SimonDev
SimonDev
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How Quake Failed their way to Success
Breakthroughs aren't created in a vacuum. Let's dig into Quake's technical failures and missteps, in order to better understand their ultimate success.
Gamedev Courses: simondev.teachable.com/
Support me on Patreon: www.patreon.com/simondevyt
Follow me on:
Instagram: beer_and_code
Twitter: iced_coffee_dev
In this video, we explore some of the history behind Quake's ground-breaking rendering technology. The developers explored a myriad of options, which ended up being dead-ends or non-starters, but laid the framework for what would eventually be their breakthrough.
Reference:
github.com/jagregory/abrash-black-book
github.com/id-Software/Quake
www.flipcode.com/harmless/issue01.htm#beamtrees
Links:
czcams.com/video/vi-bdUd9J3E/video.html
zhlédnutí: 135 270

Video

When Optimisations Work, But for the Wrong Reasons
zhlédnutí 805KPřed 4 měsíci
Level of detail and imposters are effective optimizations that work for reasons you may not fully understand. Let's explore why, from a hardware perspective, these work. Gamedev Courses: simondev.teachable.com/ Support me on Patreon: www.patreon.com/simondevyt Follow me on: Instagram: beer_and_code Twitter: iced_coffee_dev In this video, we explore the underlying reas...
How Games Have Worked for 30 Years to Do Less Work
zhlédnutí 1,3MPřed 6 měsíci
We explore the evolution of culling and visibility determination in video games, building on work started over 30 years ago, and evolving with every generation of hardware. Gamedev Courses: simondev.teachable.com/ Support me on Patreon: www.patreon.com/simondevyt Follow me on: Instagram: beer_and_code Twitter: iced_coffee_dev In this video, I implement some of the var...
How do Major Video Games Render Grass?
zhlédnutí 368KPřed 7 měsíci
Trying out the last grass and foliage rendering techniques used by Ghost of Tsushima. 🛒 Recommended books (on Amazon): www.amazon.com/hz/wishlist/ls/1IMV0IR3QIZMQ?type=wishlist&tag=simondev01-20&sort=priority&viewType=grid ❤️ Support me on Patreon: www.patreon.com/simondevyt 🌍 My Gamedev Courses: simondev.teachable.com/ Disclaimer: Commission is earned from qualifying purchases on Amazon links....
Is the COST of JavaScript’s GC REALLY that high?
zhlédnutí 90KPřed 11 měsíci
How much overhead is there really for garbage collection, is it as high as so many people say it is? My Courses: simondev.teachable.com/ Support me on Patreon: www.patreon.com/simondevyt Follow me on: Twitter: iced_coffee_dev Instagram: beer_and_code Garbage Collection is often cited as a major source of performance problems in JavaScript. In this vdeo, we explore gar...
So how does your computer ACTUALLY compute sine? Basics of trig and more…
zhlédnutí 279KPřed rokem
What is sin/cos/tan really? How do they relate to the dot product? How are they even computed by your hardware? My Courses: simondev.teachable.com/ Support me on Patreon: www.patreon.com/simondevyt Follow me on: Twitter: iced_coffee_dev Instagram: beer_and_code Trigonometry is often cited as an are of math for game development. In this video, I explore trig functions ...
How Big Budget AAA Games Render Bloom
zhlédnutí 106KPřed rokem
Trying out some of the latest approaches to Bloom used in Unity/Unreal. 🛒 Recommended books (on Amazon): www.amazon.com/hz/wishlist/ls/1IMV0IR3QIZMQ?type=wishlist&tag=simondev01-20&sort=priority&viewType=grid ❤️ Support me on Patreon: www.patreon.com/simondevyt 🌍 My Gamedev Courses: simondev.teachable.com/ Disclaimer: Commission is earned from qualifying purchases on Amazon links. Follow me on:...
How Big Budget AAA Games Render Clouds
zhlédnutí 256KPřed rokem
Explored a few of the latest techniques in procedural cloud rendering used in Horizon: Zero Dawn and the FrostBite engine. 🛒 Recommended books (on Amazon): www.amazon.com/hz/wishlist/ls/1IMV0IR3QIZMQ?type=wishlist&tag=simondev01-20&sort=priority&viewType=grid ❤️ Support me on Patreon: www.patreon.com/simondevyt 🌍 My Gamedev Courses: simondev.teachable.com/ Disclaimer: Commission is earned from ...
The ONE Texture Every Game NEEDS
zhlédnutí 247KPřed rokem
Exploring why procedural noise (such as perlin noise) are so useful in game development and graphics. 🛒 Recommended books (on Amazon): www.amazon.com/hz/wishlist/ls/1IMV0IR3QIZMQ?type=wishlist&tag=simondev01-20&sort=priority&viewType=grid ❤️ Support me on Patreon: www.patreon.com/simondevyt 🌍 My Gamedev Courses: simondev.teachable.com/ Disclaimer: Commission is earned from qualifying purchases ...
An In-Depth look at Lerp, Smoothstep, and Shaping Functions
zhlédnutí 153KPřed rokem
Exploring some common math that game developers use, let's look at linear interpolation and apply it to everything. 🛒 Recommended books (on Amazon): www.amazon.com/hz/wishlist/ls/1IMV0IR3QIZMQ?type=wishlist&tag=simondev01-20&sort=priority&viewType=grid ❤️ Support me on Patreon: www.patreon.com/simondevyt 🌍 My Gamedev Courses: simondev.teachable.com/ Disclaimer: Commission is earned from qualify...
Ray Marching, and making 3D Worlds with Math
zhlédnutí 237KPřed rokem
Built this entire video on raymarching in shaders using shaders, ray marching, and signed distance functions. 🛒 Recommended books (on Amazon): www.amazon.com/hz/wishlist/ls/1IMV0IR3QIZMQ?type=wishlist&tag=simondev01-20&sort=priority&viewType=grid ❤️ Support me on Patreon: www.patreon.com/simondevyt 🌍 My Gamedev Courses: simondev.teachable.com/ Disclaimer: Commission is earned from qualifying pu...
I Tried Making an FPS Game in JavaScript
zhlédnutí 124KPřed rokem
GLSL Course: simondev.teachable.com/p/glsl-shaders-from-scratch Support me on Patreon: www.patreon.com/simondevyt Follow me on: Twitter: iced_coffee_dev Instagram: beer_and_code Here I tried making a 3D first person shooter, all in JavaScript and Three.js. I took some code from a couple of my other tutorials, like first person camera controls and ammo.js stuff, bolted...
SimonDev Course Announcement! | Course Trailer
zhlédnutí 15KPřed rokem
AVAILABLE NOW, LIMITED PRICE: simondev.teachable.com/p/glsl-shaders-from-scratch?coupon_code=EARLYBIRD2022 I'm excited to announce that after months of work, my GLSL Shader Course is ready for early preview. From beginner all the way to more advanced topics, and features some incredibly fun projects to build 100% in shaders. We cover topics the same way I learn them, by learning the fundamental...
Make stuff look better with DECALS!
zhlédnutí 24KPřed 2 lety
I'll show you how to use Three.js's decal system to build FPS bullet marks, footsteps, and anything else you want. GLSL Course: simondev.teachable.com/p/glsl-shaders-from-scratch Patreon: www.patreon.com/simondevyt Follow me on: Twitter: iced_coffee_dev Instagram: beer_and_code Github: github.com/simondevyoutube/ I'll step through using DecalGeometry in JavaScript and...
Immersive 3D Audio and Visualization (three.js & javascript)
zhlédnutí 29KPřed 2 lety
Immersive 3D Audio and Visualization (three.js & javascript)
Building a Simple First Person Camera
zhlédnutí 52KPřed 2 lety
Building a Simple First Person Camera
Building a Simple 3D Scene with Physics in JavaScript & Three.js
zhlédnutí 38KPřed 2 lety
Building a Simple 3D Scene with Physics in JavaScript & Three.js
What can “The Simpsons” teach us about Dynamic Programming?
zhlédnutí 96KPřed 2 lety
What can “The Simpsons” teach us about Dynamic Programming?
Wait, so comparisons in floating point only just KINDA work? What DOES work?
zhlédnutí 242KPřed 2 lety
Wait, so comparisons in floating point only just KINDA work? What DOES work?
Hash Tables, Associative Arrays, and Dictionaries (Data Structures and Optimization)
zhlédnutí 113KPřed 2 lety
Hash Tables, Associative Arrays, and Dictionaries (Data Structures and Optimization)
Can JavaScript Go Faster? Threading in JavaScript (Data Structures & Optimization)
zhlédnutí 65KPřed 2 lety
Can JavaScript Go Faster? Threading in JavaScript (Data Structures & Optimization)
Simple Biome Generation (3D World Generation #11)
zhlédnutí 28KPřed 2 lety
Simple Biome Generation (3D World Generation #11)
I Tried to Make Star Wars Battlefront II in JavaScript
zhlédnutí 120KPřed 2 lety
I Tried to Make Star Wars Battlefront II in JavaScript
What Big-O notation ACTUALLY tells you, and how I almost failed my Google Interview
zhlédnutí 374KPřed 3 lety
What Big-O notation ACTUALLY tells you, and how I almost failed my Google Interview
How Slow is JavaScript Really? JavaScript vs C++ (Data Structures & Optimization)
zhlédnutí 289KPřed 3 lety
How Slow is JavaScript Really? JavaScript vs C (Data Structures & Optimization)
3D Mesh Generation, Gaps, and Stitching (3D World Generation #10)
zhlédnutí 27KPřed 3 lety
3D Mesh Generation, Gaps, and Stitching (3D World Generation #10)
Why Linked Lists vs Arrays isn’t a real choice
zhlédnutí 306KPřed 3 lety
Why Linked Lists vs Arrays isn’t a real choice
Logarithmic Depth Buffers and Problems of Scale (3D World Generation #9)
zhlédnutí 29KPřed 3 lety
Logarithmic Depth Buffers and Problems of Scale (3D World Generation #9)
I made an EVEN BETTER Minecraft
zhlédnutí 319KPřed 3 lety
I made an EVEN BETTER Minecraft
I Tried Making a 3D MMORPG Game in JavaScript
zhlédnutí 599KPřed 3 lety
I Tried Making a 3D MMORPG Game in JavaScript

Komentáře

  • @MsBluebl
    @MsBluebl Před 4 hodinami

    Why am I watching this while eating green grapes at 1am I don’t do game dev

  • @aaronlinell3916
    @aaronlinell3916 Před 6 hodinami

    Great video but I am begging you to title videos in a way that will be possible to google based on their content in 5 years.

  • @textual
    @textual Před 6 hodinami

    i didnt realize you could modify a pre-packaged shader, thanks for the info!

  • @JZL003
    @JZL003 Před 17 hodinami

    Its such small thing but "very famous nanite architecture, but if you havrbt heard of it,.no worries" Is such a great line

  • @PunkrockNoir-ss2pq
    @PunkrockNoir-ss2pq Před 20 hodinami

    why do you talk so slow?

  • @islesofurth1
    @islesofurth1 Před 21 hodinou

    great talk

  • @MarkieMark-vy7hg
    @MarkieMark-vy7hg Před dnem

    I live for JavaScript. I beleive it’s perfect for the kind of games I’ll be making. One day I’ll learn c++ but that’s when I want to tackle giant games

  • @rosly_yt
    @rosly_yt Před dnem

    Subscribing for the footage of Micheal Abrash's book, hell yeah.

  • @HicSid
    @HicSid Před dnem

    What a good game dev needs to achieve: -Perfection❌ -Good enough✅

  • @shahfaisal3923
    @shahfaisal3923 Před dnem

    Beautiful work

  • @vasili551
    @vasili551 Před dnem

    "I make a lot of empty promises" lol

  • @maroosagaming
    @maroosagaming Před dnem

    games stopped being optimised after cp77 games really fell off if a game needs dlss or fsr to be playable above 165 fps then its probably awful

  • @dvdganon0812
    @dvdganon0812 Před 2 dny

    Hi. Great video. I have so solution to the dead pixels problem. And i would like to know your opinion. Also, how much work can you save if you solve this problem? Like 20 percent? Or 50 ?

  • @saltyowl3229
    @saltyowl3229 Před 2 dny

    Hmmm. I bet dynamic, performance optimized mesh topologies would be fun to design as a feature. Genuinely too

  • @nesobre
    @nesobre Před 2 dny

    very nice

  • @KorchukKv
    @KorchukKv Před 2 dny

    Absolutely loved the explainer!

  • @aviatedviewssound4798

    Simon, could we have a discussion regarding the visibility buffer and software VRS? These advancements have the potential to enhance upscaling quality, consequently improving the performance of ReStir.

  • @Vesperele
    @Vesperele Před 4 dny

    you sound like bob from bobs burgers and it’s so soothing to be taught by 😂

  • @NamanArusia
    @NamanArusia Před 4 dny

    Damn man this is insanely impressive. And the thing is when you go step by step it actually makes so much sense, like an obfuscated memory was unlocked.

  • @AhmadAli-kv2ho
    @AhmadAli-kv2ho Před 4 dny

    17.46

  • @mihaleben6051
    @mihaleben6051 Před 4 dny

    You know what? Take this (1/180) times pi =sin(x) for me it works.

    • @mihaleben6051
      @mihaleben6051 Před 4 dny

      I am not using radians, trying to convert this to radians unfortunately always results in uh... like 1

  • @Arrradiance
    @Arrradiance Před 5 dny

    very neat

  • @SomeRandomPiggo
    @SomeRandomPiggo Před 5 dny

    The Perlin noise really did it, looks like real wind!

  • @nicolaslanglais
    @nicolaslanglais Před 5 dny

    the thing that would sell it would be player collision detection

  • @selltheworldgames
    @selltheworldgames Před 5 dny

    It's interesting to see how this is achieved from a non artist perspective.

  • @DyXel04
    @DyXel04 Před 5 dny

    I think a nice video to make next would be how are shadows done today vs how they were back in the day, very extensive and interesting topic to cover IMO. Great videos in general! My suggestion would be to have a slightly more enthusiastic voice, at the moment it sounds like you are super tired when making these...

  • @dakiloth
    @dakiloth Před 6 dny

    A LEXX reference gets you a subscription

  • @seantanner1619
    @seantanner1619 Před 6 dny

    Distant objects are imposters, so are naturally sus if they get close.

  • @hamzamotara4304
    @hamzamotara4304 Před 6 dny

    Time traveler here, your computers are really quite strong now.

  • @sandwich.entity3810

    Would be interesting to see what small variations in height, either from a noise map or maybe just random offsets, would look like?

  • @Thesupperals
    @Thesupperals Před 7 dny

    Man. I want to know more about what they do- not for performance, but making less assets in general.

  • @kitten-inside
    @kitten-inside Před 7 dny

    Meanwhile at Bethesda...

  • @nocaptcha8110
    @nocaptcha8110 Před 8 dny

    Bro can you teach us this in Godot?

  • @kinsukaweerasooriya2933

    Please make a video for octrees ❤

  • @anomonyous
    @anomonyous Před 8 dny

    The best, most insane hardware that even most consumers can't get there hands on, will crumble beneath badly optimised games, regardless of its power.

  • @thakyou5005
    @thakyou5005 Před 9 dny

    Games nowadays are crap

  • @Wenedi
    @Wenedi Před 10 dny

    Shaders are severely underappreciated by game devs these days. It seems to be an area only explored by the largest studios. This should really change - simliar to rigging as well...

  • @s8x.
    @s8x. Před 11 dny

    very cool. so is this from scratch since u can do this in blender?

  • @s8x.
    @s8x. Před 11 dny

    very cool. so is this from scratch since u can do this in blender?

  • @Svft.FN.
    @Svft.FN. Před 11 dny

    can you give code?

  • @Jiffy_Park
    @Jiffy_Park Před 11 dny

    duuude which engine and which gpu??

  • @TheCompleteMental
    @TheCompleteMental Před 12 dny

    I'd love to see, on future deep dives into the history and different approaches to rendering things like this, insight on the performance cost of each change

  • @barthpaleologue
    @barthpaleologue Před 12 dny

    The triangle wave trick at the end is next level! Thanks a lot for sharing your knowledge