Remaking My First Game in C++
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- Опубліковано 25 сер 2024
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;)
looking forward to the rest - also, more Breville footage!
Thank you dude, your series are awesome 👌👌👌by the way what is the name of the theme u are using in visual studio ?
you forgot to put the link think for the code review at the start 0:07
Lol, that first sentence caught me off guard
Making another version with vulkan at the end is a great idea. Hope you finish this series
M8 it is vulkan not "Vulcan"
Vulkan is the most attractive name ever created. it is heresy to write it with c xd
@@chefaku my bad
@@filipm133 is ok. I was just kidding🥖
@@annoyingman6184 no the api called vulkan.
Please make >=40 min long videos, 20 min is too short
And I'm happy to see all of these series!
This video is already 40 mins
@@pxolqopt3597 technically it's shorter than 40 mins so he makes sense 🤓
@@SENTRY456123 But its also not 20 minutes long
I remember watching the original series a couple years ago when i first started learning java and coding in school. Through this series you helped me elevate my skills way beyond the required skills to ace the course, just within a month. And now i am a graduated software engineer.
Thank you so much for the help! Im really looking forward to this series after so many years of software development and experience
what was the original series?
@@filipm133 ua-cam.com/video/GFYT7Lqt1h8/v-deo.html there you go
I watched the original series when I was in 6th grade, and I think it was THE thing that made me interested in programming.
Back then I scratched my head on ”public static void main(String[] args)”
Now I’m in uni and scratching my head to the OSI model and the winsock API.
Thank you so much for all the motivation and education through the years! Both here on youtube and on twitch
I nice thing to have in this kind of series is talk a little about design patterns, maybe even a little draw about how the classes should comunicate with each other.. this is something that i strugle a lot when starting a new project. There as so many ways a could do it that i simply get stuck. Idk just an idea, during the series you could make one video only talking about the design pattern or something that would be very cool. Thanks a lot , your videos are great!
I definitely like the longer videos more, especially when they are uncut, because only then I can see the way you approach certain problems, your rationale along the way, and consequently how you solve the problems with all the great commentary around. It provides a very good reflection on my own thought process when I deal with similar problems and not just in C++ with Vulkan and ImGui. That kind of sneak peek in how you really approach the real issues is the most valuable takeaway for me. Keep it up, would definitely like to see more.
agreed
I think for `m_ImageData` you can use `std::vector` (or whatever dynamic array abstraction you can have) instead of the raw pointer. That way you could avoid doing manual memory management and rely on RAII instead. Above that, whenever the screen resizes you can just call `resize` instead of writing out the deallocation, reallocation, and refilling with data. The pointer to the pixel data can then be obtained by calling `data`.
Can't wait for the next episode!
This
You can. But depending on your platform and compiler stl might not exist. Typically most commercial game engines build a core framework which implements all data structures for this issue.
@@aodfr While this is true, I don't think this project will ever run into problems for using STL.
For this case, std::unique_ptr would be more appropriate. You should almost never use naked new.
I loved this video, please continue. I like the approach where you go solving the issues as they arise oppose to trying to specialize the video solving a single thing, it helps me absorb the thinking process a lot better because that way I get the context around the issue too, which helps a lot a beginner like myself understand the whole picture.
I'm always saying to myself that I would make a game but never actually took the time to learn how to make one, this series seems to be exactly what I was looking for, thank you very much.
Long videos are great! :D Even if it's like a 3+ hour stream VOD upload I'd happily watch
It makes me feel much better to see someone who knows much more about programming than I do struggling with something turning out to be much trickier to do than expected the way I do virtually every time I write new code.
looks great. This is what I want from tutorials - follow some things a bit into rabbit hole to explain what is happening and what I can try to change and have fun with! Ideally do both longer and more often episodes ;D
Hey cherno, I get you get this a lot but thank you for making this type of content. It has helped me immensely with my C++.
Perfect revamping project for the channel! Looking forward to it.
I really appreciate all of the commentary and explanations and thought process of what you're doing and thinking, helps me follow along of course but I also learn quite a lot about various things that way.
Wow..........
I literally just restarted following your Java/Game Programming series this past Dec 2022 (again, but in C++, in part thanks to your OpenGL series).
I originally followed about 100/126 of your Java episodes starting in Aug 2014, but I remember quite a bit!
This is amazing you're shedding light on how to do this, cause creating graphics-based programs has always been my interest but also my struggle.
I know Unity very well, but.. doing it without a game engine?
Rendering GUI/window-based applications?
Cross-platform support?
I've been interested in skills like these for years, but getting started can be so challenging!
As always, thanks for helping light the path for people like me :).
I quite enjoyed this video, definitely nice to see a real look at the thought process behind a project like this. I look forward to the upcoming episodes!
This is one of the best series i've seen on c++ game dev. It is so helpful to "hear you think". Thank you!
Could you please a video comparing OpenGL, Vulkan and DirectX? What graphics API should I bother with? What are their pros and cons?
Great episode! Please continue this series!
I definitely like the idea of "byte sized" videos. This series is gonna be so cool!
Our thoughts? Videos like this are amazing! Really let's us see the thought process of a senior developer!
In most cases, stack objects or uniquely owned heap objects would be sufficient, instead of shared_ptr. The image data could be stored in a std::vector, or a std::unique_ptr.
I exakhly like your videos ❤❤. They are well explained step-by-step. Amazing.
The way you are scaling is going to reveal more of the game when you make the window bigger rather than stretching the game. I think it would make more sense to used a fixed size buffer for the game and stretch the resulting image to fit the window. In other words, use a fixed image with a variable scale rather than a variable image with a fixed scale.
As an added bonus, making this change means you won't need to reallocate the buffer or even care about window size changes.
IMHO... Love all the details, love the 50 things in one ep, would like to see not the 'pure' recreation but... if someone *only* showed you the running game, not the java code, how you would remake this and do all the fancy improvements to modernise it.
I know this will be the typical shallow question you probably don't want to see on a video like this, but I really like the color scheme you're using and can't find it anywhere... Does it have a name?
Great video btw, I love that you go really in depth but still keep it watchable and entertaining!
Walnut should have a resize event that fires before update if it was resized, but barring that if update is the first to care about the size of th image it should be checked in update not UI that renders on top
Thinking out loud is defining part of this video as educational one, because otherwise we (viewers) might not understand what was the idea behind decisions. Otherwise this is great, thank you a lot)
I totally lost the motivation to learn coding but I still really enjoy your videos
I think adding some improvements on the technical side is okay :)
great idea for a serie!, thanks, looking forward for other episodes
i think theres some vulkan bug where you have to turn off sampler anisotropy for vk_nearest to work
I would keep the window at a fixed size, conveniently sidestepping a lot of complexity. I would just do a straight port for educational purposes.
I'm so glad that you will show how to port a walnut app to mac.
A friendly note as I haven’t looked at your framework nor vulkan, but you should grab the new memory first then deallocate the old one, so if you don’t get the memory you can still use the old one.
On that note, I would consider just grabbing screen dimensions at the start of the app, allocating that much memory, then whenever you resize your app you just change where you are drawing to that buffer. I guess it’s more robust that way.
I'm excited about this series! Looking forward to the vulkan optimizations :)
This was exactly what i needed thanks
36:35 also small mistake but you didnt use m_ImageScale there
Awesome work! I'm going to try this soon! Thx!
i think an episode porting it to hazel-2d would be cool
I want to see a video where you are trying rust with wgpu for the graphics and winit for window initialization!
I want to see your reaction to rust and what problems do you encounter!
I'll be doing all of this from scratch, wait a minute I''ll be using this entire library made by myself lol.
To be fair, that's kind of how programming works.
Update your screen size to screen width /2 and screen height /2. This allows for resizing.
I would suggest using static_cast instead of old c style casts. They make your intention clear
good stuff!
@12:49 i got cannot open source file vulkan.h e1696 and identifier VkResult is undefined
Really enjoy your videos and am learning much from them. Also, a HUUUUGE thank you that you are not still having background music as you had in many past videos. I find it really distracting, so thank you for cutting that out! Sorry I can´t conribute $ to you at the moment.
Well this is going to be interesting
would love to see the port to vulkan at the end
Resizeable, >40 mins, and finish the series please!
Has performance improved now?
your talking is extremely helpful!
love and respect
No way Genesis 2 dropped
at the end of video you are hardcoded 3 as scale
I think this series is perfect for livestreaming. I prefer the long (>40min) videos.
At 18:00 why do you call emplace_back() with make_shared() inside? The latter already constructs a new object whereas emplace_back() is intended to create an object in place, so all you're really doing here is copy-constructing a temporary object, as opposed to using push_back which will either do the same thing or initiate a move-construction at the compiler's discretion.
It's all moved, and probably all moves are elided (i.e. instead of moving temporaries, constructing the same object in place), but push_back would achieve the same. I think it's down to personal preference. I prefer push_back, because it leaves less room for error: you can only pass in T with push_back, as opposed to being able to call all available constructors of T with emplace.
I had that exact same problem with imgui images. It is because imgui ignores the samplers you provide. Upgrading to the latest imgui solves it.
33:37 youtube didn't like that for sure.
@15:44 you know that you could seperate numbers with _ like 1_000_000 or 1'000'000 to make it readable?
you ask for what I want to see?
Long videos? - yes plz
Detailed videos? - yes plz
Often? - yes plz
You can assume that every time you say "let me know in the comments" the answer is always "yes"
I really enjoy it all!
Thank you
So, I'm getting an error with vulkan, after running for the first time it says vulkan error VkResult = 5, I have checked the vulkan docs and it says smth like incomplete array. Any ideas on how to fix it?
Hi Cherno, Would you ever do anymore work around Java? Would be cool to see I love watching ur content but I am a Java dev haha
I am curious about this question too, as I was wondering why he does not program in Java anymore, and if it would be worth it to still follow those old tutorials...
I think cpp is his dear and only, he doesn't need any other
very interesting
A name for that could be Genesis++
IdidntevenstartwatchingthevideoIjustsawthetitleandimmediatelyclickedlike!
Seriously though, what an entertaining and interesting video topic. Thank you :)
the longer videos rock for me
Hey Cherno , i've been thinking about buying Macbook Air m2 , will this be good for opengl and raytrcing programming ??? , let me know your thoughts.
I just wrote my first C game for Atari 800 XE - an 8 bit computer older than me 😅
supporting linux is great, i use debian btw
Def would love to see the Vulkan version of the game.
I enjoy the longer videos.
Cherno pls tutorial
Edit: cherno pls "how tobuild ur own fstream library" like ur vectors video
It's a pain to extend iostreams. Just use std::ifstream and std::ofstream when interacting with files, or write your custom classes with a custom interface if you need new kinds of streams.
Written it in a pure functional style you wouldn't have any bugs! (Or a game. 😂 )
You should have names this exodus😂😂
Really nice👍
those long videos are cool yeah
Sex and Link that sounds like a pretty common theme. I'm in.
Add support to DX11 in Wallnut, i'm interesting in working on. I don't have a AMD gpu to support vulkan :/
Could you spice up the implementation with some multithreading magic?
resize AND aspect zoom ;)
that you can jump to the explorer adress bar with ctrl+L and that the adress bar accepts commands is the real takeaway here
ChernoCraft, I wish he would do it
"I got a feeling that we got a chemistry
Gimme what's on your mind"
it would be a nice sorting exercise to draw each pixel only once, ie, layered sorted rendering, before going to sorted ray casting 3d rendering, same logic
meta-programming is nice, no have to do anything yourself
meta-programming (design) also reveals all kinds of bugs beforehand, plan well, do less work, ie, right work from the start
walnut is absolute nuts, would you agree?
why, nintendo!
Is ray tracing series finished?
Oh no!! Cherno said sex within the first 30 seconds, youtube will shadowban this, F for our Cherno
What visual Studio Theme are you using?
40 min is cool with me haha
I would like more frequent 20 min videos. Better structure + 40min is a lot of time, i split em into 2 days anyways.
I liked this.
Plz would you make more video in c++ video game dev.
what visual studio theme is that?
Please let me know if you find out
What is your vscode theme?
Hi, i have a question about testing, how do u test your game engine and how do u test collisions and physics and stuff
Does someone know the VS theme?
Please show how you debug such things
If you are using ImGui why not just use Freetype for the font rendering as well?
pls show each and every step 🙏
i want to follow it allow and make my first game too with c++