So glad to have you back dude. You're still the gold standard of devlogs on UA-cam and my personal biggest inspiration for everything I put out. I must have rewatched all of your stuff a dozen times by now, and I couldn't be happier there's more coming. Nice work!
it's honestly easy to forget the amount of work that goes to explaining the simplest things, every raycast is stylised and sometimes made sillier like in the cloud hair thing or the plane where it broke in the middle there, it's so much attention to details and i absolutely love it
So glad to have you back, man. I missed your drawings. I think I speak for many of us when I say we would be 100% interested in a new indie Shadow of the Colossus type game.
As someone who also has a creative mind and often struggles with the math side of things, this is very inspirational. Excellent work so far. Can't wait to see more.
As a fellow maths A-level failure (and then subsequently failing all but one of the compulsory maths modules doing comp sci at university) this is a very reassuring video to see! Think I found a new favourite channel
Barycentric coordinates were found by August Möbius, the same guy who also found the möbius strip. At some point you notice that like 90% of popular maths is named after or invented by like 10 people
You're the best mather who's claimed to not be good at matching I've ever seen Robert. As an American... I have no idea what grade E is... so I'll just assume it means Excellent.
WOOOOHOOOOOO Rob's back!!! so excited to see where you take this! theres a lot of us rooting for you man, great to have you back and see what other amazing things you have in store for us
OOOH yes! This is literally sweets covered in gold, wrapped in moms pancakes and grandma's hugs for my eyeballs, ears and brain. "We Will Watch Your Career With Great Interest" Wee!
Wow! Thanks to people like you, we can finally understand what goes on behind making these 'Colossal' games! I finished SOC on PS2 three times, and it was one of the main inspirations for me to pursue a career in game development. I am so glad I found your channel ! Looking forward to the next video. All the best, mate!
Ok, my internet went down and the video began to charge right at this moment 7:55 and I legitimately waited 30s in front of my screen thinking "you won't have me like that, i'm gonna wait as long as I need to" lol, I'm really exited to watch your next videos great work !
Glad to see some technique behind this. I remember setting up my own SOTC clone in unity and accomplished it by making a raycast and then using the triangle index and barycentric coordinates to calculate the target position. Because the system ran at a fixed interval, it handled extremely fast moving skinned meshes (like a giant bird that flaps and spins in the air). Added some procedural animation by making a pendelum with two spheres like the original game did too. Really interesting how they made it work on the PS2.
I honestly was trying to do the same thing but my progress didn’t get anywhere near as far. This brings so much more insight on my questions. Great video as always!
So happy to see you upload agian, I'd love to see this become a gamre or even just video series of you making things you think are cool! I adored this video!
This is looking really cool so far! I'm curious how you'll handle crossing from 1 polygon to another polygon when they aren't touching. Like across the fingers of a fist, or from one hand to another if his hands were touching. Either way though I'm looking forward to the next video
Took me a couple of months but I have finally caught up to this video! I've also figured out how to cut the planecasts down to 3 for the first one and up to 3 for every edge after that.
this is reallllyyyy cool!! i played your "death by ai" game a lot with my family and they all seemed to enjoy it! i'll let them know that you're making another great-looking game!
This is incredibly underrated. Ive loved shadow of the colossus for years now, unfortunately when it was made i was in my fathers balls, so not quite the OG fan. But when it came out on ps4 i loved it to death! Watching this video makes me wish there were more games devs like you.
So I think (if there will be part 2) the whole idea is to assign (state of the physics) "floor", "wall" and "roof" to the mesh's triangles. [now only on "active" triangles] We fire raycast on the y axis down (it is easier for me for it to facing the ground and triangle being "point (0;0)") from each triangle and where it's facing, calculate the angle between these two and depending on angles the triangles get they can change their states. If angle is (idk it is more to the feeling and gameplay but I am just theorizing) 0° - 60° it changes to "roof"; if angle is 70° - 120° it changes to "wall"; if angle is 120° - 180° it changes to "floor". It should work easily with "materials" as each material have to consider/read only state of triangle not again calculating whole angle - let's go with "ice" surface: as "floor' it make character slide a little, as "wall" it makes player to slide down (fast), as "roof" it is impossible to grab. Now I am actually curious if that will work (It is just my theory I have no experience whatsoever)
Incredible, as someone who has a huge complex about math but still pushes through both game dev and systems progamming, I gotta ask were there any times you almost gave up during this? The problems you're solving and lessons you're learning are pretty next level my man.
Ha actually this (and the bits that you will see in future videos) was incredibly hair pulling at times, there always seemed to be "one more bug" after I thought I'd solved everything. But seeing how it was basically working and the feeling of being so close to the finish line - it was impossible to stop at that point, it became almost obsessive. Thanks for the words of encouragement, it's nice to know others out there also don't find it as easy as your typical genius coder but are motivated still :)
I love the idea of Shadow of the Colossus-esque indie game! It's one of the games that I feel like could have a lot done by taking the concept in different directions. It'd also be great to see indie games inspired by Mario Galaxy
Amazing video as always! Honestly though, im here for the comedy but daaaamn thats impressive. You even optimized it really well! For the too fast speed issue, could you not times the speed by world delta time or use fixed update? Iunno i use Unreal.
Figuring out how collisions for this kind of stuff work (and implementation) has been in the background of my mind forever. That and multiplayer moving platform collision (like sea of theives)
I have zero knowledge of programming and I struggle to even get stick figures right, but I have always wanted to make a shadow of the colossus type game. This video makes me want to start, like, right now. I think I will.
pov: Finished watching robert thompson's new video immediately proceed to rewatch it 😂 but seriously man I love you so much keep doin what what your doin
So long as it looks unique, has a fun gameplay, and something for a story, I'd be down for it. I havent played through shadow of the collusus yet but i probably will now since its just been at the back of my mind
8:45 you may want to look into turning all your meshes in the data into a "halfedge data structure" a.k.a. a "doubly connected edge list". Also for this project, I'd recommend having two meshes, one that you are climbing on but is invisible, lower-poly, and lacking in details like hair or fingernails or whatever, and then this one (or assumedly one you develop in the future that may look better) on top of that does all the same animations and has all those details. Should save you a lot of plane-math computes. I am curious how you manage things like the inner side of elbows, it feels like that kinda throws a wrench in your plane method. Anyway, godspeed, Thomson!
Ah, well looks like I've done that without knowing what a halfedge data structure was! But glad I know the term now, found some good reading material on it too, thanks! You're quite right, elbows are a tricky situation, but I think the way that Shadow of the Colossus and Praey for the Gods deal with it is by not having climbable surfaces inside a joint, which makes sense to me :) I would like to figure this edge case out properly though if possible.
So glad to have you back dude. You're still the gold standard of devlogs on UA-cam and my personal biggest inspiration for everything I put out. I must have rewatched all of your stuff a dozen times by now, and I couldn't be happier there's more coming. Nice work!
Jaythedevguy!? On a Robert Thomson video!? Things just got crazy! I love your videos, man
Engineer gaming
Engineer Gaming
I just binged all ur vids like maybe 9 minutes ago, pwetty epic
Engineer Gaming
it's honestly easy to forget the amount of work that goes to explaining the simplest things, every raycast is stylised and sometimes made sillier like in the cloud hair thing or the plane where it broke in the middle there, it's so much attention to details and i absolutely love it
So glad to have you back, man. I missed your drawings. I think I speak for many of us when I say we would be 100% interested in a new indie Shadow of the Colossus type game.
hes literally me fr fr
Oh hey! That's me with the Prey for the Gods team. Loved all the great insight they gave and LOVE this video you made 🎉
Amazing!! I loved that whole interview and it was actually really useful to get ideas of how to attack this problem :) great interview, thank you!
As someone who also has a creative mind and often struggles with the math side of things, this is very inspirational. Excellent work so far. Can't wait to see more.
As a fellow maths A-level failure (and then subsequently failing all but one of the compulsory maths modules doing comp sci at university) this is a very reassuring video to see! Think I found a new favourite channel
That triangle coordinates thing was so interesting that I NEED to give you a prize.
Hes back!!! Im so ready to watch this
Glad to see somebody trying to pull it off
Barycentric coordinates were found by August Möbius, the same guy who also found the möbius strip. At some point you notice that like 90% of popular maths is named after or invented by like 10 people
I missed you, man. Your drawings and sense of humour make you one of the funniest game devs on youtube
Aw thank you so much 🙏
3:00 "you go Only Up and than wonder why you didn't take this game further"💀
You're the best mather who's claimed to not be good at matching I've ever seen Robert.
As an American... I have no idea what grade E is... so I'll just assume it means Excellent.
What the fuck is a kilometer 🦅🦅🦅🦅🦅🦅🦅🇺🇸🇺🇸🇺🇸🇺🇸🇺🇸🇺🇸
Y’know, I was almost worried about you, but luckily your video explaining why you haven’t uploaded recently help kept me sane. :)
omg your back man your videos bring so much joy and your one of the few devs to actual remain posting after covid thank you man
So happy to see that you're back and that you've uploaded!! I'm seriously in love with your content man
Instant like and sub for the Barry Centric joke, at which I laughed far harder than I probably should have…
Ahaha I had started to think everyone had taken it seriously. Thanks very much dude and welcome :)
New viewer here, loved the video, the programming, the editing, the visualizations, the animation, the jokes, can't wait for part 2!
WOOOOHOOOOOO Rob's back!!! so excited to see where you take this! theres a lot of us rooting for you man, great to have you back and see what other amazing things you have in store for us
Truly amazing and fun presentation of such a complex and beatiful topic I didn´t know anything about, waiting for Part 2 thanks a lot!
OOOH yes! This is literally sweets covered in gold, wrapped in moms pancakes and grandma's hugs for my eyeballs, ears and brain. "We Will Watch Your Career With Great Interest" Wee!
Wonderful breakdown and process. Would definitely love to see you pursue this more!
Yeaaaah, he's back
This is my one my favorite game dev channels, welcome back man!
Wow! Thanks to people like you, we can finally understand what goes on behind making these 'Colossal' games! I finished SOC on PS2 three times, and it was one of the main inspirations for me to pursue a career in game development. I am so glad I found your channel !
Looking forward to the next video. All the best, mate!
I have no idea why I didn't get notified that you uploaded but by god am I glad to know you're back! Missed your content mate!
your content is inspiring really! love your videos glad you're back
When you're making something this advanced approachable you know you're good. Incredible work, loved every second! MORE!
love these videos, good to see your still around
I missed you! You're still just as funny as I remember!
It's great to see you back!!
Ok, my internet went down and the video began to charge right at this moment 7:55 and I legitimately waited 30s in front of my screen thinking "you won't have me like that, i'm gonna wait as long as I need to" lol, I'm really exited to watch your next videos great work !
Glad to see some technique behind this. I remember setting up my own SOTC clone in unity and accomplished it by making a raycast and then using the triangle index and barycentric coordinates to calculate the target position. Because the system ran at a fixed interval, it handled extremely fast moving skinned meshes (like a giant bird that flaps and spins in the air). Added some procedural animation by making a pendelum with two spheres like the original game did too. Really interesting how they made it work on the PS2.
welcome back! I love this format with more in depth explanations
You’re pretty spot on at 4:03 :D also the editing was *chefs kiss*
I was waiting for this day. I'm glad it came and was even better than expected! Good work, I'll be back for next one.
I've looked at the thumbnail and was like "I know this guy"
Sure did, and he's even back with more stuff
I honestly was trying to do the same thing but my progress didn’t get anywhere near as far. This brings so much more insight on my questions. Great video as always!
wowowowoo welcome back!
I love the scripting and the editing of this video. You making coding more fun for my potato of a brain. I feel like I can comprehend it better.
So happy to see you upload agian, I'd love to see this become a gamre or even just video series of you making things you think are cool! I adored this video!
I've been looking for something like this for AGES, thank you so much for the thorough breakdown!
Looking great! Can't wait for the next part
This is looking really cool so far! I'm curious how you'll handle crossing from 1 polygon to another polygon when they aren't touching. Like across the fingers of a fist, or from one hand to another if his hands were touching. Either way though I'm looking forward to the next video
MOUNT MARTIN IS BACK LET'S KICK IT
glad to have you back :)
can't wait for the next one. Also congrats on +100k subs!
nice! you always bring me lots of joy, hope to see more devblogs with this idea
Robert Thomson trying to not make the most complex system in a 3D videogame challenge (impossible)
Took me a couple of months but I have finally caught up to this video! I've also figured out how to cut the planecasts down to 3 for the first one and up to 3 for every edge after that.
I'm so happy you are doing this. I've been thinking about the programming aspect of SotC for way too long
this is reallllyyyy cool!! i played your "death by ai" game a lot with my family and they all seemed to enjoy it! i'll let them know that you're making another great-looking game!
Man I’ve miss you! Awesome video, thanks!
Awesome video! I love the visualisations you have made
This is incredibly underrated. Ive loved shadow of the colossus for years now, unfortunately when it was made i was in my fathers balls, so not quite the OG fan. But when it came out on ps4 i loved it to death! Watching this video makes me wish there were more games devs like you.
So glad to see a new gamedev video :D
YYYYYYAAYYYYYY ROBERT SI BACKKK!!! Love your videos dude! Missed your devlogs
Highest quality devlogs on YT
I love your devlogs so glad your back!
damn i forgot how good these videos are, great job!!!
the bit where the raycast comes down, kills mario, and then ur bean turns into cloud spinning the arrow had me in tears
So I think (if there will be part 2) the whole idea is to assign (state of the physics) "floor", "wall" and "roof" to the mesh's triangles. [now only on "active" triangles] We fire raycast on the y axis down (it is easier for me for it to facing the ground and triangle being "point (0;0)") from each triangle and where it's facing, calculate the angle between these two and depending on angles the triangles get they can change their states.
If angle is (idk it is more to the feeling and gameplay but I am just theorizing) 0° - 60° it changes to "roof";
if angle is 70° - 120° it changes to "wall";
if angle is 120° - 180° it changes to "floor".
It should work easily with "materials" as each material have to consider/read only state of triangle not again calculating whole angle - let's go with "ice" surface: as "floor' it make character slide a little, as "wall" it makes player to slide down (fast), as "roof" it is impossible to grab.
Now I am actually curious if that will work (It is just my theory I have no experience whatsoever)
thanks for making this series on my birthday i love these huge bosses
New to the channel, but it's amazing
Can't wait for part 2 !
Love the technical terms in the video
The legend is backk!! Very excited for this series
Incredible, as someone who has a huge complex about math but still pushes through both game dev and systems progamming, I gotta ask were there any times you almost gave up during this? The problems you're solving and lessons you're learning are pretty next level my man.
Ha actually this (and the bits that you will see in future videos) was incredibly hair pulling at times, there always seemed to be "one more bug" after I thought I'd solved everything. But seeing how it was basically working and the feeling of being so close to the finish line - it was impossible to stop at that point, it became almost obsessive.
Thanks for the words of encouragement, it's nice to know others out there also don't find it as easy as your typical genius coder but are motivated still :)
I love the idea of Shadow of the Colossus-esque indie game! It's one of the games that I feel like could have a lot done by taking the concept in different directions. It'd also be great to see indie games inspired by Mario Galaxy
Hello again, its been a while but its good to have you back man, arguably casting a collosal shadow over youtube, yep
Im excited to see where this goes, I love SotC. And im a beginner game dev. Good luck on your journey.
I'm so glad you're doing this. I've also been reaaaaalllly interested in SoC style gameplay. and I too, have doo doo brain
Really cool video as always!
Alomst Perfect editing , great humor , i dont use unity but i loved watching you talking really good stuff
Let’s gooo new upload
omfg you're alive. thank your for making another video 🙏
Amazing video as always!
Honestly though, im here for the comedy but daaaamn thats impressive. You even optimized it really well! For the too fast speed issue, could you not times the speed by world delta time or use fixed update? Iunno i use Unreal.
thank you so much for this video, you finally made me realize how I could make one of my game design projects work!
Man these videos always make me giggle.
man your video creation & editing skills are so good it really makes me wish you uploaded more this is a really good video
I just remembered about your channel a day ago, and you're back yipeeee
His back….best start of the year!!!!🎉
Damn i really missedyour videos, i really enjoyed. Keep up the great work
very good explaination dude, love the way you present the informations
Yes :) keep uploading. Got 2 vids in the past 3 months 🎉 I want to see you make games. Absolutely love your content
I've missed you. Thank you for feeding me once more
Figuring out how collisions for this kind of stuff work (and implementation) has been in the background of my mind forever.
That and multiplayer moving platform collision (like sea of theives)
Finally some good content to eat food to (glad to have you back)
Sotc is just a technological marvel of a video game
I have zero knowledge of programming and I struggle to even get stick figures right, but I have always wanted to make a shadow of the colossus type game. This video makes me want to start, like, right now. I think I will.
the animation in this video goes HARD
your visual explanations are really amazing
so glad to have you back, dumande
5:00 would be a banger sponsored ad
im am at tears knowing that i might never manage this, but inspired to try
I love shadow of the colossus almost as much as you do
Good job. You made this entertaining and engaging.
ah, after like 3 months..... time to do this again!
pov: Finished watching robert thompson's new video immediately proceed to rewatch it 😂 but seriously man I love you so much keep doin what what your doin
So long as it looks unique, has a fun gameplay, and something for a story, I'd be down for it. I havent played through shadow of the collusus yet but i probably will now since its just been at the back of my mind
I love you and your fonts more than my own 2 kids
I think it'd be dope to see you make a indie game inspired shadow of the colossus
yea you right. why he not just do that?
maybe for the next video? .n.
8:45 you may want to look into turning all your meshes in the data into a "halfedge data structure" a.k.a. a "doubly connected edge list". Also for this project, I'd recommend having two meshes, one that you are climbing on but is invisible, lower-poly, and lacking in details like hair or fingernails or whatever, and then this one (or assumedly one you develop in the future that may look better) on top of that does all the same animations and has all those details. Should save you a lot of plane-math computes. I am curious how you manage things like the inner side of elbows, it feels like that kinda throws a wrench in your plane method. Anyway, godspeed, Thomson!
Ah, well looks like I've done that without knowing what a halfedge data structure was! But glad I know the term now, found some good reading material on it too, thanks!
You're quite right, elbows are a tricky situation, but I think the way that Shadow of the Colossus and Praey for the Gods deal with it is by not having climbable surfaces inside a joint, which makes sense to me :) I would like to figure this edge case out properly though if possible.
@@RobertThomsonDev Awesome! Glad I could be of help :)