I usually call them something like 'ghfhhyg' so when I come back to them I think "oh, that's the one that starts with a 'g' , this must be the _______"
As a web dev I've started learning game dev in C++ recently and this kind of content helps me immensely. A small code base written by a pro that I can dive into in little time and still learn so much is the perfect material for someone in my situation. Thanks so much for this.
Cherno: spends 1 hour making the game Me: spends one hour naming the game Dunno how i got that many likes this wasn’t even that funny in my head.. Well thanks lol
ImGui rules! I did a project for my Master's degree with a custom-made engine along 20 other people and without it we couldn't have done it. It's so cool to see you use it
2:51 The title should be changed to "Making a GAME and THE OTHER HALF OF THE ENGINE in ONE HOUR using HALF OF MY ENGINE" 3:50 "HA! The Unity Paricle System. I'll just use the Hazel Particle System." "Oh wait..." 4:43 So even Random Map Generation can be solved using triangles. 7:31 "Flaaaames...." 13:00 And the journey of the Cherno Ship starts... (it already started 3 minutes before) 14:53 Stack Overflow has joined the game.
You can solve colission detection by analytical geometry (one of the most creative parts of highschool math in my opinion). Since graphics is all about drawing triangles, the question is really how do you determine that a certain point belongs to a triangle or not. You represent all three sides of a triangle with a linear equation. Then you put an arbitrary line through that pixel, check whether the line intersects the triangle, and if it does intersect it, check whether the pixel is in between the intersection points. Pixel is inside a triangle if and only if it intersects 2 out of 3 lines and it is in between the intersection points (feel free to point out flaw in my logic if there is one). For instace if you have a triangle whose vertices are: A(100, 100), B(200, 100), C(150, 200) How do you figure out the equation of a line? Easy, every linear equation is of the form y =kx +n K is the derivative, the slope, rise over run. N is how much the function outputs at x=0. You will have the following equations for the lines of the triangle. Line AB k = 0, there is no rise (no change in y coordinate). So, we have y = n, y is constant and it is equal to 100. So the equation for the line AB is y = 100, x€(100, 200) The equation for AC is the following A(100, 100) C(150, 200) rise is 200-100 = 100 run is 150-100 = 50 k = rise / run = 100 / 50 = 2 So, we have y = 2x + n Plug in values for y and x from either of the points, let's choose point C. 200 = 2*150 + n 200 = 300 + n n = - 100 The equation for this line is y = 2x - 100, x€(100, 150), y€(100,200) Repeat the same process for the last line. Now, imagine a pixel M inside a triangle. If you put an arbitrary line through that pixel M, that line must intersect the two sides of the triangle. That's the first condition which must be satisfied in order for a pixel to be in the inside of a triangle. Then, if that condition is satisfied, you have another, final condition. If a pixel M is inside a triangle then that arbitrary line which goes through the pixel M must intersect the triangle in such a way that the intersections with the triangle are on the different sides of the pixel. In other words, the pixel M will be between the points of intersection of our arbitrary line with the triangle if and only if pixel is inside the triangle. Let's do this on our example. Let's check whether Point M(120, 130) is inside our triangle ABC. Create any line which is true for x = 120, y = 130 For instance y = x + 10. Check whether that line intersects the sides of the triangle. Let's try the side AC y = x + 10 y = 2x - 100, 100
@Gerson Ferreira Well, we can actually learn a lot from that crazy effort. I've started on games by making my own engine for my finals at school, just met Unity later on after that, then I moved to Unity and I was comfortable with most of the stuff because of my previous researches about engine programming :)
I would like to see a real-time one, but I understand why he would speed it up. There is also less to do a voice over for as he can hit highlights. I would request just dumping the Raw footage on a second channel, no fancy edits, because as someone who tried to make videos, I know that takes a TON of time, and I get that the raws aren't for everyone, but it would be cool to see, a lot like some gaming channels put highlights on their main channel, and dump their streams on a second.
Holy sh*t this was amazing. You really showed things where I'm struggling the most and that is dealing with time and seeing what is important. I always want to tweak and make it "pretty" but you were really pushing yourself to continue and finish it on time. I would like to see how you tackle that maybe an idea for me or other people.. basically the do's and don't, but other than that, great job! Looking forward to your next little game projects!
This is very inspiring! Didn't think a barebones engine like that could be made public. I feel a lot more confident now in starting to make my own engine!
Nice video! Please do these challenges once in a while to test the existing features, this is awesome! Looking forward for scripting language feature :D
Just as a note to anyone else doing something similar in the future - checking the vertices of the player's rectangle against the obstacle triangle is not enough, you can have a collision of the two shapes while none of the vertices of either shape is inside the other shape. But considering how small the player is in this game and how it flies forward, it is very unlikely to cause any problems at all (probably even impossible).
I have friends, I definitely have friends. Objectively I can say that I have all the friends. Sadly, musical theatre nerds don't exactly appreciate much about programming so whenever I'm doing anything cool, I really have no one to tell about it either.
I believe an RNG system would be pretty helpful for a game engine. Especially if you could change the likelyhood of the event that any given number is generated.
I've been learning c++ for three months now in college, the game c++ source file scared me to death. too many concepts and use cases i've never seen before.i have a long way to go lol
I think you should check triangle vertices in rectangle as well, because there is a case where non of the rectangle vertices are inside the triangle, but triangle vertex is in the rectangle.
Good on you, nice to see there are others like me making their own engines from scratch (and in C++ - something that is relatively rare these days on both counts). I won't touch pre-built engines like Unity with a barge pole, since a. they usually have horrible limitations to what you can do with them (no matter how 'advanced' they think they are), and b. though time-consuming and often frustrating, it's just way more satisfying when you can create an entire game completely from scratch. I cannot make the claim of 'a game in 1 hour' in my engine, but that's because I'm writing - also in C++ - a purpose-built, 3D engine/game (rather than a general engine for game-building), based on a 20+yo game and it's sequel. While not strictly 'playable' as a game yet (only one actor class has been created for testing the backend), it's almost in what I'd consider a 'releasable demo' stage; in the long term I've still got a metric f^(ktonne to do. But meh... It's a hobby project, and I'm having so much fun writing it that I really don't care how long it takes. It's still in heavy development, but so far it includes: support for both forward and deferred shader-driven rendering on the GPU, and realtime raytracing - slow, sure, but playable - on the CPU (an old-school edge-based renderer is also planned); dynamic world deformation (player / actors perform tasks which change the terrain, and the map-editor is built into the engine for WYSIWYG map creation); all collision (both on-screen and in-world) is handled by raycasting (so, no cumbersome per-object-type clipping code - in fact, the raycaster is the same one used for raytraced rendering); isometric (with rotation, tilt and zoom) and first-person camera views, depending on what you are currently doing in-game; event-driven audio system controlling both in-game effects and music; most in-game elements are defined in an XML-based definition file (making it easy to create new terrain types, actors, game actions, sound effects and music, without ever recompiling the game code).
Bro, found ur channel from the UE5 commentary, was intrigued when u mentioned ur making ur own. I have a question, and maybe a good video for you to make, “if you had to pick one or so games out now, which best represents ur engines inspiration for its first full-featured/non-dev build?” Good luck, u have taken on a big one
I think a video that would compare how the different engines, e.g. Unity, Unreal, Godot and Hazel tackles a game like this would be really interesting.
"What have I gotten myself into?" The question I ask myself everyday I sit at a computer staring at an IDE. I usually follow it up with depression, crying, and even a little bit of gnashing of teeth.
@@maritomesquita6719 I am a n00b. I admit it. I was making a half-joke in my comment ("gnashing of teeth). But I've also heard that a lot of talented programmers (and many skilled people in general) always think they're a hack or a fake. "The War of Art" by Steven Pressfield is a good book to read when feeling like this. (Spoiler: It's not just for artists.) I've been trying to teach myself through tutorials over the last year or two, but I've learned that not all tutorials are created equal. I'm just experiencing those growing pains of learning a new and different skill. Photography comes easy to me. Programming...... not so much. I'll get there........................eventually.
@@beoxsgaming9388 i feel you, being self taught is hard.. but you did't gave up and if you don give up on something that means it has value, keep it up. if you need help drop you email down bellow i will try to share with you some of the knowledge i have..
I spend like 5 days on a freaking GAS system in Unreal and i'm still not done with it... DAMN dude, I saw your code and my brain just melted while seeing all that math and matrices. I wish you did a series talking about what kind of knowledge other than the C++ language itself a game developer needs to do this... Do you have a MATH DEGREE or something?
Hi! I have really good idea for a game. I mean it's so good that i can't believe nobody made something like that yet. I mean that idea will be in full glory in few years, that's why i would like to make it perfect until the time comes.
I'm here to remember you that 1 year has passed since you made this game Now, it's time for you to remake this game from scratch using the new version of your engine, so we can compare the time you'll take and the improvements you made in the engine
Interesting...I was thinking of something like this so it can skeleton key basic mechanics, pre-coded, just needs to be ladled. Then like a puzzle just put it together and then just compile it for the platform you want. The main point of it is you can express creativity and high graphics, plus all of the pre-codes are C++ therefore maximizing the devices potential, and not stressing the devices memory, preventing crashes liked this video yes!!!!👍😅
You re just awesome i ve learned alot from you thanks alot , you make it very simple I m waiting for some Qt framework tutorials, plz? It wud be very nice ^^
I minored in programming, hats off to you for biting the bullet on your own engine. What problems are you trying to solve with your own engine or are you just doing it for the love of it? I mean, UE 5 looks insane. Also, do you shoot on Red? A) your videos looking amazing B) your camera overheated :]
Great videos i really learned pretty much everything i know about graphical programming at a low level from you. But one thing i keep missing all over UA-cam is how to actually do 3D animation with OpenGL. Maybe you could do something like this in a video for your OpenGL Series. (I would love to see it) Keep on going :)
Bro wtf, i am pretty fluent in Javascript, and i feel like i have only scratched the surface in programming when i see this. Super high level advanced stuff right here. I don't think you can actually appreciate this unless you code. Where did you learn c++?
Question, maybe you can answer this. So when I was younger , I used to mess around with GameMaker 3D and what not. I had no clue what I was doing. But what I did like was that it had its own IDE in its engine. Which was really nice because if let’s say you had a Mac or something the IDE was universal. So you didn’t have to worry about things like oh do I have to use XCode or do I use Visual studio? Plus, all the header files that the engine needs are there by default. So adding headers to visual studio or Xcode wouldn’t really be needed. Since the engine and the IDE are basically one. Why don’t all game engines have this feature?
Because IDEs are a pain to maintain. Modern IDEs are going to have way more features that developers want. Besides, the whole pain of building has nothing to do with IDEs, its because C++ doesn't have modules which makes linking fall apart from system to system.
Doctor I see that makes sense, I can definitely see them being hard to maintain as the company would always have to keep up with changes and what not. Not sure if you ever used gamemaker but how come they were able to do it? It wasn’t as efficient as a regular ide, it was mainly just a script page and you tell the object what you want it to do. Nothing like real object oriented programming
Dude that was awesome, I feel totally outdone haha! Good job!
I actually used your videos when I started learning programming 2 years ago!
Hey Dani
Haha thanks, and thank you for the video idea! 😊
Wo,haha,me too
yoo my man Dani
Dani and Cherno are my best motivators ever, #CODEDVYBES
It takes me one hour to choose a name for a variable
But you compose wonderfully.
I just name it a letter if im learning😂
Bish I call it “fart” or “Thing”
I usually call them something like 'ghfhhyg' so when I come back to them I think "oh, that's the one that starts with a 'g' , this must be the _______"
♫♪Ludwig van Beethoven♪♫ i bet its a good name but
To be honest .. This is way more awesome than any unity or unreal game making tutorial on UA-cam
Making your own stuff from scratch is 10x the effort and time but it's way more interesting
@@blackcitadel37 10x the effort but 1000x the knowledge
As a web dev I've started learning game dev in C++ recently and this kind of content helps me immensely. A small code base written by a pro that I can dive into in little time and still learn so much is the perfect material for someone in my situation. Thanks so much for this.
Cherno: spends 1 hour making the game
Me: spends one hour naming the game
Dunno how i got that many likes this wasn’t even that funny in my head..
Well thanks lol
There something called preparation
Read about it
I spend 1 hour naming a game m8
I don’t have time to read
@@Skyrunner-nu8dp
Poor man 😢
May the god give more time
I always make the stuff first, then name it
@@xrafter and there's something called a joke
ImGui rules! I did a project for my Master's degree with a custom-made engine along 20 other people and without it we couldn't have done it. It's so cool to see you use it
Aniol Andrés cool, what kinda game?
2:51 The title should be changed to "Making a GAME and THE OTHER HALF OF THE ENGINE in ONE HOUR using HALF OF MY ENGINE"
3:50 "HA! The Unity Paricle System. I'll just use the Hazel Particle System." "Oh wait..."
4:43 So even Random Map Generation can be solved using triangles.
7:31 "Flaaaames...."
13:00 And the journey of the Cherno Ship starts... (it already started 3 minutes before)
14:53 Stack Overflow has joined the game.
You should totally host a game-jam focussed testing exclusive to Hazel when its semi-ready!
You can solve colission detection by analytical geometry (one of the most creative parts of highschool math in my opinion). Since graphics is all about drawing triangles, the question is really how do you determine that a certain point belongs to a triangle or not. You represent all three sides of a triangle with a linear equation. Then you put an arbitrary line through that pixel, check whether the line intersects the triangle, and if it does intersect it, check whether the pixel is in between the intersection points.
Pixel is inside a triangle if and only if it intersects 2 out of 3 lines and it is in between the intersection points (feel free to point out flaw in my logic if there is one).
For instace if you have a triangle whose vertices are:
A(100, 100),
B(200, 100),
C(150, 200)
How do you figure out the equation of a line? Easy, every linear equation is of the form y =kx +n
K is the derivative, the slope, rise over run. N is how much the function outputs at x=0.
You will have the following equations for the lines of the triangle.
Line AB
k = 0, there is no rise (no change in y coordinate).
So, we have y = n,
y is constant and it is equal to 100.
So the equation for the line AB is y = 100, x€(100, 200)
The equation for AC is the following
A(100, 100)
C(150, 200)
rise is 200-100 = 100
run is 150-100 = 50
k = rise / run = 100 / 50 = 2
So, we have y = 2x + n
Plug in values for y and x from either of the points, let's choose point C.
200 = 2*150 + n
200 = 300 + n
n = - 100
The equation for this line is
y = 2x - 100,
x€(100, 150), y€(100,200)
Repeat the same process for the last line.
Now, imagine a pixel M inside a triangle. If you put an arbitrary line through that pixel M, that line must intersect the two sides of the triangle. That's the first condition which must be satisfied in order for a pixel to be in the inside of a triangle.
Then, if that condition is satisfied, you have another, final condition.
If a pixel M is inside a triangle then that arbitrary line which goes through the pixel M must intersect the triangle in such a way that the intersections with the triangle are on the different sides of the pixel. In other words, the pixel M will be between the points of intersection of our arbitrary line with the triangle if and only if pixel is inside the triangle.
Let's do this on our example. Let's check whether Point M(120, 130) is inside our triangle ABC.
Create any line which is true for x = 120, y = 130
For instance y = x + 10.
Check whether that line intersects the sides of the triangle.
Let's try the side AC
y = x + 10
y = 2x - 100, 100
You should totally revise this as the engine gets more features in a future video a few months from now.
"Revisiting Hazel!" Yeah I like
That video will now last about 8 minutes then lmao
Channels like this deserve more attention! These channels put so much work in videos!
That was pretty cool actually and love the honesty (2nd timer, etc)
Cherno : "I´m making my own Engine!"
Also Cherno: "don´t think hazel can do triangles" ^^
@Gerson Ferreira Well, we can actually learn a lot from that crazy effort. I've started on games by making my own engine for my finals at school, just met Unity later on after that, then I moved to Unity and I was comfortable with most of the stuff because of my previous researches about engine programming :)
@Gerson Ferreira in his opengl series from 2017 he made a triangle with 4 lines
@Gerson Ferreira Triangles are actually the most basic building block for geometry in most engines (including Hazel)
@@ben.pueschel but that is for 3d
@@agoogleuser3853 if you make it. Usually you can just make a triangle and it will be a 2D triangle
Wish you didn't fast-forward. I would have watched the whole duration.
Agree
I would appreciate that as well for future videos
I would like to see a real-time one, but I understand why he would speed it up. There is also less to do a voice over for as he can hit highlights. I would request just dumping the Raw footage on a second channel, no fancy edits, because as someone who tried to make videos, I know that takes a TON of time, and I get that the raws aren't for everyone, but it would be cool to see, a lot like some gaming channels put highlights on their main channel, and dump their streams on a second.
Me too
@@shonjones7231 slow the video down maybe idk
Watching for ten minutes to list all the features Hazel does not have is maybe the best ten minutes of this video
Bro you're still around! When I was in 7th grade I made my first "game" following your java tutorial about 6 years ago. So glad you exist man
Holy sh*t this was amazing. You really showed things where I'm struggling the most and that is dealing with time and seeing what is important. I always want to tweak and make it "pretty" but you were really pushing yourself to continue and finish it on time. I would like to see how you tackle that maybe an idea for me or other people.. basically the do's and don't, but other than that, great job! Looking forward to your next little game projects!
Just focus on the destination first. Don't optimize too early.
His hard work is really appreciable
Cherno has a UA-cam channel for 8 years! 290k subscribers
Dani has a UA-cam channel for 1 year! 1 million subscribers
Actually Dani has been on UA-cam for 10 years, he was banned for 5 years even, He wanted a fresh start and made his newest channel
@@mghq-mobilegamerzhq2533 yeah but he started this new channel from scratch so it doesnt really matter
3:46 I remember using that short video clip of the rocket as a loop for the splash page of a space themed website in my coding boot camp 😅
lmao i realized that it looked like dani's video and i heard that voice and scrolled down and saw his comment XD this is great
if you listened to dani's video here at a certain moment you'll hear him say "u n i t y ' s p a r t i c l e s y s t e m"
@@JustARegularPlayer XD
This is very inspiring! Didn't think a barebones engine like that could be made public. I feel a lot more confident now in starting to make my own engine!
Hazel has come along so much since this video!! Well done
7:34 me, when I find out everything that I'll have to study for my exams
Reminds me of when I made a 2d flying plane shooter in C++ (SFML) - Enjoyed the video
Nice video!
Please do these challenges once in a while to test the existing features, this is awesome!
Looking forward for scripting language feature :D
Literally came to say i have massive respect for anyone building their own engine when it would be a LOT easier to use a pre-built engine...
Just as a note to anyone else doing something similar in the future - checking the vertices of the player's rectangle against the obstacle triangle is not enough, you can have a collision of the two shapes while none of the vertices of either shape is inside the other shape. But considering how small the player is in this game and how it flies forward, it is very unlikely to cause any problems at all (probably even impossible).
Damn I was planning on to follow game engine series soon after my semester's exams are over. Guess there might be some instability.
Just want to say I love the way you shot this - super pleasant lighting and overall aesthetic.
24:28 So, does this means we'll never see you in a possibly near future 24h Hazel Game Jam?
Awesome video being it the first ever showcase of the engine itself and its application since the start of this series. Thank you
just started to watch again, i forgot what this was. gonna predict 90% just adding features in Hazel 10% making the actual game
I can't even build a basic pixel character idle animation in an hour.
Yes you can.
@@victornaut you are so goddamn cool bro
@@jacobsucks yo i know right this guy is so cool bro
Epic guy giving confidence to others
@@lavodnas7899 you're do right hes so cool
Cool idea to test your engine like that
Oh, particles... we dont have particles
Dany: you're depressed? Have tou tried *unity's particle system* ?
Hazle: uh *we don't do that here*
Usually the phrase "how hard could it be" is a spell which multiplies time by rand_between(3,10).
It's pretty painful to recognize, that I have no friends to share your video with :-(
I have friends, I definitely have friends. Objectively I can say that I have all the friends.
Sadly, musical theatre nerds don't exactly appreciate much about programming so whenever I'm doing anything cool, I really have no one to tell about it either.
I feel a deep connection with you tho that one painful reality that we both share. >___>
@@MouseGoat bro (っ˘̩╭╮˘̩)っ
Бро
We are the lonely people and the introverts here
I believe an RNG system would be pretty helpful for a game engine. Especially if you could change the likelyhood of the event that any given number is generated.
Dude you are incredible, keep doing this amazing stuff
I've been learning c++ for three months now in college, the game c++ source file scared me to death. too many concepts and use cases i've never seen before.i have a long way to go lol
Been studying c++ in like a year and half and still am stuck at basic STL lols.
@@s-sugoi835 I'm not alone 😪
It is the beginning of a beautiful and terrifying road to the wonders of programming :)
I think you should check triangle vertices in rectangle as well, because there is a case where non of the rectangle vertices are inside the triangle, but triangle vertex is in the rectangle.
Good on you, nice to see there are others like me making their own engines from scratch (and in C++ - something that is relatively rare these days on both counts). I won't touch pre-built engines like Unity with a barge pole, since a. they usually have horrible limitations to what you can do with them (no matter how 'advanced' they think they are), and b. though time-consuming and often frustrating, it's just way more satisfying when you can create an entire game completely from scratch.
I cannot make the claim of 'a game in 1 hour' in my engine, but that's because I'm writing - also in C++ - a purpose-built, 3D engine/game (rather than a general engine for game-building), based on a 20+yo game and it's sequel. While not strictly 'playable' as a game yet (only one actor class has been created for testing the backend), it's almost in what I'd consider a 'releasable demo' stage; in the long term I've still got a metric f^(ktonne to do. But meh... It's a hobby project, and I'm having so much fun writing it that I really don't care how long it takes.
It's still in heavy development, but so far it includes: support for both forward and deferred shader-driven rendering on the GPU, and realtime raytracing - slow, sure, but playable - on the CPU (an old-school edge-based renderer is also planned); dynamic world deformation (player / actors perform tasks which change the terrain, and the map-editor is built into the engine for WYSIWYG map creation); all collision (both on-screen and in-world) is handled by raycasting (so, no cumbersome per-object-type clipping code - in fact, the raycaster is the same one used for raytraced rendering); isometric (with rotation, tilt and zoom) and first-person camera views, depending on what you are currently doing in-game; event-driven audio system controlling both in-game effects and music; most in-game elements are defined in an XML-based definition file (making it easy to create new terrain types, actors, game actions, sound effects and music, without ever recompiling the game code).
This guy looks like a model, not a game developer.
He's actually not a Game Developer, he's a Game Engine Developer.
@@CaptainJeoy Technically he's both.
@@NaughtyKlaus Well, you can say that
I'd say he looks more like a full motion video to me.
@@exrcises1782 I don't give a rats ass about what he said. I'm just saying that's what he looks like.
Im waiting to use your engine, so finish it.
Dude you are awesome.
This series is getting really interesting!
This gonna be a fun video, I can already tell.
Game Code tomorrow. Is that like "Free Beer Tomorrow"?
U can use tags to mark important commits, to publish it's a little non obvious `git push origin `
Bro, found ur channel from the UE5 commentary, was intrigued when u mentioned ur making ur own.
I have a question, and maybe a good video for you to make, “if you had to pick one or so games out now, which best represents ur engines inspiration for its first full-featured/non-dev build?” Good luck, u have taken on a big one
Very interesting video ! Don't hesitate to do something like that soon ahah
Looking forward to the detailed look.
I'm a little late, but you could do music and sound effects by playing midi beeps. That's pretty easy in
C++.
Totally awesome. I'm definitely amazed.
I think a video that would compare how the different engines, e.g. Unity, Unreal, Godot and Hazel tackles a game like this would be really interesting.
You are one exceptional man.
I saw the thumbnail and thought "Hey! I also love Dani!"
Pretty pretty cool I have to say. A recommendation/wish for the next clips would be batch rendering/instancing and GUI order drawing
BRO DUDE I LEGIT HAD A CONCEPT FOR A PROGRAMMING LANGUAGE CALLED HAZEL AND A PROTOTYPE
"What have I gotten myself into?"
The question I ask myself everyday I sit at a computer staring at an IDE. I usually follow it up with depression, crying, and even a little bit of gnashing of teeth.
why?
@@maritomesquita6719 Probably just started programming.
@@OrionFH must be
@@maritomesquita6719 I am a n00b. I admit it. I was making a half-joke in my comment ("gnashing of teeth). But I've also heard that a lot of talented programmers (and many skilled people in general) always think they're a hack or a fake. "The War of Art" by Steven Pressfield is a good book to read when feeling like this. (Spoiler: It's not just for artists.)
I've been trying to teach myself through tutorials over the last year or two, but I've learned that not all tutorials are created equal. I'm just experiencing those growing pains of learning a new and different skill. Photography comes easy to me. Programming...... not so much. I'll get there........................eventually.
@@beoxsgaming9388 i feel you, being self taught is hard.. but you did't gave up and if you don give up on something that means it has value, keep it up. if you need help drop you email down bellow i will try to share with you some of the knowledge i have..
I really hope the Game Engine series will be long... long live the Game Engine playlist!
Challange: Make a Game Engine using a Game Engine
Well there's one of my engine name ideas gone! Excellent work
Do more Dani's games I wanna know how he actually codes this
Regular people:
Let's make a game
The Cherno:
Let's make a game engine and make a game using it
I spend like 5 days on a freaking GAS system in Unreal and i'm still not done with it...
DAMN dude, I saw your code and my brain just melted while seeing all that math and matrices. I wish you did a series talking about what kind of knowledge other than the C++ language itself a game developer needs to do this... Do you have a MATH DEGREE or something?
Great video! Nice to see what you can do with a basic engine. :)
Hi! I have really good idea for a game. I mean it's so good that i can't believe nobody made something like that yet. I mean that idea will be in full glory in few years, that's why i would like to make it perfect until the time comes.
I'm here to remember you that 1 year has passed since you made this game
Now, it's time for you to remake this game from scratch using the new version of your engine, so we can compare the time you'll take and the improvements you made in the engine
Nice 👍🏼 Really liked the style of the video
Interesting...I was thinking of something like this so it can skeleton key basic mechanics, pre-coded, just needs to be ladled. Then like a puzzle just put it together and then just compile it for the platform you want. The main point of it is you can express creativity and high graphics, plus all of the pre-codes are C++ therefore maximizing the devices potential, and not stressing the devices memory, preventing crashes liked this video yes!!!!👍😅
I really like the montage style of this video :D it makes it funnier to watch
I remember writing games without a game engine, I used to think that’s how it was always done
You re just awesome i ve learned alot from you thanks alot
, you make it very simple
I m waiting for some Qt framework tutorials, plz? It wud be very nice ^^
making infiinite terrain generation: no problem
triangles...
Can you post the full video of you writing the code? That would be awesome.
This is great stuff.
I love the topic man.
After you finished the game it looks like years were taken off your life haha - great job on utilizing that engine of yours. Impressive for sure!
C++ will live thanks to Cherno
I minored in programming, hats off to you for biting the bullet on your own engine. What problems are you trying to solve with your own engine or are you just doing it for the love of it? I mean, UE 5 looks insane. Also, do you shoot on Red? A) your videos looking amazing B) your camera overheated :]
Great videos i really learned pretty much everything i know about graphical programming at a low level from you. But one thing i keep missing all over UA-cam is how to actually do 3D animation with OpenGL. Maybe you could do something like this in a video for your OpenGL Series. (I would love to see it)
Keep on going :)
Absolute legend.
Fantastic video and well done!
Cherno heard about desktop PC's? Ohh look at me it's 2019 hehehehe nice video
Dani was like: why dont you make your own game engine (or you cant do that)
0:17 sounds like a challenge
liked before watch :) This is The Cherno
As I always do when I see a Cherno video!
Katılıyorum bro :)
This takes me back to Flash and Actionscript 2
Wtf, after coding “hello world” i feel like boss. This guy just coded what could be my life’s project in an hour
I gave a like when you continue from 20:10
This was unique, and i like it
Great video! (Loved the editing as well :D )
The "We don't have that in Hazel, at all" Cherno
Flappy Rocket for Hazel
Bro wtf, i am pretty fluent in Javascript, and i feel like i have only scratched the surface in programming when i see this. Super high level advanced stuff right here. I don't think you can actually appreciate this unless you code. Where did you learn c++?
the thumbnail makes you look like an Aussy Chris Pratt, thats a compliment btw :P
Loved the humor in this one ahah!
Question, maybe you can answer this. So when I was younger , I used to mess around with GameMaker 3D and what not. I had no clue what I was doing. But what I did like was that it had its own IDE in its engine. Which was really nice because if let’s say you had a Mac or something the IDE was universal. So you didn’t have to worry about things like oh do I have to use XCode or do I use Visual studio? Plus, all the header files that the engine needs are there by default. So adding headers to visual studio or Xcode wouldn’t really be needed. Since the engine and the IDE are basically one. Why don’t all game engines have this feature?
Because IDEs are a pain to maintain. Modern IDEs are going to have way more features that developers want. Besides, the whole pain of building has nothing to do with IDEs, its because C++ doesn't have modules which makes linking fall apart from system to system.
Doctor I see that makes sense, I can definitely see them being hard to maintain as the company would always have to keep up with changes and what not. Not sure if you ever used gamemaker but how come they were able to do it? It wasn’t as efficient as a regular ide, it was mainly just a script page and you tell the object what you want it to do. Nothing like real object oriented programming
Dani I dare u to do a game engine
You can make flappy birds in 30 minutes with a windows forms application