I love how you balance technicality in your vids!
@@simondev758 I know you've already covered topic about neural networks with Flappy Bird example but it would be great if you could make something like evolution simulation where, let's say, fittest ones would be ones that were able to survive the longest time. Every creature could have a specific trait which would be linked to neural network.
A UA-camr named "Primer" did something similar I'm talking about, his video is called "Simulating Natural Selection". I would be awesome to see yours approach and maybe you could add some more interesting mechanics :). Thank you for the effort you put into your videos!
@@sOuriukas Ooh yeah, I've been kicking around an idea in my head in that space. I've been super interested in evolutionary algorithms, was kind of thinking of bolting one into one of these demos eventually with some fighting mechanics and stuff. I'll write this down for when I'm done with these beginner tutorials, not totally sure what I'm going to do after those. Great suggestion!
Thanks for another vid. I will be needing to implement pools of blood, and additionally blood splatter (which maybe I can use your particle series for), I would love if you could do a video on that.
Ah yeah, I've done a few different approaches to decals for various games, I'll see what I can do.
Great tutorials.
Great tutorials. I would actually say some of the best tutorials on three.js available on UA-cam.
@@simondev758 I haven’t checked out all your videos so not sure if you have covered these already: materials, WebXR and optimization...
Haven't covered webxr. Have kinda wanted to do some optimization ones, might just need to pick something to optimize and do a walkthrough or something.
Great tut! Gonna start recommending your stuff on 3js discord.
As for me I'm still hoping for a foliage overview :D
Awesome, would be much obliged if you spread the word :)
I'm still hoping to get to that, so many ideas, so little time.
This was very helpful in my finally getting shadows to work. One problem I had was that my shadow.camera.far was not as far out as the position of the light source. In my case, the light source was10,000 units out and and my shadow.camera.far was only 1,000 units. Also, it appears that the quality of the shadows improves as you move the light source closer. So, my light source is now 1,000 units out and shadow.camera.far is greater than 1,000 units.
Just use a VSM shadow map, make a bigger image for the shadows and then clamp the values to some threshold, to upscale the shadow map
thanks, I also noticed that the shadows are not projected on the MeshBasicMaterial, i change to the standard like ur example and works
Nice job! Not all materials support lighting, and MeshBasicMaterial (threejs.org/docs/#api/en/materials/MeshBasicMaterial) only does simple flat shading.
what about shadow map width and shadow map height? how do i declare those?
Thanks for another great tutorial. I’ve been wrestling with the problem you describe at the end when generating infinite terrain. At the moment I generate a shadow map for the chunks around the player position but when they move out of that area there are obviously no shadows as in your example. I haven’t found a performant way of fixing this. Would cascaded shadow maps solve this problem? The issue is generating shadows based on player position and I’m unsure if cascaded shadow maps will help.
I used cascaded shadow maps successfully for an xbox/playstation open world sandbox style game, should do the trick for infinite terrain.
@@MummyIveWetMyself Let me know when you've got something going, would love to see what you make.
Hi i hope you make explanation about light probe it's sounds interesting if you made one
Just setting up light probes or the theory behind them, ie. spherical harmonics lighting?
that doesnt work for me
0 dislike from: nobody
What happened to your voice are u ill😢?
Btw can u pt me apps for animation making which are free&also used for androids.
Your videos are clear, concise and easy to follow. Added bonus, your voice is calming... great work, Thanks!