From Editor to Runtime - The Hazel Engine Workflow
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- Опубліковано 20 лют 2024
- To try everything Brilliant has to offer-free-for a full 30 days, visit brilliant.org/TheCherno. The first 200 of you will get 20% off Brilliant’s annual premium subscription!
Patreon ► / thecherno
Instagram ► / thecherno
Twitter ► / thecherno
Discord ► / discord
Hazel ► hazelengine.com
🕹️ Play a game we made in Hazel for FREE ► studiocherno.itch.io/dichotomy
🌏 Need web hosting? ► hostinger.com/cherno
🔗 LINKS
Code ► github.com/Eduard0110/Path-tr...
RenderDoc ► renderdoc.org/
Nvidia Nsight ► developer.nvidia.com/nsight-g...
💰 Links to stuff I use:
⌨ Keyboard ► geni.us/T2J7
🐭 Mouse ► geni.us/BuY7
💻 Monitors ► geni.us/wZFSwSK
This video is sponsored by Brilliant.
Power outages aren’t going to stop Hazel 💪
To try everything Brilliant has to offer-free-for a full 30 days, visit brilliant.org/TheCherno. The first 200 of you will get 20% off Brilliant’s annual premium subscription!
Me just sitting down with my lunch ready to relax and watch cherno, instantly confronted with catastrofic weather and disasters and power generators needing to be powered up
Me doing it at a lecture
I would to see how the asset packs work! Great video!
Definitely been waiting for an Asset Pack video! 🤩
I'd love to see the inner workings of the asset pack!
A video about asset pack format and how it works sounds really interesting, however I think even more interesting topic is what kind of magic stands behind one button exe export (distribution process).
This information should be on the documentation, if not already.
Glad to know the weather didn't do that much harm to Hazel et al.
Hi from todays stream! Many thanks for your amazing content 🤩
Amazing work.
Hello from the stream! Thanks for the interesting content 😁
Hey dude, glad to see you’re doing well
Hello from twitch. Thank you the Cherno, you inspired me a lot :D
I'm very sad because of the disasters, but seeing you smile and work passionately in something you love brings joy to my life, as always 😊
I remember I asked that this topic thanks for recording a video about it
would love to see you talk more about whatever excites you. There is no what I want to see.
I watch for theCherno being excited about new features in hazel
I’m from Melbourne as well. My area was hit by the storm too. Had the power go out for a whole day and had to grab a generator too 😂 hope your power comes back on really soon 👍
Package formats/serialisation is an interesting topic, so I'd like to see a deeper look into Asset Pack Files.
Also, this title made me think of another interesting (imo) video idea: a look into the flow and structure of a hazel application, effectively looking at the call stack of the app and seeing how that works throughout the lifetime of a fairly advanced hazel app. I think it would give a fairly good overview of game engine architecture, or at least your approach to it.
The no in Cherno stands for not accepting a power outage.
this comment is so silly i love it
Would love to see how the whole asset management system works and integrates with the rest of the engine
Yay new cherno
Please, make a video on how the asset packs work. It's surprisingly difficult to find good resources in how to do it.
Hi Cherno, Amazing work, What skills is requred to build a game engine like Hazel? Math skills? Design Patterns? Thanks guy.
Hello from Stream!
Nice Video 👍👍
So sorry for the disaster! 🙏
Great dedication to the project, and thank you for the content 💪
I would be interested in seeing how to get a GLTF or FBX converted to a "native" format that the engine can use directly. Are those what you call "asset packs"?
IDK where to submit bug reports, but here's one I saw at 4:34 -- cosmetic bug: New Project Dialog --> What you see: "Full project path folder name has a forward slash instead of backslash on Windows". What you expect to see: "A slash type based on Operating System, e.g. / for MacOS/Linux, \ for Windows"
I think a video about assets packing could be really interesting
Can I suggest a better method for creating asset unique ids from name? UUID v3 and v5 can create UID from string (in this case asset path). You could then load the main scene asset by path by converting from path to UUID first. The rest of the assets could be references by UUID for speed.
Hello from the stream!
Very insightful! It would be awesome if you made a video about how to set up a Dear ImGui project! I think you've mentioned potentially covering that in a few past videos. There's unfortunately not a lot of resources on how to actually get started with ImGui
Bro your drag imgui into your project like any other library make sure to add the additional includes and bam you got imgui, then just open their examples go to witch one you want and see how they put it together
If you watch through the Game Engine series you should be able to figure out how to add it to a project, like the other comment said its realtively easy to get working. The Game Engine vidoes show more than enough of what you need to get ImGui up and running and updating every frame.
Hey :) i realy like your videos. An intresting topic for a video would be rendering transparancy correct. It sounds easy but its actualy more tricky then people might think.
The amazing Hazel
Any plans to use smart pointers?
At absolute zero?! God damn, you managed that in the Melbourne streets?! I'm amazed! Where is the nobel prize?!
Edit: In all seriousness though, sounds like crap and I hadn't heard about it at all! I lived in Melbourne for half a year and it was an amazing city! Wish I could go back and revisit.
Hi Cherno!
I want to ask you to make a review of WebGPU technology. I see it has some potential in the future not only for web, but also for native platforms because it provides an abstraction layer over native APIs like Vulkan, Metal and DirectX. I would really like to hear thoughts and opinion from you as a very experienced graphics software engineer.
Hope you'll see this message and eventually make the review!
Thank you🙏
Hello from the stream :)
Hello from stream!
Hi Yan Chernikov,
Thanks for the tutorials.
Could you do a series on the Gang of 4 software architectural design patterns?
e.g. Observer Pattern (publisher-subscriber), Command Pattern
Thank you.
can anyone tell me what the "batch renderer" equivalent is for dx12 or dx11?
9:42 Take notes Epic
it's cool
I want to create a procedurally generated visualization of a city, in somewhat abstract shapes (not photorealistic). Is it something that could be reasonably doable in Hazel? First I installed UE 5 with the intention to learn its basics, but the performance is so so bad on my iGPU it's actually hard to believe that essentially an empty scene can be so slow.
All I've got to say is it's incredibly frustrating how many tools aren't reflexive in their path usage. Use the PATH environment variable to look for resources as well as the binary path and user relative paths. The amount of times I've had to configure the runtime linker with an environment variable or use a symlink to get a program working is far too many, and I can't imagine what it's like for you on Windows given that you can't take either of those last two steps.
Are you building Hazel engine just for learning purpose or why reinvent the wheel ?
Hey from the stream :)
this seems to be a theme all around the world, south africa lightening struck 4 people as we battle rain storms that come with hail and strong winds, this isnt something i am used but it seems its a reoccurring event now
If you don't mind sir. I wish I would roadmap for full-stack programming
powah
when power generator reveal?
Hi from the stream its amadeus
Full project path is displayed incorrectly on Windows. It displayed the base path as "C:\Dev\..." with backslash, but then appended the project name using forward slash '/'. It should be backslash to follow the OS' file-system convention.
Using a generator to continue development, what a mad lad.
I work for FQA in video game testing and do video editing, if you need assistance I'm available to work :)
What’s really sad is I literally started making a game on unity for my computer science project at uni. I literally
Just have a 2D rabbit jumping around thaty girlfriend drew as well as its animations and I have now got it moving around and playing correctly to jump on platforms but for some reason it’s glitching out and driving me insane. I couldn’t imagine actually coding the game engine itself 😵😵
Your video thumbnails remind me of Ricky Gervais in The Office when he was posing for photos. Good grief, isn't this a programming channel lol
"The settings on how to process the mesh". (or interpret)
do you have onlifäns?
WTF
lmao
Be safe Yan.
huh, runtime is always a nightmare
" Power outages aren’t going to stop Hazel 💪"
THATS WHAT I WANT TO HEAR BROTHER, YEAH
actually SO GLAD to see you getting sponsered by Brilliant
Welcome to Nigeria 😂😂
He making a game engine with the help of a real engine
9:57 A better word would be "understood"
Power outage - Our daily lives here in Africa....
i dont like ue5 because its basicly its own language, i dont want to learn everything in ue5 to use it. is hazle thee same?
Well Hazel has its own API yeah so you can interact with the engine but you can use native c++ scripting or C# scripting.
@JtagSheep i mean, in ue5 there are a lot of components and you dont use std, they made everything for the engine by them self. I used unity and i like that you use a lot of c#. So will the c++ part of hazle be like c++ or ue5
@@anti_fur_guy The c++ is somewhat a lot like unity c# where you can use regular c++ in your scripting, its not like some custom c++ library with all wierd naming.
@@JtagSheep thanks bro
i know youll be watching this egayo
Bro let us listen to how u play guitar
Ask Ukrainians (including me) how to overcome power outages. We have some experience)