If you are interested in a channel profile picture I can make one for you for free if you don't already have one in the works, I do vector art so idk if that would fit with your pixelated style
This is so well made, holy crap. Your way of visuallising sin wave patterns and impact logic is so intuative and brilliant, just wow, chef's kiss. Jesus Christ
As a lot have mentioned in the comments, animations of this video are on another level. That's interesting, it was quite hard to comprehend all you said in the video, but that's more of an issue with me - the video is great!
The entire style of this video is absolutely perfect! The visuals are stunning, and the attention to detail is incredible. The way you’ve combined everything-from the animations to the graphics-shows so much creativity and skill. Amazing work; I can’t wait to see more of your content. Keep it up!
1:42 wow, that takes me back to trawling through my university library, what a cover. Your cool animations at 6:35, really shows how the basic patterns add up to create something special, I learnt far more than just reading wikipedia that's for sure! Great video.
Oh my God, this video is so well paced, informational funny and so awesome, yet you got only 75 subscribers, i normally don't comment but this is video is too good to not express it
Another amazing video from a small UA-camr, bless the algorithm :) Btw, the part about stacking sine wave and using it to morph them was quite interesting and creative. Well done!
Yeah that's no problem, it's hard to grok until you've used them to compare. Imagine a line composed of random values. They can appear anywhere within the amplitude you set at every point, so that line will likely appear very spiky/jagged. Now imagine each point along that line can only go up or down a small amount from the previous point's value. This new line will more smoothly slope up and down, but the hills and valleys it forms will appear somewhat random.
You actually got me on the comment i was writing... but you made one mistake! I use the graphite alternative keyboard layout, not dvorak! Great video, and *incredibly* pretty animation.
This is such a super niche video only like 3 people in this world would find practical uses. I'm glad I saw it. It'd be nice if you can have a dark bg during the math bits of the video. Makes it much more cozy.
One word: Fourier analysis (ok 2 words) but I got that vibe from this video, you can create any (continuous I think?) function (wavy line) by adding many sin waves with different frequencies and amplitudes and I feel like you did something very similar here. Awesome!
Just tried out your demo! It's a fun concept. I was struggling a bit with that I wanted to "bounce" while the waves were moving up but what would happen instead is that I would land after the wave moves into me after jumping.
Some feedback after grinding a bit for some wrs: I would love to be able to precharge for the final sendoff in a level, or at least for the charging to restart upon reaching the checkpoint. Currently quite a few good runs have been ruined by me starting just a little too early and then not being able to correct for that. Secondly, a question: Is the seed for the random noise shaping the planets the same on every run of the same level? I would prefer if that was the case, because expecially for levels with few stars (especially the last one of the demo), some very few very precise jumps seem optimal, and I feel like these sometimes depend very finely on the exact shape of the planet. If this is randomized on every run, this would make going for records feel a lot less rewarding for me at least. In general I prefer the playstyle of very few, rather early and long jumps, rather than multiple gracing jumps with their requirement for quick reaction times, or quick jumps with longer chargeup by adding extra rotations around planets. I would love if at least for some levels, the optimal playing style would be to complete them in a single jump while collecting all stars in one nice and complicated orbit rather than just being as precise as possible with many small jumps or to go for very straight and fast jumps that don't utilize the unique orbital mechanics of the game. Had a lot of fun with the demo, looking forwards to the full release!
why not solve the damped 1D wave equation around the circle? There's a linear numeric solution for it which is less CPU intensive than calculating trigonometric functions, and provides more accurate results (including inherent wave superposition effects) and better dynamic interaction with colliders.
really cool game i love the demo :) i actually got the wr on every level except for undertow where the current wr holder has a headstart that i can't replicate ?
FAMOUS NOISE DOCTOR KEN PERLIN
If you are interested in a channel profile picture I can make one for you for free if you don't already have one in the works, I do vector art so idk if that would fit with your pixelated style
I was sitting in a police dept lobby and bust out laughing at this, had my sobriety questioned
This is so well made, holy crap. Your way of visuallising sin wave patterns and impact logic is so intuative and brilliant, just wow, chef's kiss. Jesus Christ
Also I love the idea of a high juice game lol
_chef's kiss. Jesus Christ_ lol
Dreams of Our Generation jumpscare
As a lot have mentioned in the comments, animations of this video are on another level. That's interesting, it was quite hard to comprehend all you said in the video, but that's more of an issue with me - the video is great!
What a great video! Gotta leave a comment before this channel blows up.
The entire style of this video is absolutely perfect! The visuals are stunning, and the attention to detail is incredible. The way you’ve combined everything-from the animations to the graphics-shows so much creativity and skill. Amazing work; I can’t wait to see more of your content. Keep it up!
1:42 wow, that takes me back to trawling through my university library, what a cover. Your cool animations at 6:35, really shows how the basic patterns add up to create something special, I learnt far more than just reading wikipedia that's for sure! Great video.
Oh my God, this video is so well paced, informational funny and so awesome, yet you got only 75 subscribers, i normally don't comment but this is video is too good to not express it
Another amazing video from a small UA-camr, bless the algorithm :)
Btw, the part about stacking sine wave and using it to morph them was quite interesting and creative. Well done!
Your visualizations are simply beautiful!
It should be noted that perlin noise and most other noise algorithms are not random. This is because each value is dependent upon its neighbors.
Could you please explain that a bit more? I don’t think I get it.
If you know how Perlin generally looks you'd know that it is _"smooth"_ instead of looking like a TV static which how random noise should look.
Yeah that's no problem, it's hard to grok until you've used them to compare.
Imagine a line composed of random values. They can appear anywhere within the amplitude you set at every point, so that line will likely appear very spiky/jagged.
Now imagine each point along that line can only go up or down a small amount from the previous point's value. This new line will more smoothly slope up and down, but the hills and valleys it forms will appear somewhat random.
@@NickCombs Oh now I get it
You actually got me on the comment i was writing... but you made one mistake! I use the graphite alternative keyboard layout, not dvorak!
Great video, and *incredibly* pretty animation.
This is such a super niche video only like 3 people in this world would find practical uses. I'm glad I saw it. It'd be nice if you can have a dark bg during the math bits of the video. Makes it much more cozy.
I actually like the bright vibe!
@@allanwernermusic me too! im a light mode enthusiast so it made me happy
This was an amazing video! I'd love to see you do more breakdowns of these kinds of effects 😊
yep this is my new favorite channel, I'm gona need some more videos
I don't know anything about game dev but nice video. You definitely held my attention with some juice at the beginning
good gawd, bruv, such a high quality video
LMAO now I know why the perlin noise is quite hard to follow (also this is very well edited)
Demo was super fun, this is really cool! I recommend you set your UA-cam profile picture to something to make it more recognizable.
Brilliant explanations, stunning visuals and humor. This is great!
Just 400 subs! Man your videos are great! Please continue making them. ❤
only 280 subs? Keep your stuff up!!!
Amazing visuals with the retro vibe of a lower resolution. Make more videos like that, please!
the quality is not what i expected. bravo
One word: Fourier analysis (ok 2 words) but I got that vibe from this video, you can create any (continuous I think?) function (wavy line) by adding many sin waves with different frequencies and amplitudes and I feel like you did something very similar here. Awesome!
damn, very nice vid and game! Wish you all the luck!
this hits like a gamedev Uri Tuchman video. very cool
welcome back!
quality and content of the video is very good, +1 sub
love vlambeer so much
Really well made video ans visualisation ! :) Congrats
Really really really good video!
Very cool and well visualized video!
Just tried out your demo! It's a fun concept. I was struggling a bit with that I wanted to "bounce" while the waves were moving up but what would happen instead is that I would land after the wave moves into me after jumping.
I love pear lean noise
I love this, like that other people said, we must feed the algorithm
Banger
Wow. Great video
amazing video
Some feedback after grinding a bit for some wrs: I would love to be able to precharge for the final sendoff in a level, or at least for the charging to restart upon reaching the checkpoint. Currently quite a few good runs have been ruined by me starting just a little too early and then not being able to correct for that.
Secondly, a question: Is the seed for the random noise shaping the planets the same on every run of the same level? I would prefer if that was the case, because expecially for levels with few stars (especially the last one of the demo), some very few very precise jumps seem optimal, and I feel like these sometimes depend very finely on the exact shape of the planet. If this is randomized on every run, this would make going for records feel a lot less rewarding for me at least.
In general I prefer the playstyle of very few, rather early and long jumps, rather than multiple gracing jumps with their requirement for quick reaction times, or quick jumps with longer chargeup by adding extra rotations around planets. I would love if at least for some levels, the optimal playing style would be to complete them in a single jump while collecting all stars in one nice and complicated orbit rather than just being as precise as possible with many small jumps or to go for very straight and fast jumps that don't utilize the unique orbital mechanics of the game.
Had a lot of fun with the demo, looking forwards to the full release!
This is a great video, thank you. I really hope you continue to produce content like this. Look out Pezza and Seb Lague.
wishlisted it looks cool af.
amazing
blessed by the algorithm incoming 🔔🔔
hard post king
How do you only have 72 subscribers??
The crundra is frumunda down unda.
1d perpin noise wont make a seamless loop. you must circularly sample a 2d perlin noise map to get a seamless 1d loop.
Amazing vid!!
Why not use physics for the slamming dynamics tho?
It could even send shockwaves around the planet.. more juice!!
Misread the title as "Building the Wobbly Physics of Canada"
Also more people need to talk about how juice companies are scamming us with 80% juice being apple to bulk out the ingredients
how do you make those sick pixel visualisations? loved the video btw
vlambeer reference!
I feel like the game needs more color, like stars. The visuals need some juice
damn, this is so cool. what game engine are you using ?
why not solve the damped 1D wave equation around the circle? There's a linear numeric solution for it which is less CPU intensive than calculating trigonometric functions, and provides more accurate results (including inherent wave superposition effects) and better dynamic interaction with colliders.
The "light mode" version of the game looks much more alive. maybe you should use more color
really cool game i love the demo :) i actually got the wr on every level except for undertow where the current wr holder has a headstart that i can't replicate ?
fellow brit
That's value noise, not perlin 😢
Well it became a perlin after 😂
grate video, but hearing you call sine waves oscillators hurts my soul