Hey guys! I hope you enjoyed the video! Quick announcement: When the Discord server gets to 100 members, I'm going to host a mini game jam! The server is so close to 100 already, so if you're interested in the game jam, join the server here: discord.gg/G9zSDfMcZg
I was gonna say something like this but I couldn’t think of a good way to type it so thank you for being better at coming up with thing to say than me ❤
5:39 From experience there is two types of crashes: - Crash that make sense and are actual errors in your program (under some conditions or whatever) - "Random" crashes generally caused by forgetting about thread sync issues, idk about your project but if you have multiples threads doing different tasks and reading or pushing items inside arrays, make sure you lock your threads using std::lock. If you find that your game sometimes randomly crashes and you cannot find out what really causing the crash, this is generally a threads sync issue !
Not in C++. C++ doesn't have as much memory safety as a lot of other languages, so you can easily reference nonexistent data, and get random crashes depending on the random data that's in that spot in RAM. This looks more like they screwed up an index somewhere and it accesses stuff it isn't supposed to.
@@nikkiofthevalley I was actually talking about fully random crashes, the one due to thread sync issues happening at random timing (bcs of data read/written at the same time sometimes). The non referenced data can be easily debugged and found, because reading random data will always lead to a crash, so it's not really what I would call a "random" crash.
@@K3rhos Reading random data doesn't necessarily lead to an outright crash. It could load nonsense data out of view, but as soon as it tries modifying it (which would be random because of the feature system being random) it may or may not crash because it could be allocated but not used memory.
I love watching this series. Getting to see first hand what developers face while creating what seems a simple game is quite entertaining and inspiring. Keep up the hard work! 😁
@@wsalevancreate a product that can be easily modified, create mods for it from different anonymous accounts to make it look like minecraft after installing all mods.
This might be my favourite type of devlog. I much prefer when the technical side is explored than when jokes are thrown in every second. Would love to see you work on the visuals in the future (AO, shadows, coloured lighting, direct lighting, global illumination, or anything really)
I wish I knew how to code because I've always wanted to do this, it's fun seeing you go through it. I think a nice spin to the minecraft clone idea would be to make the world spherical and not infinite
normal programmers: make a 5 minute video explaning an entire development on their game. wsan evan: explains for 14 minutes how he added water to his mc clone. wsan evan has the best videos on utub.
Bro whatever the hell you’re doing, you’re doing good work. Make sure to pace yourself, too many creators get burned out making quality creations as fast as this.
You can disable face culling, so it will draw back faces and you wont need double amount of vertices for water. (Dont forget enabling it after) Also cool video
doesnt disabling backface culling basically just tell the gpu to render the vertices a second time but with flipped normals? The end result is the same no? Both process double the vertecies
@@redotix9952Not quite, itll skip the backface culling check itself, and all the data stays the same. Technically it could be implemented by the driver the way you said it, but its unlikely as that would be unnecessary inefficient
@@celdaemon Oh interesting, I wasnt aware, I thought backface culling was a natural side effect of rendering and turning it off requires more processing, not the other way around.
The reason I didn't do that is because only the top water faces need face culling disabled, so doing that would mean I would need 2 VAOs and 2 render calls, and I figured that a few extra faces would be better. Maybe I'm wrong, though. I would have to test it
Bro you are the best u literally making a new better bedrock edition, all of these in your first entry to c++ , if i had money i was going to donate 40 dollars ❤❤❤❤
It's so fun to watch you make this project, I'm so glad I found out about this! Do you have plans to add any sort of survival mechanics, and if so, when? Very excited to see where this goes!
looking at the water shader, i wonder if its possible to make a shader behave like the water shader in terraria, where it interacts with objects and entities. I think you do that by using a movement buffer but I might be wrong. Anyways, I found this video series recently and I think the way you narrate and show stuff is really cool and comprehensible, at least for me(I have some coding knowledge but I'm not that familiar with the apis you are using). I will watch the other videos and start to follow this project, its very interesting. Keep up the good work :D
I’ve got an idea to make the water look more unique. Remove the texture, have it render as a solid color. The low parts of the waves render darker, and the high parts of the waves render the brightest, giving a fake reflective look. Also, try making the waves more noisy for even cooler looking results.
You should try to add a player movement system so you can actually walk and run around instead of just flying. It would be cool if you could start/stop flying by double-tapping space
You should add PBR materials (Sending arrays) of materials to the frag shader like adding every texture needed (diffuse, normal, ao...) for the regular block if not implemented yet
The random crashes with the refactored chunk rendering mighttt be an issue with chunk meshes getting copy-constructed and freeing their GPU memory prematurely. I've made that mistake a lot, and I'd recommend always putting logs into custom destructors when you're first testing them.
Hey guys! I hope you enjoyed the video! Quick announcement: When the Discord server gets to 100 members, I'm going to host a mini game jam! The server is so close to 100 already, so if you're interested in the game jam, join the server here: discord.gg/G9zSDfMcZg
would like to see villages to add more life
Add sky to your game
The video was pretty good tbh
Hey may I get your discord I have a few questions I’d really like to ask
WSAL meaning?
Minecraft Bedrock at home:
Awesome video demonstrating the power of C++ :]
I was gonna say something like this but I couldn’t think of a good way to type it so thank you for being better at coming up with thing to say than me ❤
Awsomeway of showing showing off c++? Unreal is written in c++
3:36 Ain't the far lands, that's the fart lands 😭
underrated
bro got the whole squad laughing 😒
@@seanernst-c7r i thought it was pretty funny ngl
9:53 shit seas
🍑💨⛰️
Honestly I wish we could get videos like this from Mojang for normal Minecraft development
In this case it will be a 5 minutes video per month.
"It works, but why?" - WSAL, 2024
it's 2024
pretty much every programmer ever, and if i learn java this well be me to lol
IF IT AINT BROKE DONT FIX IT
Every programmer has said this at least once in the last 3 hours.
@@Bigleyp I can confirm I just said that cause of some insanely broken code that still somehow worked lmao
5:39 From experience there is two types of crashes:
- Crash that make sense and are actual errors in your program (under some conditions or whatever)
- "Random" crashes generally caused by forgetting about thread sync issues, idk about your project but if you have multiples threads doing different tasks and reading or pushing items inside arrays, make sure you lock your threads using std::lock.
If you find that your game sometimes randomly crashes and you cannot find out what really causing the crash, this is generally a threads sync issue !
Not in C++. C++ doesn't have as much memory safety as a lot of other languages, so you can easily reference nonexistent data, and get random crashes depending on the random data that's in that spot in RAM. This looks more like they screwed up an index somewhere and it accesses stuff it isn't supposed to.
@@nikkiofthevalley I was actually talking about fully random crashes, the one due to thread sync issues happening at random timing (bcs of data read/written at the same time sometimes). The non referenced data can be easily debugged and found, because reading random data will always lead to a crash, so it's not really what I would call a "random" crash.
@@K3rhos Reading random data doesn't necessarily lead to an outright crash. It could load nonsense data out of view, but as soon as it tries modifying it (which would be random because of the feature system being random) it may or may not crash because it could be allocated but not used memory.
I love watching this series. Getting to see first hand what developers face while creating what seems a simple game is quite entertaining and inspiring. Keep up the hard work! 😁
Thanks!
@@wsalevan bible?
@thefunson8087 What?
@@wsalevan you know. The bible
@@wsalevan do you like the bible?
Now imagine a opensource c++ fully compatible minecraft client. Supporting the whole minecraft protocol, would be awesome.
That sounds like a recipe for a lawsuit lol
@@wsalevan Yes, I’ve thought that too lol 😂. There’s no crime in dreaming yet 😭 Who knows one day, without the mobile first way of bedrock being
@@wsalevan If it just accesses the API, Oracle vs Google shows that this is perfectly legal!
@@wsalevancreate a product that can be easily modified, create mods for it from different anonymous accounts to make it look like minecraft after installing all mods.
This might be my favourite type of devlog. I much prefer when the technical side is explored than when jokes are thrown in every second. Would love to see you work on the visuals in the future (AO, shadows, coloured lighting, direct lighting, global illumination, or anything really)
"That's all I have for this episode" I swear this ginormous work
I love these videos and the progression so far! Please dont give up, a finished version would be sick! Can't wait for other dimensions
Execellent series. You are a great developer and great editor. Keep going bro (btw i aint a bot).
"why did that fix it" is a mood
Bro I'm so hooked up to this series that i can't resist not subscribing. Well done! Btw i like your new logo
loving the VODs on YT, and this project so far is looking extremely promising
Thanks!
@@wsalevan you're welcome! keep up the work, it's fun to watch how far you've come on C++
I was watching all your Minecraft videos today and suddenly you gift us with another one, thank you
The underwater effect... ITS PERFECT!
i dont understand a singular bit about the code but i just like seeing the bug he has to fix and allat, its just fun to watch lol
Did I like it?! Dude, I look forward to new videos and news from you!
I wish I knew how to code because I've always wanted to do this, it's fun seeing you go through it. I think a nice spin to the minecraft clone idea would be to make the world spherical and not infinite
first person who's not evan
Do you mean even
No, I think they meant evan
@@nicole8275
@@nicole8275 No, the UA-camr is named Evan
@@EvroTheDevro thanks
how os this before the video upload tho
I’m in an entry-level C++ programming course in college, and this video made my nerd brain’s day. Thank you sir
gotta love a good sine function
I didnt understand anything, but its fun to watch
How about working on world weather? Higher up you go, colder it gets. And time of day would be neat. Loving the series so far!
normal programmers: make a 5 minute video explaning an entire development on their game.
wsan evan: explains for 14 minutes how he added water to his mc clone.
wsan evan has the best videos on utub.
around half a year ago I went through the same journey and seeing you essentially take the same steps is kinda nostalgic already lmao
Bro whatever the hell you’re doing, you’re doing good work. Make sure to pace yourself, too many creators get burned out making quality creations as fast as this.
Thanks! So far, this seems to be a pretty good pace for me
I'm starting to get pretty invested in this series 😂
NIce stuff. Excited to see what comes next
Thanks!
You can disable face culling, so it will draw back faces and you wont need double amount of vertices for water. (Dont forget enabling it after)
Also cool video
doesnt disabling backface culling basically just tell the gpu to render the vertices a second time but with flipped normals?
The end result is the same no? Both process double the vertecies
@@redotix9952 no, it disables check if face is facing camera.
@@redotix9952Not quite, itll skip the backface culling check itself, and all the data stays the same.
Technically it could be implemented by the driver the way you said it, but its unlikely as that would be unnecessary inefficient
@@celdaemon Oh interesting, I wasnt aware, I thought backface culling was a natural side effect of rendering and turning it off requires more processing, not the other way around.
The reason I didn't do that is because only the top water faces need face culling disabled, so doing that would mean I would need 2 VAOs and 2 render calls, and I figured that a few extra faces would be better. Maybe I'm wrong, though. I would have to test it
I love your Minecraft
Bro you are the best u literally making a new better bedrock edition, all of these in your first entry to c++ , if i had money i was going to donate 40 dollars ❤❤❤❤
0:24 This is exactly what rice fields look from high ground. I am not kidding.
You created a rice field in minecraft... A NEW BIOME?
It's so fun to watch you make this project, I'm so glad I found out about this! Do you have plans to add any sort of survival mechanics, and if so, when? Very excited to see where this goes!
It's sort of a habit to watch Minecraft being continually recreated, but it's still interesting every time
Dude this is really coming together. This is so cool bro keep it up bro
interesting and fun, love this video
Thanks!
looking at the water shader, i wonder if its possible to make a shader behave like the water shader in terraria, where it interacts with objects and entities. I think you do that by using a movement buffer but I might be wrong.
Anyways, I found this video series recently and I think the way you narrate and show stuff is really cool and comprehensible, at least for me(I have some coding knowledge but I'm not that familiar with the apis you are using).
I will watch the other videos and start to follow this project, its very interesting.
Keep up the good work :D
Just got recommended this after watching Phillips dev log on HIS Minecraft clone, lol
I’ve got an idea to make the water look more unique. Remove the texture, have it render as a solid color. The low parts of the waves render darker, and the high parts of the waves render the brightest, giving a fake reflective look. Also, try making the waves more noisy for even cooler looking results.
Alternatively, add a specular shader to the water.
i read the title as "I added C++ to my Water Minecraft Clone" at first and I was SO confused
crazy vid
You should try to add a player movement system so you can actually walk and run around instead of just flying. It would be cool if you could start/stop flying by double-tapping space
This channel so fun ngl
It reminds me of the funny videos I used to watch.
Super underrated channel - really entertaining video! Keep it up! 💪🙌
You can add soft lighting and make the grass texture more like the newer versions of Minecraft. 👍
When you feel satisfied with the engine, please try to create more games on it. 😭🙏
Love the videos!! Keep up the work bro🔥 One question tho, can you stream on YT pls?
I can' believe someone added C++ to their Water Minecraft Clone
If infinite generation is ever added to this pet project, I really hope we'll get to teleport to the farlands.
great job and good luck
Thanks!
8:54 movies when desert
11:45 good idea for extra settings
fr ur a programming monster :0
Wow, really impressed by your videos. I'd love to see some ambient occlusion in the future :D
I feel like finally being able to walk around would be cool, it's a bit of a jump though (no pun intended)
You should add PBR materials (Sending arrays) of materials to the frag shader like adding every texture needed (diffuse, normal, ao...) for the regular block if not implemented yet
i cant wait for him to realase this game it looks so good
nice water, gotta love a sine-wiggle
If you keep developing this it might actually turn out better and faster than the original minecraft (I think)
This is great!
This is the kind of video you watch while eating 💯👍
It would make perfect sense for sea level to be Y=0. Then underground would usually be negative and above ground would be positive.
You should try adding mountains to the world with changing weather!
Amazing Video as always :D
Bro created the stripe lands! 9:48
I'm mesmerized.
The random way in which water faces failed to appear seemed very much like memory corruption; junk data was being used somewhere.
idea: adjust some terrain generations numbers and make height limit 128 to make minecraft alpha terrain
Kudos to making it in C plea plea. I could never.
yo before adding more stuff i think adding sky to your game would be so cool including some clouds too
Maybe add Day and night Cycle next, keep up great work!
Ready to see what your creative shenanigans take you to.
I wish you make a Minecraft Bedrock edition someday free from the saucy microsoft touch.
bro made microsoft paint, in minecraft, in C++
Legend
microsoft already made minecraft in C++
Yep, people dont know bedrock edition is written in C++, no wonder why his is just as buggy...
@@renren_does_programming go find out what the unedited one said
This one is a minecraft clone
@@d3stinyroblox same with bedrock
@@Drifys1 but the same company developed it
Very cool
Maybe you could add more blocks like sand and gravel for under the water? (It also makes you think about the pain of adding biomes)
"I got this wrong, I have no idea how it worked"
Story of my life coding lmao
Awesome now make the water flow
next video you should add se- I mean Physics (Collisions and Gravity)
This is already 1000 times better than bedrock edition
add jumping & placing & mining & block collision!
very cool
You should make blocks check if they are under water and if they are look like either sand or gravel.
The lighting is so cursed lmao
Coding really is a whole lot of "why did it do this" or "why is this fixed now?" But as long as it works!
Yeah pretty much lol
Its funny that his game isnt playable yet he decided to give the water a shader
love ur videos! cant wait when will be new video :D
cool project !
3:14 that's my opengl experience right there
I Luke this bro continue please
The random crashes with the refactored chunk rendering mighttt be an issue with chunk meshes getting copy-constructed and freeing their GPU memory prematurely. I've made that mistake a lot, and I'd recommend always putting logs into custom destructors when you're first testing them.
I think day and night cycle would be a cool feature
at 12:39
if you made it faster you could use it as nausea if you ever get that far
I support you bro.
Cool
Bro is fixing Minecraft bedrock for free 💀
Evan you ddi a good job!!!
add a fov fog and now that you have different billboard blocks, try adding in as many types of blocks as you can even try experimenting w/ glass
Alguien: Omg eres software engendering! Y qué haces con tu profesión?
Yo: pues…