be greater than or equal to the value returned in the minImageCount member of the VkSurfaceCapabilitiesKHR structure returned by vkGetPhysicalDeviceSurfaceCapabilitiesKHR for the surface (www.khronos.org/registry/vulkan/specs/1.3-extensions/html/vkspec.html#VUID-VkSwapchainCreateInfoKHR-presentMode-02839) so i stole this code from Brandon Galea's vulkan tutorial: uint32_t imageCount = support.capabilities.minImageCount + 1; if (support.capabilities.maxImageCount > 0 && imageCount > support.capabilities.maxImageCount) { imageCount = support.capabilities.maxImageCount; } and replaced uint32_t imageCount = std::min( support.capabilities.maxImageCount, support.capabilities.minImageCount + 1); Now i no longer have the error. Was this correct because I struggle to understand code but it seemed like it made sense... plz let me know

    • @petrokstur1513
      @petrokstur1513 11 днів тому

      i also changed what originally said "swapChainSupport" to just "support" cuz obviously he had different naming convention to this tutorial

  • @SkyFly19853
    @SkyFly19853 12 днів тому

    I am looking forward to Mojo Language to optimize Python.

  • @PatrickFrom
    @PatrickFrom 12 днів тому

    You no longer need to specify ppEnabledLayerNames and enabledExtensionCount since they both are deprecated when you create the VkDeviceCreateInfo

  • @samdavepollard
    @samdavepollard 14 днів тому

    i wish you all the best but as an old fart, i can't help wondering these days - especially when we're talking computer science - whether young people need to incur debt in order to learn stuff like this; seeems to be an enormous amount of high quality resources out there (not least books); is it part of your career plan to have to study this in a formal setting? like i say, i wish you all the best

    • @GetIntoGameDev
      @GetIntoGameDev 14 днів тому

      Totally agree, it’s not necessary as far as skill building goes. I’m aiming to have the qualification for the opportunities it may open, but otherwise not banking on it.

    • @samdavepollard
      @samdavepollard 14 днів тому

      @@GetIntoGameDev yeah, that makes sense, kind of. Like I say, I'm an old fart who graduated in 1979, so no real idea what employers etc are looking for these days but you're a skilled presenter, a teacher, with passion for your subject (not by any means a given when we're talking teachers, and i say that as someone who's spent some time as a teacher) and you've built a channel with 10k+ subscribers; can't help feeling your time would be better spent building something, possibly in the game space (not necessarily a game, although it certainly could be, maybe educational material(s)); to me that's way more impressive than grinding out a masters degree; forgive me if i'm talking out of turn but you seem a real smart guy and you have passion; that's not a combination you want to waste; again, Good Luck to you

  • @shanebenlolo3160
    @shanebenlolo3160 14 днів тому

    How is vulkan faster than metal if vulkan is just a metal wrapper? Thanks for any clarification, thanks for the videos

    • @GetIntoGameDev
      @GetIntoGameDev 14 днів тому

      Vulkan isn’t a metal wrapper, only moltenvk is. The two APIs have completely different drivers (when implemented properly eg. Asahi Linux)

  • @Notverygoodatall
    @Notverygoodatall 14 днів тому

    HECS debt goes brrr 💸

  • @ArnaudMEURET
    @ArnaudMEURET 15 днів тому

    Just do Ruby

  • @ArnaudMEURET
    @ArnaudMEURET 15 днів тому

    I’m founding a club of non-junior devs who have been saying it wrong for years. I’m first member of course.

  • @MikeDawson1
    @MikeDawson1 15 днів тому

    why would you want to use a hashing function that has so many collisions that multiple keys arrive on the same bucket? is that normal for all hashmaps?

    • @GetIntoGameDev
      @GetIntoGameDev 15 днів тому

      If no collisions occur then everything’s all good. It’s most important that hashmaps have a reasonable strategy for handling collisions. As for the hashing function, this isn’t the best but I chose it for quick computation 😅

    • @buzzy4227
      @buzzy4227 15 днів тому

      I’m not an expert, but I imagine for games performance is a bigger concern. Good hashing functions might be too complex or eat up too much memory. I can also think of a use case where maybe you want your function to collide for similar types of entities.

    • @GetIntoGameDev
      @GetIntoGameDev 15 днів тому

      I may have missed some parts of my explanation. The point of a hash function is to convert arbitrary objects into unique integers, but in an entity component system we already have the guarantee of unique integer ids. The modulus operation has to happen anyway to avoid going out of array bounds, power of two sizes just makes it simpler. As for prioritising bucket positions for certain entities, it’s possible in some cases but in an entity component system there is literally meant to be nothing special about the components. They’re just data which can be queried, everything is consumed and processed the same way.

  • @mfcoffee
    @mfcoffee 17 днів тому

    Glad to see more Beginner friendly tutorials for GameMaker

  • @mrshodz
    @mrshodz 17 днів тому

    Great video

  • @natchadanisaisue1594
    @natchadanisaisue1594 17 днів тому

    Congratulations on all your success. I will always support you, my baby💓(The coffee in Thailand is very delicious,Come back soon☕️)

  • @SkyFly19853
    @SkyFly19853 17 днів тому

    I remember being very happy when I was about to graduate...

  • @samdavepollard
    @samdavepollard 18 днів тому

    congratulations on all you've achieved so far and good luck with everything you work on in the future many thanks for sharing your knowledge

  • @kingofutopia
    @kingofutopia 18 днів тому

    Awesome bro.. All the best.. More coffee to you..✌️

  • @bavoha
    @bavoha 18 днів тому

    Congrats on your graduation :) Keep on doing what makes you happy ;) The Game Maker stuff will certainly be of interest to a lot of people.

  • @MoonisHavn
    @MoonisHavn 20 днів тому

    Great video, bro. Quite motivating. All the best to you.

  • @juanignaciolopezlopez45
    @juanignaciolopezlopez45 22 дні тому

    Hi, I use kivy

  • @ВадимН-о9х
    @ВадимН-о9х 23 дні тому

    That's really humbling for me to see even someone as experienced as you to switch to an existing game engine. For me personally it has always been a struggle to silence my ego and just use someone else's work, although some part of me clearly sees that it would be the right thing to do. So if i would put aside my ego, it would go as follows: although making your own engines is beneficial in terms of learning, it is detrimental in terms of actually delivering products (if the product itself isn't an engine)