I believe when the VOID (SPACE) was first created the Tone "OH" was used before the big bang. If you look at the formula for volume of a spheroid (V = 4/3 * pi * r^3); pi = irrational constant which shows KAOS exist from that alone. I guess it is like GOD breath the Tone "OH" and the radii of the void space got larger (like blowing up a balloon)... then eventually there was a big bang. I sound crazy and it is metaphysical; but I feel satisfied with this answer to understand the universe. Thanks for the video showing the power of GPUs... and for teaching me about Vertex and Fragment shaders. take care...
Good job is done! For me, the main reason water looks unusual lies in fact it ignores terrain. Waves do not change direction colliding with obstacles, which makes them look totally unrealistic. I ask author to try to consider some solution (of course, not to make physical simulation of water, but to investigate some trick to add water natural look), if it is interesting for them. Anyway, thank's author for what is already done!
*Great Work!* I once heard that the very foundation of our entire universe / multiverse is built by frequency. That everything is created by the harmonics.
this is true i suppose. i mean, fourier's theorem breaks all complex sound waves as a sum of sine waves and i see no reason for that not to extend to things like radio waves and even the complex movements of matter itself, like the excitation of particles themselves. do note though that i am just an audio engineer and my education in physics at university was mostly regarding acoustics and electronics, and was only a part of the coursework
Given that everything we see around us is because of light, which travels as a wave, it doesn’t surprise me. But, the fact you decided to create a world out of sine waves is amazing. Really cool stuff!
Matter is light/mind/sinusoids. Light has and will synthesize matter via the fourier transform. Breit-wheeler synthesis. Look into ontological mathematics.
Beautiful, and yes some kind of TTS or voice filter, haha, love the videos, keep em coming! I'm definitely going to try something like this with terrain generation soon.
great video, I've always liked to create different worlds using generative techniques by random choice and see the exciting results and play with it, would love to see more.
I really love your videos. You do a great job everytime. However, I happen to prefer the procedural graphics videos quite a lot. Do you think you could do something similar for your next video
@@CoderSpaceChannel I've seen a video showing a procedural 2D water animation, but the person only shared the source file and didn't explain anything. Could you make a video about it?
AS a math student this is just a little use of the vaste mysterious world of mathematics , there A lot of secrets in this math world , good vid keep up
Awesome work! Off topic but I have been interested in map generation using Wave Function Collapse. I like your video format and I think it could be a cool topic for your channel!
Good video about Law of creativity. Sine wave with Random Noise. Same wave can generate Living beings. Also add distance function to generate more planets, stars and galaxies.
I am learning shadercode by working in language model evaluation for shader code. And I have seen various implementations for noise. But never reall understood the real semantics behind it. Evaluating if the model can generate the fitting type of noise for a specific program might be a good benchmark task.
This is a very interesting video to watch even if I don't know anything about coding Out of curiousity, is it possible to build a planet using cosecant, arcsine, and hyperbolic sine?
One thing I wonder about with the use of octaves in terrain generation: wouldn't using a stretched or compressed octave (something like 2.01 or 1.997 somesuch) give a slightly less predictable "waveform"? How about adding a second, stretched harmonic beyond that? (3.02 or somesuch)? Everywhere I've seen this, it's always been octaves, but ... from a world-generating perspective, it seems to me that just fudging that factor of two a bit would improve the outcome. Is there any particular reason exactly 2 is favored?
Hello. Can you please tell me how to master moderngl as well? I usually use it for my game. With grief in half I learned to draw textures in 2D. Now I want to learn how to do 3D and draw graphics. Before that, there were no cases with OpenGL. Maybe i need to start somewhere else. Can you provide links to sources on your subjects?
Just like some mad modern Taoist (and maybe some of those Lady Gaga's Chromatica fans) thinks, a world where Sine is the god-dess which made up everything! Maybe on the water, we can have travelling sinusoids, on different freq's and travelling in their different speed? And, I think that the textures of the "rolling hills" seem to be a bit too... unnatural. Can we use just 2-4 rather low freq's of sinusoids, and a bit more rather high freq's, with no annoying, less important middle-freq ones? Maybe that'll be throretically easy, for splitting the terrain wave function (Pun intended!) into two of them, one for the basic terrain shape, the another one makes the texture? (Fun fact: Weierstrass function, that fractal-like one, is also based on sinusoids and resembles mountains better than those you displayed here! ) Maybe that can help you create a more realistic and wild sinusoidal land! Sadly I'm not an experienced programmer who can just do some impractical simple programming on Python and Mathematica scripts.
Could u do it in the Godot engine with the python-like GDscript :), I could donate a little bit for it, I really don’t know what to do with it yet, and I am a poor game dev student now. But would be really exiting and thrilling to learn from your tutorial in Godot and see the result and be able to populate this SINE planet with Npcs and so on. You are the John Avon of python. Best regards :)
Godot currently does not support using GLSL shaders so you would have to rewrite it in the Godot shader language. It's very similar to GLSL so it shouldn't be too difficult.
The entire terrain is rendered in a shader, you shouldn't need to write a single line with GDScript, only port the shader over to Godot's shading language
I saw your github, uhm, any chance you're bulgarian? After seeing most of ur vids i believe you're some sort of a genius, like how u just know when to apply all algorithmic logic and math, im mindblown
What would the world look like if you replace all of the sine functions with cosine functions, without changing any of the other code? And the same thing, but with the tangent function
I believe when the VOID (SPACE) was first created the Tone "OH" was used before the big bang. If you look at the formula for volume of a spheroid (V = 4/3 * pi * r^3); pi = irrational constant which shows KAOS exist from that alone.
I guess it is like GOD breath the Tone "OH" and the radii of the void space got larger (like blowing up a balloon)... then eventually there was a big bang. I sound crazy and it is metaphysical; but I feel satisfied with this answer to understand the universe.
Thanks for the video showing the power of GPUs... and for teaching me about Vertex and Fragment shaders. take care...
Good job is done! For me, the main reason water looks unusual lies in fact it ignores terrain. Waves do not change direction colliding with obstacles, which makes them look totally unrealistic. I ask author to try to consider some solution (of course, not to make physical simulation of water, but to investigate some trick to add water natural look), if it is interesting for them. Anyway, thank's author for what is already done!
*Great Work!*
I once heard that the very foundation of our entire universe / multiverse is built by frequency. That everything is created by the harmonics.
this is true i suppose. i mean, fourier's theorem breaks all complex sound waves as a sum of sine waves and i see no reason for that not to extend to things like radio waves and even the complex movements of matter itself, like the excitation of particles themselves. do note though that i am just an audio engineer and my education in physics at university was mostly regarding acoustics and electronics, and was only a part of the coursework
I love the overall atmosphere here.
Given that everything we see around us is because of light, which travels as a wave, it doesn’t surprise me.
But, the fact you decided to create a world out of sine waves is amazing.
Really cool stuff!
Matter is light/mind/sinusoids. Light has and will synthesize matter via the fourier transform. Breit-wheeler synthesis. Look into ontological mathematics.
this is terrifyingly beautiful
Next video: Making minecraft in python
Yes please!
It should have been in java
This is can made with ursina
@@Шлепус-ъ2ш PyOpenGL никто не отменял, будет сложнее, но зато работать будет быстрее
oh God it'll be even slower
Beautiful, and yes some kind of TTS or voice filter, haha, love the videos, keep em coming! I'm definitely going to try something like this with terrain generation soon.
Super nice implementation of the concept of the Fourier series!
hey man, just checked your github, your coding style is Genius! - clarity and organisation.
great video, I've always liked to create different worlds using generative techniques by random choice and see the exciting results and play with it, would love to see more.
I really love your videos. You do a great job everytime. However, I happen to prefer the procedural graphics videos quite a lot. Do you think you could do something similar for your next video
Yes, from time to time I will release a video on this topic
@@CoderSpaceChannel Thanks a lot. Looking forward to it
@@CoderSpaceChannel I've seen a video showing a procedural 2D water animation, but the person only shared the source file and didn't explain anything. Could you make a video about it?
@@marcoantonioalonso482 yes it is an interesting topic
You could probably add in some smoothing, and maybe layer in some cosine with smoothmin to make the terrain less noisy and a bit more realistic
Or even just blur the heightmap
AS a math student this is just a little use of the vaste mysterious world of mathematics , there A lot of secrets in this math world , good vid keep up
Really nice result. Thanks for sharing!
Astronaut: Wait, its all sine?
Astronaut with a gun: It always has been.
This channel was like, hand-picked specifically for me lol.
Thanks for your work!
Awesome work!
Off topic but I have been interested in map generation using Wave Function Collapse. I like your video format and I think it could be a cool topic for your channel!
“It’s all sine?”
“Always has been.”
-Wait it's all sine?
- Always has been
Hauntingly beautiful
Wait, it’s all sine function?
🔫 Always has been
Good video about Law of creativity. Sine wave with Random Noise.
Same wave can generate Living beings.
Also add distance function to generate more planets, stars and galaxies.
Idea: prcedural subdivision, at darker points you subdivide the plane more making the mountains or terrain easier to run
Awesome Work!!!!
I can't believe you give this away for free
it's my hobby to share knowledge for free
Minecraft: Hold my cubes
very cool brother !!
There's also a way to use PIL filter blend (plus Image rotate) to get any such results incredibly fast.
That's pretty insane
Beautiful!
how to scare a pre calc or trignometry student:
*laughs in fourier transform* (great vid though ;))
Subscribed instantly.
What a great video, really interesting
Hi from colombia: Tnx for this you are awesome.
planet cos next
Fourier is quaking
You are underrated!!
Awesome video! Thank you!
You made planet 9. Good job on this one this inspired me
Next episode of "trigger your imposter syndrome in less than 10 minutes"
I want to see this 100 times after my exam
4:04 not hashicorp terraforming of course 😉
I mean all of reality is wave functions, so it should be possible. but holy cow what a great job, looks amazing
Це дуже круто і цікаво ❤
"How I Wrote This Comment with SINE"... somewhere in some computer system
And you can actually shape it to your liking with the Fourier transform
I’ve never realized how much python looks like c++. Thankful I could understand this at all, great work!
Python was used to initialize the OpenGL context, but the rest is C-like language GLSL
most of the code was in GLSL not in python
I am learning shadercode by working in language model evaluation for shader code. And I have seen various implementations for noise. But never reall understood the real semantics behind it. Evaluating if the model can generate the fitting type of noise for a specific program might be a good benchmark task.
This is a very interesting video to watch even if I don't know anything about coding
Out of curiousity, is it possible to build a planet using cosecant, arcsine, and hyperbolic sine?
what a great video congrat 👏👏👏
Nice video, very impressive ! Really like your videos.
You're cool
You can tell you how to make mountains colored (using a gradient). PLEASE
This is awesome ! Subscribed ! Can you suggest some resources / books to read more about such stuff. Looking fwd for more such videos.
I guess this is the best resource:
iquilezles.org/
@@CoderSpaceChannel Thankyou !
So we're living in a sinelation 😏
Awesome work!
One thing I wonder about with the use of octaves in terrain generation: wouldn't using a stretched or compressed octave (something like 2.01 or 1.997 somesuch) give a slightly less predictable "waveform"? How about adding a second, stretched harmonic beyond that? (3.02 or somesuch)? Everywhere I've seen this, it's always been octaves, but ... from a world-generating perspective, it seems to me that just fudging that factor of two a bit would improve the outcome. Is there any particular reason exactly 2 is favored?
I would generate and hold the values on the CPU side as then you have access to physics.
If you have a shader do it you’re only displaying graphics.
Hello. Can you please tell me how to master moderngl as well? I usually use it for my game. With grief in half I learned to draw textures in 2D. Now I want to learn how to do 3D and draw graphics. Before that, there were no cases with OpenGL. Maybe i need to start somewhere else. Can you provide links to sources on your subjects?
maybe this will help:
ua-cam.com/video/eJDIsFJN4OQ/v-deo.html
@@CoderSpaceChannel Thanks for the quick response! Yes, I think that's what i need! Thanks a lot!
So is using sine in modern imagery and tech just a "sine of the times"?
When you accidently uncover the secrets of pythagorean illuminism and demonstrate the fourier transform as a generative of space and time values.
These Pipeline rendering GPU system are beautiful. uwu
Currently, I'm working in the Lumen illumination system.
Wow.....awesome.....
if you press 1,2,3 or 4 on your keyboard he always initializes those timestamps with the word "function"
Just like some mad modern Taoist (and maybe some of those Lady Gaga's Chromatica fans) thinks, a world where Sine is the god-dess which made up everything!
Maybe on the water, we can have travelling sinusoids, on different freq's and travelling in their different speed?
And, I think that the textures of the "rolling hills" seem to be a bit too... unnatural. Can we use just 2-4 rather low freq's of sinusoids, and a bit more rather high freq's, with no annoying, less important middle-freq ones? Maybe that'll be throretically easy, for splitting the terrain wave function (Pun intended!) into two of them, one for the basic terrain shape, the another one makes the texture?
(Fun fact: Weierstrass function, that fractal-like one, is also based on sinusoids and resembles mountains better than those you displayed here! )
Maybe that can help you create a more realistic and wild sinusoidal land! Sadly I'm not an experienced programmer who can just do some impractical simple programming on Python and Mathematica scripts.
Next video making sinecraft
If the terrain was a bit smooth you could navigate it easily In-game
Wait, it's all sine?
Always has been.
When a coder gets a Math Project ..
Why not also use noise to shift coordinates a bit, so that the pattern would be even less visible, or just disappear entirely?
What would happen if you collectively switched every sine function to tangent?
ask for the script, min🙏🙏
I like you videos
Could u do it in the Godot engine with the python-like GDscript :), I could donate a little bit for it, I really don’t know what to do with it yet, and I am a poor game dev student now. But would be really exiting and thrilling to learn from your tutorial in Godot and see the result and be able to populate this SINE planet with Npcs and so on. You are the John Avon of python. Best regards :)
I'm not a Godot expert but try just applying this fragment shader to the Viewport (and don't forget the uniform variables)
Godot currently does not support using GLSL shaders so you would have to rewrite it in the Godot shader language. It's very similar to GLSL so it shouldn't be too difficult.
The entire terrain is rendered in a shader, you shouldn't need to write a single line with GDScript, only port the shader over to Godot's shading language
What kind of real time performance does this project get? Does it only render screen space geometry or culling hidden polygons?
170 fps rtx 3070 mobile. Only two triangles are used for rendering (4 vertices)
man you are cool
If you make a planet based the Sine function, is it a Sin?
To the music: Pet Shop Boys - It's A Sin
@@CoderSpaceChannel everywhere I'm going to, it's a sin
good job 👍
I saw your github, uhm, any chance you're bulgarian? After seeing most of ur vids i believe you're some sort of a genius, like how u just know when to apply all algorithmic logic and math, im mindblown
It's not immediate. He actually solves these and researched prior to recording. It actually may have taken him a month
Where do you find how to use moderngl I tried to google but none of the results were helpful
Круто! Продолжай ❤
New video!
Nice!
wow! love it
Bro, how do you get this type of skill? Share your tips to us.
Who didn't understand: he made the sea waves from sine wave, and rocks generation with sine wave.
Next video: Simulating quantum physics using a potato
Man u deserve a sub
What would the world look like if you replace all of the sine functions with cosine functions, without changing any of the other code? And the same thing, but with the tangent function
I would love to see the totally different result when using cosine functions 🙏🙏
Wait, it's all a sine?
Always has been.
whats difference between this and perlin funciton
how does it run so smooth for you? python is so slow for me
Idea for next video: 2d line of sight using py opengl?
Nice!
Hello Mr coder space how can import a object "player"r
Amazing
Voxel Cone Tracing + Ray Marching in python
That's insine...
Now imagine if you integrated it with cosine and tangent
how to make approximately equidistant random points with a seed? I have no idea :D
Born in Sine