I'm messing with Bevy as well, not gonna lie, it's starting to make sense. But I TOOOOOOOOOOOOOOOTALLY did not spend 3 days trying to make it so my space ship can repeatedly shoot projectiles by just holding the button.
We developers have never ever ever ever ever ever ever spent disproportionate ammount of time in smaller stuffs! Never! That doesn't happen. We know absolutely what we are doing. So good job!!
@@costelinha1867 Have you checked the setup instruction on the getting started page of the website? It has some tips for faster compile times, I never wait longer than about 1 second
3:33 you should use assert_eq! instead of assert! here, it takes two arguments and panics if the two are not equal. because youre passing the actual variables for the macro to use instead of just a bool, the panics will give you more information than assert!. you can also do assert_ne! for inequality.
Hey Tantan, things are looking good, especially the AO! Make sure to implement the quad-flipping tweak mentioned at the end of 0fps' ambient occlusion article to get rid of those sharp 'AO spikes', it makes things look significantly better, it's definitely worth doing!
You got me into Rust and I quite like the user-friendliness. After some 2D stuff I'm now working on a 3D game with planes and stuff. I'm probably not gonna use an engine and so I spent 1 Week just on figuring out the coordinate system :D I wanted millimeter accuracy anywhere in the world, so I was first working on a complicated position system where an i32 represents the current chunk and an f32 gives the position locally in that chunk. But there where so many edge cases, that I eventually realized I could just use an i64 and Fixed Point conversion, where I pretend that a certain number of bits at the end represent the fraction and when I need the Meter-value, I right shift by the amount of fraction-bits. I could then delete all the complicated code I had written. It was a week of work, but the new solution felt so much better. Anyway at this pace I will be done in around 12 Years, and my motivation for a project usually lasts a month, so we'll see how much further I'll get :D
@@KyranFindlater True, but I didn't want any difference in behaviour close to the origin vs far away. When floats are close to 0, they have much more precision than at higher values. And I wanted the same precision / deterministic behaviour, regardless of location. This is really just a minor detail :P
Great video! You really got the balance of technical / high level right. It's nice when you find a fun project that keeps you motivated to push through the hard parts, you learn so much!
Good to see your progress on the voxel game. Totally agree, that implementing physics without a game engine is a nightmare. I had to do it for a game I made with Three.js and it took me an entire month to finish!
He's BAACKKK! Love these videos, and it's super cool that you're still making your voxel game in Rust! (Also my favorite programming language, that I actually found from your first Rust video)
Text is quite easy to render properly in 3d with signed distance functions/fields :) The generation is cumbersome, but there ofc is open tools to pre-generate them :) There are great, easy examples of it on ShaderToy.
The problem with stopping every block on physics may have been because you didn't simplify the geometry. When two bits of collision are next to each other physics engines tend to get caught up on the edge between. A solution is usually to merge flat areas of collision geometry into one simple box instead of a bunch of small ones.
Great video! I always love to see more rust game dev videos. What tool are you showing in 0:39 for managing your tasks? I'd like to check it out for myself.
I feel you with the diagrams. I can't read code. I can only write it. So if I want to know what my code does, I better have diagrams like the one @1:44 .
Are you not worried by the fact that there already exists a written in Rust, Voxel RPG, inspired by Cube World that is already playable and is free and open source? It's called "Veloren" in case anyone is wondering.
This might sound weird but consider making ao color slightly yellow as light from the sky is mostly blue. Id also recommend not using a linear gradient
TNice tutorials was honestly so helpful. I’ve been working around soft, whether it be church, singing in a band, or theatre for most of my life so tNice tutorials
TNice tutorials was super helpful, dude! I got the tutorial version of soft soft just to get a taste, and after figuring it out I decided to purchase the
depending on what you are trying to do, a full 3D physic engine can be overkill, and starting a new one with balls isn't a good idea, you will then have to deal with quaternions and impulse resolution for something like minecraft, you should focus on a 2D platformer engine with a fixed grid and aabbs, it's pretty easy and porting to 3D is straightforward
Not to discredit you, but have you heard of veloren? It's a voxel game inspired by cube world and made with rust, oh and it is open source, it is on a way more advanced state, it has gameplay and some content like gear and bosses, but lacks a few systems, you could check it out! And maybe even contribute.
Something i've seen in a lot of voxel engines that i still dont get is, why do you only need top side bottom? what if there is a block in the air? do all other sides just get filled?
I hope this game comes out a success. I've loved Cube World so much, but sadly, after years of silence, the sudden release with many positive things changed for the worse made me give up on it. I'm not sure whether those things were changed again later, but it really was a big letdown seeing the game in a worse state at launch than at early access.
Cool video. Im currently playing with Rust but not with any game engine just cli, yew. Maybe next I will do project using Bevy:) Also I like to change some of my productivity habits. Recently switched from vscode + vim to Neovide with Astronvim base and I ❤️ it so far. Wonder how it compares to mentioned Helix 🤔
I basically know everytNice tutorialng there is to know about soft soft but I still watched tNice tutorials through just because of how good you explained
I do not stream. have thought about it but I don't see me trying it any time soon. Will probably try some time in the future when I can do some light-weight programming. Doing a lot of hard thinking stuff atm
did you try using greedy meshing ? are you satisfied with the rendering speed ? (greedy meshing is great but doing AO with it is massive pain, im trying to deside what to do im my project)
I have not tried greedy meshing, I feel like the fps is good enough to have a 8 chunk radius around the player. (With my rather old graphics card gtx 660). It's a topic I would like to explore, but atm I'm not doing anything related to performance/graphics. Priority 1 at the moment is getting a combat gameplay loop in!
@@plebisMaximus i don't think it's WSL because his terminal host-name was something that had pop_os in it, and pop_os as far as I know doesn't work with windows subsystem yet.
Hey Tantan, how do you cope with stress and burnout? I been doing some indie rust game dev and it's been very stressful. Had to look at lots of formula, do lots of research and it's been very hard. Just last week alone, I stopped programming for 3 days just to take a rest. If I keep resting, i won't finish my game tho. Asking for advice
TNice tutorials was an amazing video! you really Nice tutorialt all the key points for the basics without ever over complicating anytNice tutorialng. A hard job and you did
Finally a video where i can see the guys mouse, he says words clearly and actually SHOWS how to open stuf like the soft roll instead of
"It works like a charm, even though I barely know what I'm doing."
Programming in a nuttshell.
I'm messing with Bevy as well, not gonna lie, it's starting to make sense. But I TOOOOOOOOOOOOOOOTALLY did not spend 3 days trying to make it so my space ship can repeatedly shoot projectiles by just holding the button.
Progress!!
@@beaver_stealer Progress indeed.
We developers have never ever ever ever ever ever ever spent disproportionate ammount of time in smaller stuffs! Never! That doesn't happen. We know absolutely what we are doing. So good job!!
Bevy truly can be hard to wrap ones mind around at the start.
But it's lovely once you get it!
@@costelinha1867 Have you checked the setup instruction on the getting started page of the website? It has some tips for faster compile times, I never wait longer than about 1 second
3:33 you should use assert_eq! instead of assert! here, it takes two arguments and panics if the two are not equal. because youre passing the actual variables for the macro to use instead of just a bool, the panics will give you more information than assert!. you can also do assert_ne! for inequality.
Hey Tantan, things are looking good, especially the AO! Make sure to implement the quad-flipping tweak mentioned at the end of 0fps' ambient occlusion article to get rid of those sharp 'AO spikes', it makes things look significantly better, it's definitely worth doing!
So good to see you back on your project ! I hope you'll have a lot of fun making it.
You got me into Rust and I quite like the user-friendliness.
After some 2D stuff I'm now working on a 3D game with planes and stuff. I'm probably not gonna use an engine and so I spent 1 Week just on figuring out the coordinate system :D
I wanted millimeter accuracy anywhere in the world, so I was first working on a complicated position system where an i32 represents the current chunk and an f32 gives the position locally in that chunk.
But there where so many edge cases, that I eventually realized I could just use an i64 and Fixed Point conversion, where I pretend that a certain number of bits at the end represent the fraction and when I need the Meter-value, I right shift by the amount of fraction-bits.
I could then delete all the complicated code I had written. It was a week of work, but the new solution felt so much better.
Anyway at this pace I will be done in around 12 Years, and my motivation for a project usually lasts a month, so we'll see how much further I'll get :D
As a novice programmer i have no idea of what you are talking about but i am happy for your progress
@@caveirainvocada9438 Haha ty :')
You might as well just use a 64 bit double floating point, why did you want to use fixed point?
@@KyranFindlater True, but I didn't want any difference in behaviour close to the origin vs far away.
When floats are close to 0, they have much more precision than at higher values. And I wanted the same precision / deterministic behaviour, regardless of location. This is really just a minor detail :P
Great video! You really got the balance of technical / high level right. It's nice when you find a fun project that keeps you motivated to push through the hard parts, you learn so much!
You should take a look at Veloren. It is an open-source project which was also inspired by Cube World and it is also written in Rust
Veloren is a really cool project!
It's always nice to see the progress you make on this project, big or small. Great video, already waiting for the next one 😲
dorball
You probably heard of this before. But there's a voxel game made entirely in rust called Veloren. Maybe you should check it out for some inspiration.
Good to see your progress on the voxel game. Totally agree, that implementing physics without a game engine is a nightmare. I had to do it for a game I made with Three.js and it took me an entire month to finish!
Great to see you making solid progress! I really like how you jump into smaller projects to understand what you're doing in the main one.
He's BAACKKK! Love these videos, and it's super cool that you're still making your voxel game in Rust! (Also my favorite programming language, that I actually found from your first Rust video)
Man, your videos are so interesting and inspiring. Hopping on a flight and was excited to be able to watch this before boarding!
This is very impressive. One of my new favourite dev channels
Finaly a devlog again!!! Woho! thank you!
Amazing! keep up the great work dude!!!
Nice, was fun to watch as another rust dev
Hell yeah bro I'm making my own voxel game on unreal engine let me tell you it's hell fun exciting for a minute or two than absolute hell again
in the details. when you get stuck, roll back to the beginning and start over. The other weay is to focus entirely on one set of commands
LOking forward for the release! Good luck!
Eeehoo, how I love this (probably already a column) on the channel.
Just wanted to say thank you for doing this series; it's great!
Text is quite easy to render properly in 3d with signed distance functions/fields :)
The generation is cumbersome, but there ofc is open tools to pre-generate them :)
There are great, easy examples of it on ShaderToy.
Amazing as always! Awesome project, great video, ETCETERA!
I'm also making a voxel engine in Bevy?!?!?!? I knew there were others but holy cow...
Hey man thanks a lot. I was really overwheld and confused but now it all makes sense. Thank you.
It is hard to find a Bevy 0.8 tutorial, could you make one? :->
Art tip, don't use pure black for your occlusion! In the real world, shadows are often dark blue. Try it - it might look more colourful & less muddy 👍
tbh i would continue on the physics, they can be a pain in the ass, but cutting down a tree, and killing enemies with it uhh
9:37 i think you'd better write your own camera system instead
Dude, it's awesome to see your content thriving! Great stuff as always.
Ey, isn't that Noah James! :D
@@TantandevYup! I'm still alive!
You should try to get close to the game veloren's team
The problem with stopping every block on physics may have been because you didn't simplify the geometry. When two bits of collision are next to each other physics engines tend to get caught up on the edge between. A solution is usually to merge flat areas of collision geometry into one simple box instead of a bunch of small ones.
Great video! I always love to see more rust game dev videos.
What tool are you showing in 0:39 for managing your tasks? I'd like to check it out for myself.
I use hacknplan.com
where I’d record one track of the soft and than use a second Edison to record scrubbing through the soft to mimic a wave table.
looking forward to learning from the rest of your videos. Subscribed!
So I went into soft soft and tried to intuitively grasp the basic fundantals. And now listening back I feel like I'm one step ahead of Nice tutorialm.
I feel you with the diagrams. I can't read code. I can only write it. So if I want to know what my code does, I better have diagrams like the one @1:44 .
Are you not worried by the fact that there already exists a written in Rust, Voxel RPG, inspired by Cube World that is already playable and is free and open source?
It's called "Veloren" in case anyone is wondering.
TNice tutorials is just the pick up I needed, thanks man
_It gets messy the code is messy but surprisingly it works like a charm..._
Said every developer more frequently than we'd like to admit.
This might sound weird but consider making ao color slightly yellow as light from the sky is mostly blue. Id also recommend not using a linear gradient
Say it with me:
Bevy
Bevy
Bevy
Bevy
Bevy
Bevy
Bevy
Bevy
Am I the only one who gets bevy triggered like that?
4:00 why is it a dictionary and not an array with enum indexes? I don't know much about rust, just asking
will be a fantastic journey!
TNice tutorials was honestly so helpful. I’ve been working around soft, whether it be church, singing in a band, or theatre for most of my life so tNice tutorials
using egui very cool
wintergatan music. outstanding choice sir
Checkout valoren, its a voxel rpg in rust too
Tantan. Your hair is magnificent.
You should probably get rid of the ultrablack areas somehow
Could make a video how to setup helix for rust and bevy? I tried alot couldnt get it worked so far like i wanted.
What did you have problems with?
TNice tutorials was super helpful, dude! I got the tutorial version of soft soft just to get a taste, and after figuring it out I decided to purchase the
I would love to see a video on that 2d physics engine!
I feel the stone texture looks a bit too gritty, it tends to just look like noise from a distance.
This inspector is making me want to go back on game development on my free time.
any reason you’re using bevy over something like uniry or godot?
TNice tutorialS WAS SOOOOOO HELPFUL!!
Hey, what is your project management software ?
s and a couple EDM and Dubstep goals for myself, and I guess I better start learning sowhere. Thanks for the great vid!
So awesome!!
very cool
Oh my god so good explained thank you!!!!
depending on what you are trying to do, a full 3D physic engine can be overkill, and starting a new one with balls isn't a good idea, you will then have to deal with quaternions and impulse resolution
for something like minecraft, you should focus on a 2D platformer engine with a fixed grid and aabbs, it's pretty easy and porting to 3D is straightforward
did you managem to improve the performance of the code? You mentioned this some videos ago
Not to discredit you, but have you heard of veloren? It's a voxel game inspired by cube world and made with rust, oh and it is open source, it is on a way more advanced state, it has gameplay and some content like gear and bosses, but lacks a few systems, you could check it out! And maybe even contribute.
I recomnd you two to buy the Producer Edition (And if you have got money, buy the Full Bundle)
Awesome, always fun to see your progress. I have a question - what program do you use to edit your videos on PopOS?
Highly likely it's Kdenlive or Davinci Resolve
question since you're developing on POPOS, but you're using DLLS internally will this game natively support linux still?
Something i've seen in a lot of voxel engines that i still dont get is, why do you only need top side bottom? what if there is a block in the air? do all other sides just get filled?
yes
What task/project management software do you use here 0:35 ?
6:43
Minecraft has auto-jump, but people often turn it off because it's annoying
What is that shading language?
recursive tan, inner tan function
real time dynamic baking into light maps instead of ambient occlusion
do you have only one computer
lib reliance succs balls, not cubes
tan found his inner tan
yo im always happy when I see one of these devlogs. Idk, you just make boring stuff interesting
hopefully, UA-cam is still around to help Nice tutorials upload "echo into eternity" XD
Wtf I did not make this comment
I have respect for people who doesn't use a game engine. It's a much more difficult and experience rich path
You should check out Veloren. Its open source, Rust based, and it's really good right now.
I hope this game comes out a success.
I've loved Cube World so much, but sadly, after years of silence, the sudden release with many positive things changed for the worse made me give up on it.
I'm not sure whether those things were changed again later, but it really was a big letdown seeing the game in a worse state at launch than at early access.
Cool video. Im currently playing with Rust but not with any game engine just cli, yew. Maybe next I will do project using Bevy:) Also I like to change some of my productivity habits. Recently switched from vscode + vim to Neovide with Astronvim base and I ❤️ it so far. Wonder how it compares to mentioned Helix 🤔
I basically know everytNice tutorialng there is to know about soft soft but I still watched tNice tutorials through just because of how good you explained
I love the RuneScape emotes
Do you stream on twitch or any other place? I would really enjoy watching you code while I work on my own projects!
I do not stream. have thought about it but I don't see me trying it any time soon.
Will probably try some time in the future when I can do some light-weight programming. Doing a lot of hard thinking stuff atm
a different world. It's the sa laws, but different application. Without your videos, I'm not sure I would be at the level I'm at. I'm not a pro
Tantan, how would you recommend to learn rust? I've installed it and its really fun so far, I'm just struggling to understand any of it lol
Gosh I love Rust
How DO YOU OPEN A setup ALL OF THE TUTORIALS START WITH A setup
did you try using greedy meshing ? are you satisfied with the rendering speed ? (greedy meshing is great but doing AO with it is massive pain, im trying to deside what to do im my project)
I have not tried greedy meshing, I feel like the fps is good enough to have a 8 chunk radius around the player. (With my rather old graphics card gtx 660).
It's a topic I would like to explore, but atm I'm not doing anything related to performance/graphics.
Priority 1 at the moment is getting a combat gameplay loop in!
Raycasts? How is performance? Octtrees?
can we just talk about how he is very evidently using Linux, but still uses .exe in his demonstration?
He also uses .dll. I don't think he's using Linux. Might be WSL.
@@plebisMaximus i don't think it's WSL because his terminal host-name was something that had pop_os in it, and pop_os as far as I know doesn't work with windows subsystem yet.
Hey Tantan, how do you cope with stress and burnout? I been doing some indie rust game dev and it's been very stressful. Had to look at lots of formula, do lots of research and it's been very hard. Just last week alone, I stopped programming for 3 days just to take a rest. If I keep resting, i won't finish my game tho.
Asking for advice
Try to simplify if your vision is too complicated.
Hands down, tNice tutorials is THE best beginner video I've watched. Others want to brag about all the sample, loops, etc they have. You keep
Very cool!
Everytime I loose a bit of motivation I do a GameJam, finish a game and then work on my learning project again to raise my experience.
Stay crunchy.
What software were you using for the tasks and management?
TNice tutorials was an amazing video! you really Nice tutorialt all the key points for the basics without ever over complicating anytNice tutorialng. A hard job and you did
shadow fight how do you open the channel rack?
10:21 jdh colab?