I worked on the audio for a game called Fable2 and 3, the amount of voice over recorded for background characters was incredible, and around 8 languages also.
Today I found these videos because I was searching Unreal Engine 5 on youtube. I feel amazed by the spirit of this channel, and the comments of people saying "I cannot believe that you are actually programming a game engine". Well, what probably young people don't know today is that in the past programming an engine from scratch was a very common practice and it was the only thing to do, starting from the "via software" era in the 90's to the modern era of GPUs programming. Custom 3D engines were everywhere, from crack intros to triple A games. Only in the last decade, engines like Unreal Engine 4 (and now 5), Cry Engine or Unity have made the concept obsolete. In my opinion, there is more than one valid reason to program an engine from scratch, and that's what I've done in the last 25 years of my life, starting with the Amiga at 13, passing through the first 3D engines via software on PC and then again with the GPU with DirectX7 / 8/9/10/11/12, OpenGL from 1.2 to 4.6 and finally Vulkan. I have programmed and abandoned several engines, I think I've done it like 7 or 8 times. People have no idea what kind of skills you can get doing it. Thanks to these skills, now I work for AWS as SDE2 developer. Now in my spare time I'm programming a framework following a design that is really crazy, an engine that can be scaled to render not only 3D scenes in real time but any kind of CGI, including the GUI, via software and via GPUs (the main target is not to make games anymore, but it can be used to make games though). I already have some working demos of a GUI rendered with the same material system as the 3D engine (this is not the first time I have implemented an entire UI from scratch). In the past I've programmed Audio engines too, so I'm perfectly in the spirit of this channel :-) Regards.
A Game Engine isn't just a "Graphics Engine". A Game Engine is a Collection of Many Engines! Graphics, Physics, Animation, Shaders & Lighting, Audio, Networking, etc... Audio and Sound is a 100% Yes in my book!
Cherno can you do a video doing your engine architecture? Like covering the threads your engine uses. How it all interacts. Also your renderer architecture would be awesome to see :)
Hey Cherno. The engine looks great. I would like to see skeletal animation from first person and third person. I think this would make it seem like a game with weapon animations. Maybe later you could show off some character AI lifecycle and how that could be controlled using C# or a dedicated AI asset.
Ok so I haven't been keeping up with the progress of the Hazel engine, but | Just noticed, the UI is looking AMAZING. Like really good. Really nice and soft on the eyes and not too small or too big. Really relaxing. I'm torn between Hazel and UE5 for the UI now
I'm glad to have discovered ya through school in the summer of 2016 (back when I was learning javascript). It's been a wild ride to see how hazel has evolved over the years. Watching you has motivated me to actually learn python which I did. I plan on picking it back up n start to create again.
I think OpenGL will slowly fade away from the world. It will continue to have full driver support for many years, but it's honestly so inefficient and bulky that there's no reason to not use Vulkan instead. It's very hard to predict behaviour of OpenGL applications, as everything is a global state and shaders might get recompiled during rendering because we change the texture border color or something. If you really want to learn graphics programming, and know a bit about OpenGL, I would seriously advice you to give Vulkan a try. ;)
@@007LvB "there's no reason" is quite the wide brush. "OpenGL... so inefficient and bulky" is also a stretch. OpenGL literally runs on any PC. I've ran OpenGL on a 433mhz pentium with a 4mb video card. Vulkan is probably the future but its not easy. "it's very hard to predict the behavior"? really? literally thousands of rock solid opengl applications out there. It's important to say why the thing you are recommending is good, not why the thing you're recommending it over is bad. "its faster" okay if I'm already flying a jet good luck selling me a rocket. "it has a global state" ehh. okay? who told you that was bad? That's strictly an opinion. Oh, and vulkan's solution for your texture border color recompile anecdote is to only let you use 3 possible values. Taking away a feature isn't really "fixing" it. I'm playing devil's advocate here as telling a possible newby the established norm sucks and to use something else for hodgepodge of irrelevant reasons can really push them in the wrong direction.
@@Diamonddrake Lots of good opinions and points, thank you for sharing! Yes, looking away from Apple, OpenGL has much more support. Personally I value the validation layers of Vulkan over the black gl screen any time. And yes, predictability of running applications is likely very good, but still - maintaining OpenGL drivers is such a pain for driver developers because they have to handle all kinds of weird cases and look at benchmarks for tuning and stuff. So at the expense of harder-to-write applications, we get more efficiency and we get more simple drivers. But the most important point: OpenGL is from 1992, and no matter how many extensions we push into it, graphics hardware has developed and the world looks different. Vulkan solves a lot of problems that shouldn't be problems at all. But I'm hesitant to recommend Vulkan for new graphics programmers because of the insane amount of details that need being handled.
So cool! Here are some things I'd like to see: What does the documentation look like at this point? How can people learn Hazel in enough detail to be able to use it? What platforms can you deploy to, and how is deployment done for those platforms? Can you demo the deployment process for us? Are you supporting the full C# stack? What version of C#?
@@bancodrut As far as I understand it's not the end goal of the whole game engine project. Merely the goal for the end of the year. He mentioned that the game engine project doesn't really have an end in sight right now as far as I remember
Since the last couple of weeks, I've been really curious about computer audio and tried to learn from scratch kind off in the same way I started with graphics with your series. It's amazing how little information I was able to find so far and how most of what I found was deprecated.
Definitely surprising how weird the APIs can get! On Windows, you should try the WinRT APIs in Windows.Media.Audio: create an AudioGraph, create an AudioFrameInputNode and a DeviceOutputNode and connect them, then start pushing AudioFrames (with a bunch of valid encodings) into the input node, the defaults will queue them up one after another so you can use it as output for your own mixer, or I believe you can schedule them to be played immediately for sound effects (or at a timestamp for things like music). It's surprisingly easy to use in my experience, though using WinRT will mean you have to learn some new weird idioms, such as there are lots of async methods.
Hi cherno, I am one of ur oldest subscriber. I got to know about u when u had started the c++ series. But for past couple of years your videos are totally dedicated to game development. I just wanted to tell you that there are many peoples who admire you and they are from different programming background not specific to game development. I would like to request u to make some more wider area of programming and development videos. Lots of love from india.😎
"audio tracing" sound would reflected, absorbed or refracted...? "material based audio" sound would change depending on the place (environment) you are playing the audio? That's a lot of work. great video BTW :)
It's very cool that you added the inverse attenuation and overall functionality is very promising, but don't forget to add good audio metering. Peak, RMS and LUFS. Also there must be an option to integrate FMOD and Wwise.
That's astonishing :D I love this. At first I thought the engine is going to be some sort of LOVE clone that you will explain while making it. But you obviously took this ten levels above.
This is a strange question to me. He is creating his own game engine. Unless he is only doing this as a straight hobby why would he apply to a corporate company and lose all his freedom?
The MegaGrants are grants that Epic Games gives mainly to open source projects to help them continue their development. They are not buying the product. The Godot game engine also got one.
I would love to see more about audio :) . I'm currently working on my own game with OpenGL and getting more and more used to it.I already thought about audio but really don't have a clue where to start, since resources on this topic are a little scarce. So it would be awesome if there would be some content ! :)
I don't know if you ever considered this, but I'd love to see some kind of Vulkan content. Not a Vulkan for beginners, there's plenty of it, but like a Ray Tracing and Mesh Shading tutorial, or something like that, the advanced stuff (if you had any experience with it). I think a lot of people would be interested in these state of the art features
Interesting that it took you 2 years to get to this point. Obviously your engine is more advanced than I could ever do myself, but I got to the point of having C++ and full Lua scripting on my game engine in 2 years also. The feeling when you can write complete game/application logic with scripting enabled is really nice, when you understand the whole stack behind. I had only very simple physics though, and OpenGL 3.3+ renderer only. :)
Yaroslav? I'm probably overthinking, but I know about 1 Yaroslav who's also working on videogame audio, but more in the music department, and that's Yaroslav Beck who's making soundtracks for beatsaber
*Sure enough am happy with this channel theCherno* Please can you make another Benchmarking video checking which method is faster when sorting data by 1. Bubble sort 2. Merge sort 3. Quick sort I wish 4 day later after you have seen this, the video is out. And always *use using namespace std;* it's good for us beginners so that we don't write std:: throughout our code *Thanks theCherno ❤🔥☝️*
UI is a hassle if you plan to implement a visual editor, otherwise an xml-style format can work similar to WPF. UE's Slate overloads operators to make nested UI layouts describable right in C++. Text is another biggie: localization, RTL, Unicode, stuff like Freetype and the Harfbuzz text shaper, line breaking, etc. If you do localization, use a guid as the lookup key instead of the devtext, it'll save much grief later.
im proud to hear that nice work ! is there coming a node based scripting tool like flowgraph from cryengine or blueprints from unreal, in the next future? also i would like to have that setting animation tool from torgue 3d that is mostly easy to use!!
It’s Imgui, he did a few videos in the game engine series on how to set it up. Basically he’s using his own fork of the IMGUI docking branch, with his own premake file, and then including it into the engine and changing how IMGUI looks with color and font modifications.
I wish I was more advanced so I could contribute. Still learning the fundamentals with a textbook, currently on a chapter introducing OOP. Maybe one day lol.
I am thinking about having OPENCV python implementation for character animation inbuilt in the game engine that would be huge plus for many game developers over unity or unreal..bcz no other engine gives this feature. Also if you Consider visual scripting for many game devs programming is not the jam. I would make it by myself but i am not very good at c++ i only do python and that to not that well.:(
Time to start working in some tutorials. Teach us to make a 3d pacman or a simple game that uses all the key features. For future features I suggest a navmesh system, pathfinding is one those the big things that are needed in most games but are also a pain to make (in 3d space).
Up to this point hardly anyone knows how FSR works apart from some game developers, who got to try it out and the information is not public. 22. June we will have further details.
love ur videos....its a bit hard for a college c++ developers to understand all this big projects, ... thanks for making it simplest ..... can i work on it entirely from console ......without using Graphical UI interface ?
@@INeedAttentionEXE Hah, you're right about that. I don't think a single Game Engine I've seen hasn't needed some kind of update somewhere down the line.
Audio can be more impactful then your „Game“ itself. Dont get me wrong. Everything needs to just feel good for you. But if the Audio is bad then your Game will be not as good. Games that are made with Pixel Art or Games like life is Strange, Undertale or whatever... it doesnt matter. Without THE Musik it would have had way less impact i am pretty sure of. So Audio is like a good Spice. Or Salt. Or i dont know. lol. Without Salt everything wouldnt be as good... Just saying. (3D Audio also is coming more and more into Place. Its getting Exciting)
Thank you all for your support ❤️
❤️ from 🇮🇳 my friend
Can you make a video on how lumen and nanite works?
Hey Cherno, how did you make the UI of your engine. Did you use something like qt?
@@Reskareth i'm pretty sure he is using imgui
Another Game Engine Serie
I worked on the audio for a game called Fable2 and 3, the amount of voice over recorded for background characters was incredible, and around 8 languages also.
I loved playing both of those games
@@jacksmith3386 👍
Today I found these videos because I was searching Unreal Engine 5 on youtube. I feel amazed by the spirit of this channel, and the comments of people saying "I cannot believe that you are actually programming a game engine". Well, what probably young people don't know today is that in the past programming an engine from scratch was a very common practice and it was the only thing to do, starting from the "via software" era in the 90's to the modern era of GPUs programming. Custom 3D engines were everywhere, from crack intros to triple A games. Only in the last decade, engines like Unreal Engine 4 (and now 5), Cry Engine or Unity have made the concept obsolete. In my opinion, there is more than one valid reason to program an engine from scratch, and that's what I've done in the last 25 years of my life, starting with the Amiga at 13, passing through the first 3D engines via software on PC and then again with the GPU with DirectX7 / 8/9/10/11/12, OpenGL from 1.2 to 4.6 and finally Vulkan. I have programmed and abandoned several engines, I think I've done it like 7 or 8 times. People have no idea what kind of skills you can get doing it. Thanks to these skills, now I work for AWS as SDE2 developer. Now in my spare time I'm programming a framework following a design that is really crazy, an engine that can be scaled to render not only 3D scenes in real time but any kind of CGI, including the GUI, via software and via GPUs (the main target is not to make games anymore, but it can be used to make games though). I already have some working demos of a GUI rendered with the same material system as the 3D engine (this is not the first time I have implemented an entire UI from scratch). In the past I've programmed Audio engines too, so I'm perfectly in the spirit of this channel :-) Regards.
You didn't said anything about networking in both Game Engine series and Hazel Dev Log. Will you elaborate about it in the future?
A Game Engine isn't just a "Graphics Engine". A Game Engine is a Collection of Many Engines! Graphics, Physics, Animation, Shaders & Lighting, Audio, Networking, etc... Audio and Sound is a 100% Yes in my book!
Cherno can you do a video doing your engine architecture?
Like covering the threads your engine uses. How it all interacts.
Also your renderer architecture would be awesome to see :)
You should make a video explaining what Hazel exactly is and what it offers compared to other game engines
For now everything is same as soemthing like godot but maybe in future it will something different
@@VineetNairhero Godot is huge enough isn't it?
@@musiclife5551 it's not as huge as unity or unreal.. but yeah it is advanced..
@@VineetNairhero yeah but Unreal isn’t as suited for 2D games
@@obinator9065 yeah true.. it once had 2D support via Paper2D, now it's deprecated....
Hey Cherno. The engine looks great. I would like to see skeletal animation from first person and third person. I think this would make it seem like a game with weapon animations. Maybe later you could show off some character AI lifecycle and how that could be controlled using C# or a dedicated AI asset.
Ok so I haven't been keeping up with the progress of the Hazel engine, but | Just noticed, the UI is looking AMAZING. Like really good. Really nice and soft on the eyes and not too small or too big. Really relaxing. I'm torn between Hazel and UE5 for the UI now
I'm glad to have discovered ya through school in the summer of 2016 (back when I was learning javascript). It's been a wild ride to see how hazel has evolved over the years. Watching you has motivated me to actually learn python which I did. I plan on picking it back up n start to create again.
perfect timing, just opened a beer and ready to enjoy the episode :D
Is the opengl series still a thing? I'd love to see more opengl content
I think OpenGL will slowly fade away from the world. It will continue to have full driver support for many years, but it's honestly so inefficient and bulky that there's no reason to not use Vulkan instead. It's very hard to predict behaviour of OpenGL applications, as everything is a global state and shaders might get recompiled during rendering because we change the texture border color or something.
If you really want to learn graphics programming, and know a bit about OpenGL, I would seriously advice you to give Vulkan a try. ;)
@@007LvB Vulkan is faster, yeah. Since you have more explicit access to things, but isn't it also much harder to learn because of that?
@@007LvB "there's no reason" is quite the wide brush. "OpenGL... so inefficient and bulky" is also a stretch. OpenGL literally runs on any PC. I've ran OpenGL on a 433mhz pentium with a 4mb video card. Vulkan is probably the future but its not easy. "it's very hard to predict the behavior"? really? literally thousands of rock solid opengl applications out there. It's important to say why the thing you are recommending is good, not why the thing you're recommending it over is bad. "its faster" okay if I'm already flying a jet good luck selling me a rocket. "it has a global state" ehh. okay? who told you that was bad? That's strictly an opinion. Oh, and vulkan's solution for your texture border color recompile anecdote is to only let you use 3 possible values. Taking away a feature isn't really "fixing" it. I'm playing devil's advocate here as telling a possible newby the established norm sucks and to use something else for hodgepodge of irrelevant reasons can really push them in the wrong direction.
@@Diamonddrake Lots of good opinions and points, thank you for sharing! Yes, looking away from Apple, OpenGL has much more support. Personally I value the validation layers of Vulkan over the black gl screen any time. And yes, predictability of running applications is likely very good, but still - maintaining OpenGL drivers is such a pain for driver developers because they have to handle all kinds of weird cases and look at benchmarks for tuning and stuff. So at the expense of harder-to-write applications, we get more efficiency and we get more simple drivers.
But the most important point: OpenGL is from 1992, and no matter how many extensions we push into it, graphics hardware has developed and the world looks different. Vulkan solves a lot of problems that shouldn't be problems at all. But I'm hesitant to recommend Vulkan for new graphics programmers because of the insane amount of details that need being handled.
@@007LvB can you estimate a time beginner graphics programmer would contribute to learn Vulkan basics?
So cool!
Here are some things I'd like to see:
What does the documentation look like at this point? How can people learn Hazel in enough detail to be able to use it?
What platforms can you deploy to, and how is deployment done for those platforms? Can you demo the deployment process for us?
Are you supporting the full C# stack? What version of C#?
When this project is finished, you should create a game with it, if he already said that earlier, my bad, i haven't watched all of the dev logs
Yes. The idea is to get a game up and running and publish on Steam. That should be the end goal of the game engine project.
He already said ina prev devlog that he wants to build an actual game with it, and release it on steam or something
@@bancodrut As far as I understand it's not the end goal of the whole game engine project. Merely the goal for the end of the year. He mentioned that the game engine project doesn't really have an end in sight right now as far as I remember
Since the last couple of weeks, I've been really curious about computer audio and tried to learn from scratch kind off in the same way I started with graphics with your series. It's amazing how little information I was able to find so far and how most of what I found was deprecated.
Definitely surprising how weird the APIs can get!
On Windows, you should try the WinRT APIs in Windows.Media.Audio: create an AudioGraph, create an AudioFrameInputNode and a DeviceOutputNode and connect them, then start pushing AudioFrames (with a bunch of valid encodings) into the input node, the defaults will queue them up one after another so you can use it as output for your own mixer, or I believe you can schedule them to be played immediately for sound effects (or at a timestamp for things like music).
It's surprisingly easy to use in my experience, though using WinRT will mean you have to learn some new weird idioms, such as there are lots of async methods.
@@SimonBuchanNz thanks! I'll look into this!
12:04 You are amazing man!!!
Hi cherno, I am one of ur oldest subscriber. I got to know about u when u had started the c++ series. But for past couple of years your videos are totally dedicated to game development. I just wanted to tell you that there are many peoples who admire you and they are from different programming background not specific to game development. I would like to request u to make some more wider area of programming and development videos. Lots of love from india.😎
"audio tracing" sound would reflected, absorbed or refracted...?
"material based audio" sound would change depending on the place (environment) you are playing the audio?
That's a lot of work.
great video BTW :)
I like audio been doing it for years. would be keen to look more into this.
It's very cool that you added the inverse attenuation and overall functionality is very promising, but don't forget to add good audio metering. Peak, RMS and LUFS. Also there must be an option to integrate FMOD and Wwise.
I would say at this point the elephant in the room is UI (unless you have that already and I've missed it)
Damn that was pretty cool sounding! And looking-I haven't really kept up with the game dev series overall but this is really impressive!
we wouldnt be here without you either
That's astonishing :D I love this. At first I thought the engine is going to be some sort of LOVE clone that you will explain while making it. But you obviously took this ten levels above.
I'm so happy for you for achieving this!! You deserve it for the hard work and effort that you've put on this!
You should try to apply to Epic Games MegaGrants
This is a strange question to me. He is creating his own game engine. Unless he is only doing this as a straight hobby why would he apply to a corporate company and lose all his freedom?
The MegaGrants are grants that Epic Games gives mainly to open source projects to help them continue their development. They are not buying the product. The Godot game engine also got one.
The last piece, but not least. Audio is equally as important as graphics. And making audio physically based is a thing, which is important too.
I would love to see more about audio :) . I'm currently working on my own game with OpenGL and getting more and more used to it.I already thought about audio but really don't have a clue where to start, since resources on this topic are a little scarce. So it would be awesome if there would be some content ! :)
I don't know if you ever considered this, but I'd love to see some kind of Vulkan content. Not a Vulkan for beginners, there's plenty of it, but like a Ray Tracing and Mesh Shading tutorial, or something like that, the advanced stuff (if you had any experience with it). I think a lot of people would be interested in these state of the art features
Wow this sounds awsome
Have you got any job requests/invites from epic games or any game studio company because of your achivments in hazel?
Amazing! Sound is so important!
Interesting that it took you 2 years to get to this point. Obviously your engine is more advanced than I could ever do myself, but I got to the point of having C++ and full Lua scripting on my game engine in 2 years also. The feeling when you can write complete game/application logic with scripting enabled is really nice, when you understand the whole stack behind.
I had only very simple physics though, and OpenGL 3.3+ renderer only. :)
Are you going to include terrain generation and if so what kind of implementation would you use?
Yaroslav? I'm probably overthinking, but I know about 1 Yaroslav who's also working on videogame audio, but more in the music department, and that's Yaroslav Beck who's making soundtracks for beatsaber
I've been waiting for a long time to hear a sound coming out from Hazel :D
*Sure enough am happy with this channel theCherno*
Please can you make another Benchmarking video checking which method is faster when sorting data by
1. Bubble sort
2. Merge sort
3. Quick sort
I wish 4 day later after you have seen this, the video is out.
And always *use using namespace std;* it's good for us beginners so that we don't write std:: throughout our code
*Thanks theCherno ❤🔥☝️*
UI is a hassle if you plan to implement a visual editor, otherwise an xml-style format can work similar to WPF. UE's Slate overloads operators to make nested UI layouts describable right in C++. Text is another biggie: localization, RTL, Unicode, stuff like Freetype and the Harfbuzz text shaper, line breaking, etc. If you do localization, use a guid as the lookup key instead of the devtext, it'll save much grief later.
I didn't even need headphones my guy!
amazing, i like the atmosphere, how many fps in real time?
im proud to hear that nice work ! is there coming a node based scripting tool like flowgraph from cryengine or blueprints from unreal, in the next future? also i would like to have that setting animation tool from torgue 3d that is mostly easy to use!!
Will definitely switch to hazel when it's out
Awesome work!
How did you make the hazel GUI? Is that IMGUI? Or did you create all those widgets yourself?
It’s Imgui, he did a few videos in the game engine series on how to set it up. Basically he’s using his own fork of the IMGUI docking branch, with his own premake file, and then including it into the engine and changing how IMGUI looks with color and font modifications.
A landmark day! Congratulations Mr. C!
Any plans for spatialized audio and occlusion handling?
Very nice. Random Cube passing by
Consider adding the timestamps... I know it's a bit of work but it's super nice for people who don't have much time
When will there be more game engine series, i really look forward to see your material implementation?
UA-cam 2025
Hazel vs unreal engine 6 which one should you use
That sound is enchanting
What audio engine is in Hazel? :) Since you have the raw wave files in the view, I suspect you dont use wwise or fmod?
I so really want to contribute to the project, but I still don't know enough to get involved :(
I wish I was more advanced so I could contribute. Still learning the fundamentals with a textbook, currently on a chapter introducing OOP. Maybe one day lol.
same here ;-;
Great job. Waiting for networking
Someone need to do a compilation of all Chernos intros with youtube closed captions not understanding “Cherno” and competely butchering it
Is it possible to code gameplay in C++ instead of C#?
I suppose as game dev you mostly work on windows, can you share some of that work culture working on this wretched with us?
Hazel is really going somewhere
oh look its devlog --mo-- someday
What mic is Cherno using ?
U are awesome Keep it Up!!!!
You should do game reviews also. I don't know a single game reviewer that talks about audio.
I am thinking about having OPENCV python implementation for character animation inbuilt in the game engine that would be huge plus for many game developers over unity or unreal..bcz no other engine gives this feature.
Also
if you Consider visual scripting for many game devs programming is not the jam.
I would make it by myself but i am not very good at c++ i only do python and that to not that well.:(
По зову сердца пришёл.
Amazing!!
nice work !
I want to see the design doc
Time to start working in some tutorials. Teach us to make a 3d pacman or a simple game that uses all the key features. For future features I suggest a navmesh system, pathfinding is one those the big things that are needed in most games but are also a pain to make (in 3d space).
Congrats btw! Coming a long way!
will you consider visual scripting?
I was thinking about the same thing i think someone should make it.
A question for you how affects Resizable BAR and posible The AMD SuperResolution a Game/GameEngine Dev Team?
Up to this point hardly anyone knows how FSR works apart from some game developers, who got to try it out and the information is not public. 22. June we will have further details.
@@macht4turbo yes thats true but DLSS is in the same place and its posible to extrapolate the impact on Devs.
love ur videos....its a bit hard for a college c++ developers to understand all this big projects, ... thanks for making it simplest ..... can i work on it entirely from console ......without using Graphical UI interface ?
Multiplayer support is another large aspect that would be amazing. Not pushing though, I know it's not a priority and would take a lot of time
All of this hasn't been uploaded to the github repo, right? I am lookin through the code and lots of stuff seems missing or outdated.
He has a private repo for patreon members.
been adding audio to my engine too lol.
How can we exactly join Hazel's "team"?
When Hazel is 100% finished, what are the licensing rules for games made with the Engine?
Game engines are never finished, and I think it licensed under Apache
@@INeedAttentionEXE Hah, you're right about that. I don't think a single Game Engine I've seen hasn't needed some kind of update somewhere down the line.
Half Life running on Hazel when?
How about c++ Deep Learning / Convolutional Neural Network / Genetic Algorithm. something like that...
Audio is so damn important! It's half of the game.
what about logic ?
Hello cherno, since ue5 is open source can you take some code from them and use it in hazel like nanite or their sound engine
UE5 is not open source, you cant use the code in your own apps.
@@azabass you can access its source code tho
open source =/= free to reuse
@@Sharess he is talented enough to understand the logic and remake it I'm not saying entirely copy the code
@@AlexFord-gp7by saying "take code" implies _take_code_ and not "use for inspiration to implement new features into hazel"
Devlog Duesday:D
Nice
Audio can be more impactful then your „Game“ itself. Dont get me wrong. Everything needs to just feel good for you. But if the Audio is bad then your Game will be not as good. Games that are made with Pixel Art or Games like life is Strange, Undertale or whatever... it doesnt matter. Without THE Musik it would have had way less impact i am pretty sure of. So Audio is like a good Spice. Or Salt. Or i dont know. lol. Without Salt everything wouldnt be as good... Just saying. (3D Audio also is coming more and more into Place. Its getting Exciting)
I always wish I had money so I can become a patreon
Что они не делают - не идут дела, видно в понедельник их мама родила...
What do you think about rust as a gamedev language
The chernobyl
AMD had pretty big announcement today, check it, looks like you don't need AMD gpu to add it to engine
You're breathtaking! ♥️♥️♥️
First :) Love your series by the way!
ok
6:10 the actual content begins.
The coding portion of this engine better not be visual. or im suing
:)
at this point all hazle videos are just ads for a 10$ paywall
First
help to develop Godot
Post some minecraft content in your personal channel please. I really like this stuff👍👍