I was actually trying to make my own runtime because I already got a game to run. Not as impressive as yours but it's a flappy bird with post processing. Can't wait to see Hazel splash screen in an actual game
Witnessing Hazel engine's growing up from his birth to fledging right now gives us so much impact and inspiration. Even it is still quite far from production ready yet, but Yan Chernikov and other Hazel team's developers consistently put innovation and dedication to this engine. Right now the hazel team focuses on run time features which marks another milestone of game engine development.
Yeah, there has been some amazing progress. And even if I have dabbled in game engine dev a bit, I sit there and I am just in awe with some minor details like that sudden shadow of the torus that he just created.
The following weeks will be exciting! As someone whos just started developing a game engine from scratch also i cant help but feel how far and daunting it is to get to where you are and even then, know that there's so so much more. Your insights has been very helpful in helping understand thought process and decision making n im so thankful for that because many times theres way more qns then answers when trying something completely blind and that push in the right direction rly helps
Oh My God this is so amazing. You might not think so from your perspective, maybe comparing it to what other engines do and the projects you've worked on during your employ at EA, but this truly is amazing. You have no idea the number of select few people who can actually do this from scratch. I'm mind blown. Also would like to see you break down UE5's nanite technology and explain it to us all as if we were noobs (because that's what I am). Basically how it works and if you want, try and incorporate it in Hazel
@@tommygun4752 I tried it out. First hard install problems, secondly A 100GB SAMPLE PROJECT ?!?, tried loading up the default starter content scenes and experiences 2 crashes along the way. HOORAY.
😍 I love this project soo much. I always wanted to build my own engine to suit my specific needs, and this project has been my main source of inspiration for that. And seeing this project progress is also really satisfying! Thank you!
This is so crazy that you are literally making a game engine! Also, as a non programmer, is visual scripting on the table? I can't code to save my life haha 😅
Tbh. It's easier to just learn to code in text. Visual scripting can get cluttered very quickly. It would also take a lot of time for Yan to implement.
put this in your head: programming is not about writing code, it's about understanding how something works and explaining it to the computer in a way it understands.
@@Sandeep-cz7ls Yeah, they are both programming. So it is a choice and preference. I use Construct 3 for games which uses visual scripting, and I also write code too. JavaScript. and I can say that i'm faster on Construct 3. Making something you'd do in Unity in 10 hours in 1 hour. Like complex sorting and filtering algorithms or game logic.
@@nexovec I disagree, especially when it comes to level scripting and such : Having a visual flow is a lot easier to manage and more artist friendly - if you give them the right nodes (more high-level tools) and such then its A LOT easier than coding because it removes syntax from the equation and introduces only logical bugs, none caused by missing or wrong code.
Dude congrats on this. Even hitting this step is super cool, let alone the fact that you're this close to making a game on it. I'll def play the first game once it's done (or before if beta players are wanted) 👀
I know this is tangential to the correct way to store assets in good binary formats, but could you talk a bit about OpenGEX? It was suggested as a format that OpenMW should support a while ago, but I haven't been following it too much recently.
Seeing that moment when you searched for a camera in the viewport reminded me of a feature in Unity. They have an option to add an icon to the invisible entities, like cameras or managers. But I guess it is a lower-tier feature.
i'm curious what objectives you have for your engine that will set it apart from unity and unreal. is this more just to see if you can, or do you have specific limitations in mind that your engine allows you to overcome? great work so far! building an OS from scratch and a game engine from scratch are two things i've been forever interested in. so it's cool to see all that goes into it
hi, I am a big fan of your game engine series, and I am wondering how far is the physics engine of hazel going? especially in 3D, please let me kown if you would continue developing a real and robust physical engine , or will you plan to use 3rd party library such as physx from nvidia. cause I think that is very cool since physics is so important in games.BTW, your work is really impresive!
i worked for 10 years just making game framework and kinda failed.. i guess youre doing a better job sadly when you try to invent the wheel and when you dont know so many things, you just waste your time. but in your case.. it seems awesome
Do you have a video where you talk about how you manage this project or programming projects in generel? In teams or alone? I recently started to use a Kanban Board but i would love to hear how other more experienced programmer handle the planning.
100% control and satisfaction of building everything yourself. Same reason people build X themselves when it available off the shelf. **Example:** Brewing your own beer, making your own ice cream, etc.
For me, I like to search for different ways of doing things. It feels to me that programming is _mostly_ stuck with hardly any significant development to the actual process of programming in the past few decades (at best, we rediscover things that were described like in the 60s :)). One of the things I've never stopped doing since I started programming is looking for opportunities to remove the programmer from the equation :) Why do people make games when there's already games on the market? Often because what they want _isn't_ on the market. For example, right now, I'm working on an engine that's specifically designed from the ground up to make crafting MMOs with lazy loading, procedural materials and models and "scripting" that allows you to work with abstractions instead of doing everything low level. This both means that you support people who are good at making games (rather than good at programming) and avoid a lot of the pointless tedium with changing the game. The game can be modified while running, and you can choose who you show those changes to - when a new feature is ready, you just commit, and it gets distributed to everyone. Could you retrofit those features to an existing engine? Sure. But instead of having fun solving problems and doing something interesting, I'd spend most of my time wrestling with an engine that doesn't quite fit. So... learning. Doing something new. Looking for better ways of doing things. Solving problems. Having fun. I also have a fully software (i.e. no GPU) zero-overdraw (except for sprites) 3D renderer in the style of Duke Nukem 3D (it can actually load and play Build engine maps) written entirely in C#, just for fun. It even supports rendering fully rigged, animated and textured 3D models (with software shaders). It's not my first either - I made one in high school in Turbo Pascal in the time I had after finishing the prescribed assignments. I find it flabbergasting some people don't find satisfaction in just _making_ stuff. UE1 was a new game engine back in the day. That's how game engines get started - someone makes a new one :) There's always things that you can do better, even against an AAA studio like Epic. The good old adage still works - if you want to beat them, don't try to match their best offer - offer something different.
I'm implementing new rendering and physics technologies that aren't in any other engine that I know off which actually totally changes the way games are developed or designed, solve a lot of common problems, and make everything ~99.9% (not even kidding) `physically` realistic. It's just kills the RTX 3090 itself in the process lol. Yet from what I've witnessed; it's worth it even if that means I've to wait till 2030 to release a game that's playable. So I'm doing the game engine from now. I'm also doing it for an important game-changing mechanic which surprisingly I've never seen in any game before that I thought deserved its own engine. This one has nothing to do with physics or rendering but the fun and enjoynment in the gameplay itself. Maybe I'm gonna make an entire game based on this mechanic; just not now.
@@mr22b56 Well in any way it is gone be better than youtube because in youtube he doesnt get his efforta worth and as learners we want consistancy especially in such niche area so.
Great great job! I am in the process of making a 2d engine (in a similar fashion of your's) but I'm working on my own and what I know is that I don't have the knowledge to move my project forward like your's is doing. I'd love to learn more and some day even work for you! Any free advice? :)
I am interested to know more about this. Is there a video where you explain the project? Or for example approach the question of why I should use Hazel instead of something like Unity
Question is...Will Frostbite engine or Unreal engine be worried? Effort should equal reward. Who is going to use your engine? Or was this R and D and not much reward?
It's a custom engine he made himself? It's not always about maturity, quality, or quantity. Sometimes people just make stuff because they want to or because it brings pride to them. Sure, you are putting yourself at a disadvantage if you are really trying to make a profit or want to make something quick, but if you are ok with that or are just doing it for fun, there's nothing wrong with it.
Did you go to school to learn all this? Are you self taught and if so where can someone learn how you did this? Where do you get resources to build all this? Can something like this be done with any language? Genuinely very interested in how a single person can manage all this. Subbed
I did go to university, but most of my knowledge in this space is self-taught and from many years of experience, both personal and professional (I worked on game engines at EA for 4.5 years).
Im starting creating a Vulkan Game Engine. but for now i only have a Graphics engine.... how would you recommend to make an ui like yours for the engine? i really dont know how to start on the UI and tools topic. Thanks in advance!
I'm not knocking your skills or determination to create your own game engine, more power to ya and all that, but I'd genuinely like to know why? I mean, with all the full featured game engines out there, and the ability to extend them with plugins (even self created plugins if you wish), why try to create a ground up game engine?
Look at the GPU open FEMFX instead.... its very powerful and can be made to work in tandem with a basic rigid body collider. Frankly it was a travesty that Nvidia bought Physx back in the day... set is back 10+ years. Also not dogfoding on AMD cards is so *typical* it seems these days... if you are going to do that sort of thing at least use libraries that aren't intentionally designed to cause passive vendor lock in.
*Wow I didn't missed it. Cherno if u r reading this. Can u give me tip about how can I make a open world game for smartphone but more efficient and not laggy.*
just like what he mentioned in the video, try to manipulate submesh rendering. Learn to use L.O.D system. the concept is simple load things around you and free memory from objects that are far away from you. if you are not using C++ or atleast C#, consider changing the scripting language to C++. Some mesh has hundreds thousand verticies, try to make it Low-poly mesh with blender or any editting tool of your choice can do that. I hope these advices help.
Maybe your description should contain a link to your Github project :) (yes, I cloned recursively) Update 1: where are the build instructions? Update 2: Using premake5.lua on the repo, I get "Error: cannot open Hazel/vendor/GLFW: No such file or directory". Update 3: I found a scripts folder, but running the scripts results in errors... For Vulkan: "FileNotFoundError: No such file or directory: 'Hazel/vendor/VulkanSDK/VulkanSDK.exe'" The other script has the same issue as Update 2. I am constantly expanding this while I try to get it working (and my comment was deleted twice now, probably because I included the link to YOUR project xD)
wow people are so productive...all I did was gain weight in past 2 years...no job...just spending the savings downs to ashes....oh boy! Am I demotivated???
It's just for teaching people on UA-cam, for his patrons, and lastly for fun. It has nothing to do with selling the engine since he wouldn't do that. He has an entire series on how he's creating that engine from scratch while he's basically explaining everything to the viewers and how he plans the engine and progress. It is still updating till that current moment. Honestly, I'm sure it helped many people develop their own custom engines for their specific kind of games. Or the people who are like me, who just want to test their new rendering and physics technologies and apply it to games.
Great video! One thing I'm curious about your thoughts on (and if you have discussed this previously I apologize) is game engine design and how it relates to cheating/anti-cheat, or more specifically whether the design of a game engine can deliberately prevent cheating in some forms (and if so, how?). Obviously my guess is that the majority of the work would be done in the actual game or a game-specific anti-cheat program, but I'm curious if anything can or should be done engine-side to help combat cheating. I know this is only tangentially related to your goals in this series, but there is a dearth of good material on the topic of anti-cheat on youtube, and given how well you've managed to explain other difficult topics I'd love to see you take it on at some point.
@@mr22b56 I figured as much. I was just curious if there was any angle that he could use to talk about anti-cheat in conjunction with the engine series, unlikely as it may be so I brought that up. I would still love a video on the topic of anti-cheat in multiplayer games, and how to approach designing it.
There's a few layers. Write secure software for a start: if a cheater can hack the server they can do whatever they like and nothing else matters. Continuing from that, even without literally hacking, don't let a fully cheater controlled client make server changes that a regular player couldn't. Don't let the server blindly accept running faster than they should, for example. This is already really tricky: explosions can and should throw someone faster than they can run, for example! Realistically, this means all logic and physics actually runs on the server, but you also need to predict what the server is doing on the client to make it playable, and then sync when they disagree, which is the hard bit. From there, don't give cheaters information they shouldn't have: being able to see other players through walls means the server has to be telling the client where they are, for example. Not too useful though. Then the real hard bit, which is ensuring that the client isn't modified to give unfair but technically possible advantages like aimbotting. This is basically the same issue as DRM, and about as successful. Likely the best option is to instead to do statistical analysis server side, but then you are just making the cheaters tone it down until they're "only" as good as the best legitimate players. Overall, a losing battle, I would guess. Moral of the story seems to be think a lot about how your networking code is going to work while calling with the rest of your game engine.
What are the advantages of your game engine in comparison to more developed ones such as unity? This question comes from someone who is not knowledgeable with game engines but would like to start off and wants to know the advantages of yours over others.
@@GoldenSpike300 Game dev here with 13 games shipped. I can give my perspective: * This _isn't_ meant for consumers yet -- it is meant for other developers. * The code base isn't bloated so it is easy to understand (the functionality and scope is still small.) * You get what you pay for. i.e. 1 man doesn't have the bandwidth to answer _everyone's_ questions. You'll have to join his Patreon if you want "support" * You have to decide if you want to a) ship games or b) build game engines * The engine is still "in development". You still need to build the "rest of the game". If you need /want features, such mobile, console, networking, etc. support today you'll have go to elsewhere or wait and hope it gets added. Other game engines provide _much_ more functionality out of the box. * If you want to learn how game engines work then it is a good example as you can follow along with the videos. Additionally, you'll *want* the book: _Game Engine Architecture_ by Jason Gregory and watch _Handmade Hero_ by Casey Muratori **TL:DR;** Use UE4, Unity to ship games, follow along if want to see how they are made.
I was actually trying to make my own runtime because I already got a game to run. Not as impressive as yours but it's a flappy bird with post processing. Can't wait to see Hazel splash screen in an actual game
Witnessing Hazel engine's growing up from his birth to fledging right now gives us so much impact and inspiration. Even it is still quite far from production ready yet, but Yan Chernikov and other Hazel team's developers consistently put innovation and dedication to this engine. Right now the hazel team focuses on run time features which marks another milestone of game engine development.
Yeah, there has been some amazing progress. And even if I have dabbled in game engine dev a bit, I sit there and I am just in awe with some minor details like that sudden shadow of the torus that he just created.
The following weeks will be exciting! As someone whos just started developing a game engine from scratch also i cant help but feel how far and daunting it is to get to where you are and even then, know that there's so so much more. Your insights has been very helpful in helping understand thought process and decision making n im so thankful for that because many times theres way more qns then answers when trying something completely blind and that push in the right direction rly helps
Just wow, congratulations on the amazing progress you've made on this project!
Oh My God this is so amazing. You might not think so from your perspective, maybe comparing it to what other engines do and the projects you've worked on during your employ at EA, but this truly is amazing. You have no idea the number of select few people who can actually do this from scratch. I'm mind blown.
Also would like to see you break down UE5's nanite technology and explain it to us all as if we were noobs (because that's what I am). Basically how it works and if you want, try and incorporate it in Hazel
Your OpenGL series was great can you please make a Vulkan series
Glad after all these years you can now ACTUALLY PLAY GAMES IN YOUR ENGINE.
Yea this is SO motivating!! :D
Go watch the new unreal engine 5 early access it’s amazing today.
@@tommygun4752 I tried it out. First hard install problems, secondly A 100GB SAMPLE PROJECT ?!?, tried loading up the default starter content scenes and experiences 2 crashes along the way. HOORAY.
@@nolram that’s normal for the first few months, that’s development
@@cankarkadev9281 Yes, I know. I just don't think its as groundbreaking as many say it is- Mesh Shaders and AMD GeometryFX have existed for a while.
So fun, Yan! I cannot wait to drop back into this series (and C++) to catch up
Super Beau !!!! Bravo Yan !!! Nice job !!!
Exceeded expectations. Cool to see that people can make game engine solo that isn't poop
So proud man been following for about a year and this is really coming along!
I can't believe this you actually built a working game engine in 2 years.
And by himself
@@judedavis92 there are other contributors
I can
@@Kholanee but have you?
@@aSrRx96 no all I said was I can
You're so awesome!
😍 I love this project soo much. I always wanted to build my own engine to suit my specific needs, and this project has been my main source of inspiration for that. And seeing this project progress is also really satisfying! Thank you!
This is so crazy that you are literally making a game engine!
Also, as a non programmer, is visual scripting on the table? I can't code to save my life haha 😅
Tbh. It's easier to just learn to code in text. Visual scripting can get cluttered very quickly. It would also take a lot of time for Yan to implement.
put this in your head: programming is not about writing code, it's about understanding how something works and explaining it to the computer in a way it understands.
@@blacklistnr1 exactly, visual scripting would also involve logic anyways - why not use code to do it faster
@@Sandeep-cz7ls Yeah, they are both programming. So it is a choice and preference. I use Construct 3 for games which uses visual scripting, and I also write code too. JavaScript. and I can say that i'm faster on Construct 3. Making something you'd do in Unity in 10 hours in 1 hour. Like complex sorting and filtering algorithms or game logic.
@@nexovec I disagree, especially when it comes to level scripting and such : Having a visual flow is a lot easier to manage and more artist friendly - if you give them the right nodes (more high-level tools) and such then its A LOT easier than coding because it removes syntax from the equation and introduces only logical bugs, none caused by missing or wrong code.
been following this since early 2019, been very cool to watch this grow. Congrats
Amazing work, it blows my mind how good you and your teammates are..
Congrats bro, I can only dream of accomplishing such a feat. Can't wait to see what else you add!
Dude congrats on this. Even hitting this step is super cool, let alone the fact that you're this close to making a game on it. I'll def play the first game once it's done (or before if beta players are wanted) 👀
Your health is definetly a priority over some timetable ;)
looking good, keep it up. congrats on the progress
Heck Yeah, super awesome job man!
5/10 weekend is perfectly fine! Me and some friends have discussed how the 10 scale often is very positively scewed.
Love your work and videos man. I used to make engines until I found Unity. Still a very valuable thing in this day and age! Cant wait to try it
I know this is tangential to the correct way to store assets in good binary formats, but could you talk a bit about OpenGEX? It was suggested as a format that OpenMW should support a while ago, but I haven't been following it too much recently.
Congrats- Awesome.
Seeing that moment when you searched for a camera in the viewport reminded me of a feature in Unity. They have an option to add an icon to the invisible entities, like cameras or managers. But I guess it is a lower-tier feature.
Really impressive Cherno!
i'm curious what objectives you have for your engine that will set it apart from unity and unreal. is this more just to see if you can, or do you have specific limitations in mind that your engine allows you to overcome? great work so far! building an OS from scratch and a game engine from scratch are two things i've been forever interested in. so it's cool to see all that goes into it
hi, I am a big fan of your game engine series, and I am wondering how far is the physics engine of hazel going? especially in 3D, please let me kown if you would continue developing a real and robust physical engine , or will you plan to use 3rd party library such as physx from nvidia. cause I think that is very cool since physics is so important in games.BTW, your work is really impresive!
Would be nice to hear some details of how you implement things as well, from an educational point of view.
i worked for 10 years just making game framework and kinda failed.. i guess youre doing a better job sadly when you try to invent the wheel and when you dont know so many things, you just waste your time.
but in your case.. it seems awesome
Do you have a video where you talk about how you manage this project or programming projects in generel? In teams or alone? I recently started to use a Kanban Board but i would love to hear how other more experienced programmer handle the planning.
+1
Congratulations sensei!!!
did he says he wants to buy a GPU? in 2021?
Yeah I know right... 🙃
Yeah... I sold my Vega 64 for the same price i bought it like 3 years ago. It's insane atm, RTX 3080's goes for 1700-2200 euro atm in my country.
congrats man
Wondering what motivates people to make new game engines when there are already ones like UE4 and now UE5? Interested in insights from those doing it
The satisfaction of understanding and implementing the various algorithms, it's like playing guitar idk if you've done that either.
100% control and satisfaction of building everything yourself.
Same reason people build X themselves when it available off the shelf. **Example:** Brewing your own beer, making your own ice cream, etc.
For me, I like to search for different ways of doing things. It feels to me that programming is _mostly_ stuck with hardly any significant development to the actual process of programming in the past few decades (at best, we rediscover things that were described like in the 60s :)). One of the things I've never stopped doing since I started programming is looking for opportunities to remove the programmer from the equation :)
Why do people make games when there's already games on the market? Often because what they want _isn't_ on the market. For example, right now, I'm working on an engine that's specifically designed from the ground up to make crafting MMOs with lazy loading, procedural materials and models and "scripting" that allows you to work with abstractions instead of doing everything low level. This both means that you support people who are good at making games (rather than good at programming) and avoid a lot of the pointless tedium with changing the game. The game can be modified while running, and you can choose who you show those changes to - when a new feature is ready, you just commit, and it gets distributed to everyone. Could you retrofit those features to an existing engine? Sure. But instead of having fun solving problems and doing something interesting, I'd spend most of my time wrestling with an engine that doesn't quite fit.
So... learning. Doing something new. Looking for better ways of doing things. Solving problems. Having fun. I also have a fully software (i.e. no GPU) zero-overdraw (except for sprites) 3D renderer in the style of Duke Nukem 3D (it can actually load and play Build engine maps) written entirely in C#, just for fun. It even supports rendering fully rigged, animated and textured 3D models (with software shaders). It's not my first either - I made one in high school in Turbo Pascal in the time I had after finishing the prescribed assignments. I find it flabbergasting some people don't find satisfaction in just _making_ stuff.
UE1 was a new game engine back in the day. That's how game engines get started - someone makes a new one :) There's always things that you can do better, even against an AAA studio like Epic. The good old adage still works - if you want to beat them, don't try to match their best offer - offer something different.
I'm implementing new rendering and physics technologies that aren't in any other engine that I know off which actually totally changes the way games are developed or designed, solve a lot of common problems, and make everything ~99.9% (not even kidding) `physically` realistic. It's just kills the RTX 3090 itself in the process lol. Yet from what I've witnessed; it's worth it even if that means I've to wait till 2030 to release a game that's playable. So I'm doing the game engine from now.
I'm also doing it for an important game-changing mechanic which surprisingly I've never seen in any game before that I thought deserved its own engine. This one has nothing to do with physics or rendering but the fun and enjoynment in the gameplay itself. Maybe I'm gonna make an entire game based on this mechanic; just not now.
Just became a patreon supporter with github access :-)
You should make Udemy course for engine dev to sort issues that comes from UA-cam
instead of udemy it's better to make his onw website to deploy the course and this way he doesn't have to pay udemy its cut.
@@mr22b56 yea , he already has an audience there is no need to use udemy
Yes! A good idea.
@@mr22b56 Well in any way it is gone be better than youtube because in youtube he doesnt get his efforta worth and as learners we want consistancy especially in such niche area so.
@@sakshamkumar3864 still better than way it is on youtube rn
your engine is called hazel? i love it already!
Great video.. as always 👀
Great great job! I am in the process of making a 2d engine (in a similar fashion of your's) but I'm working on my own and what I know is that I don't have the knowledge to move my project forward like your's is doing. I'd love to learn more and some day even work for you! Any free advice? :)
Wow, so much to unpack!
I am interested to know more about this. Is there a video where you explain the project?
Or for example approach the question of why I should use Hazel instead of something like Unity
Question is...Will Frostbite engine or Unreal engine be worried? Effort should equal reward. Who is going to use your engine? Or was this R and D and not much reward?
Please make a course about Graphics and Vulkan 😎😎😎
WOW Respect!
This is sooo badass!
I don't understand how 1 guy recreated Unity in a few years. I can't even make a game in Unity in one year.
Sounds Cool
I've always wondered, why did you choose Vulkan/OpenGL over DirectX for your game dev? And super cool work btw
He wants to be able to run it outside of Windows in the future and DirectX is Windows exclusive.
Looks cool and all, but there are a decent amount of very mature engines out there. Where does this fit in?
It's a custom engine he made himself? It's not always about maturity, quality, or quantity. Sometimes people just make stuff because they want to or because it brings pride to them. Sure, you are putting yourself at a disadvantage if you are really trying to make a profit or want to make something quick, but if you are ok with that or are just doing it for fun, there's nothing wrong with it.
@@GTLugo preach
Just wondering are you going to support vr? Would love to make a simple game to test your engine.
Legend.
Did you go to school to learn all this? Are you self taught and if so where can someone learn how you did this? Where do you get resources to build all this? Can something like this be done with any language? Genuinely very interested in how a single person can manage all this. Subbed
I did go to university, but most of my knowledge in this space is self-taught and from many years of experience, both personal and professional (I worked on game engines at EA for 4.5 years).
Im starting creating a Vulkan Game Engine. but for now i only have a Graphics engine.... how would you recommend to make an ui like yours for the engine? i really dont know how to start on the UI and tools topic. Thanks in advance!
Hazel is next unity
This is an extremely impressive feat.
yay.
We need a video on that entity hierarchy!
Whats 5he music playing in the background
Congratuation
I'm not knocking your skills or determination to create your own game engine, more power to ya and all that, but I'd genuinely like to know why? I mean, with all the full featured game engines out there, and the ability to extend them with plugins (even self created plugins if you wish), why try to create a ground up game engine?
Hazel supports both C++ and C#, right?
Holy shit he actually did this
U gng to do another reaction video to the state of play on Thursday?
Hi cherno have you seen ue5 early access video, will you make a video about it
Does ctrl+z work?
Im new here. Can someone explain to me what sets Hazel apart from other game engines? Why choose Hazel over something like Unreal?
It is TempleOS of game engines.... 😤
Looks just like the Unity game engine
Look at the GPU open FEMFX instead.... its very powerful and can be made to work in tandem with a basic rigid body collider. Frankly it was a travesty that Nvidia bought Physx back in the day... set is back 10+ years. Also not dogfoding on AMD cards is so *typical* it seems these days... if you are going to do that sort of thing at least use libraries that aren't intentionally designed to cause passive vendor lock in.
its been 84 years
MAKE A BLOCKCHAIN GAME (on Solana or WAX)
Is this model available to load in and try in an engine? Link?
*Wow I didn't missed it. Cherno if u r reading this. Can u give me tip about how can I make a open world game for smartphone but more efficient and not laggy.*
just like what he mentioned in the video, try to manipulate submesh rendering.
Learn to use L.O.D system. the concept is simple load things around you and free memory from objects that are far away from you.
if you are not using C++ or atleast C#, consider changing the scripting language to C++.
Some mesh has hundreds thousand verticies, try to make it Low-poly mesh with blender or any editting tool of your choice can do that.
I hope these advices help.
reference "ground truth" ray tracing and "simple" raster software renders
you can have convolution neural network upsampling and scaled denoising raytraced lighting upsampling
the editor should be able to run it full screen from shortcut parameters directly
god is truth
only god
physics, integrated
Maybe your description should contain a link to your Github project :)
(yes, I cloned recursively)
Update 1: where are the build instructions?
Update 2: Using premake5.lua on the repo, I get "Error: cannot open Hazel/vendor/GLFW: No such file or directory".
Update 3: I found a scripts folder, but running the scripts results in errors...
For Vulkan: "FileNotFoundError: No such file or directory: 'Hazel/vendor/VulkanSDK/VulkanSDK.exe'"
The other script has the same issue as Update 2.
I am constantly expanding this while I try to get it working
(and my comment was deleted twice now, probably because I included the link to YOUR project xD)
Are you planning on making this engine Linux compatible?
wow people are so productive...all I did was gain weight in past 2 years...no job...just spending the savings downs to ashes....oh boy! Am I demotivated???
He’s literally making a game engine! Such a patient man!!
please bro can you help iam making a game engine and i need to transform world coodinate to screen coordinate
react to the new unreal engine 5 demo
Can I make mmorpgs on it
its OUR game engine...
Can anyone tell me why he is building a game engine? What does it do that Unity and Unreal don't already do? Is he planning to sell it? Just wondering
Project
It's just for teaching people on UA-cam, for his patrons, and lastly for fun. It has nothing to do with selling the engine since he wouldn't do that. He has an entire series on how he's creating that engine from scratch while he's basically explaining everything to the viewers and how he plans the engine and progress. It is still updating till that current moment.
Honestly, I'm sure it helped many people develop their own custom engines for their specific kind of games. Or the people who are like me, who just want to test their new rendering and physics technologies and apply it to games.
Mark my words, a few years from now we're probably already gonna see some indie studios pop up using your engine
My engine can't play squat yet :-( ........ but it can build a planet.
Great video!
One thing I'm curious about your thoughts on (and if you have discussed this previously I apologize) is game engine design and how it relates to cheating/anti-cheat, or more specifically whether the design of a game engine can deliberately prevent cheating in some forms (and if so, how?). Obviously my guess is that the majority of the work would be done in the actual game or a game-specific anti-cheat program, but I'm curious if anything can or should be done engine-side to help combat cheating. I know this is only tangentially related to your goals in this series, but there is a dearth of good material on the topic of anti-cheat on youtube, and given how well you've managed to explain other difficult topics I'd love to see you take it on at some point.
Server validation
anit-cheating is realted to game logic and has nothing to do with game engine
@@mr22b56 I figured as much. I was just curious if there was any angle that he could use to talk about anti-cheat in conjunction with the engine series, unlikely as it may be so I brought that up. I would still love a video on the topic of anti-cheat in multiplayer games, and how to approach designing it.
There's a few layers.
Write secure software for a start: if a cheater can hack the server they can do whatever they like and nothing else matters.
Continuing from that, even without literally hacking, don't let a fully cheater controlled client make server changes that a regular player couldn't. Don't let the server blindly accept running faster than they should, for example. This is already really tricky: explosions can and should throw someone faster than they can run, for example! Realistically, this means all logic and physics actually runs on the server, but you also need to predict what the server is doing on the client to make it playable, and then sync when they disagree, which is the hard bit.
From there, don't give cheaters information they shouldn't have: being able to see other players through walls means the server has to be telling the client where they are, for example. Not too useful though.
Then the real hard bit, which is ensuring that the client isn't modified to give unfair but technically possible advantages like aimbotting. This is basically the same issue as DRM, and about as successful. Likely the best option is to instead to do statistical analysis server side, but then you are just making the cheaters tone it down until they're "only" as good as the best legitimate players. Overall, a losing battle, I would guess.
Moral of the story seems to be think a lot about how your networking code is going to work while calling with the rest of your game engine.
@@SimonBuchanNz Thank you for the detailed breakdown. Definitely very helpful and gives me more to think about as well.
What language does Hazel use?
Hey, do you still do private classes on skype?
5/10 means F for Failure in grade school
What are the advantages of your game engine in comparison to more developed ones such as unity? This question comes from someone who is not knowledgeable with game engines but would like to start off and wants to know the advantages of yours over others.
100% control of licensing, performance, ability to comprehend everything, and satisfaction of building everything yourself.
@@MichaelPohoreski i’m talking about the consumer not him. Isn’t he making this engine commercially available?
@@GoldenSpike300 Game dev here with 13 games shipped. I can give my perspective:
* This _isn't_ meant for consumers yet -- it is meant for other developers.
* The code base isn't bloated so it is easy to understand (the functionality and scope is still small.)
* You get what you pay for. i.e. 1 man doesn't have the bandwidth to answer _everyone's_ questions. You'll have to join his Patreon if you want "support"
* You have to decide if you want to a) ship games or b) build game engines
* The engine is still "in development". You still need to build the "rest of the game". If you need /want features, such mobile, console, networking, etc. support today you'll have go to elsewhere or wait and hope it gets added. Other game engines provide _much_ more functionality out of the box.
* If you want to learn how game engines work then it is a good example as you can follow along with the videos. Additionally, you'll *want* the book: _Game Engine Architecture_ by Jason Gregory and watch _Handmade Hero_ by Casey Muratori
**TL:DR;** Use UE4, Unity to ship games, follow along if want to see how they are made.
so this is not compiling anything? yet? anyways, super impressive stuff, we finally able to see a running demo
How do game engine developers test their code?
either manually (in larger projects thats what people from QA usually do) and/or through automated tests.
@@SETHthegodofchaostanx.
on a chewsday
Errant was here
It still annoys me that you don't have any icon for the engine.
👏👏👏
Can it run Tetris 🤔
I want to download it when it is done