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Registrace 26. 03. 2020
Videogame math & physics
How To Write Fast Shaders
Shaders performance test:
docs.google.com/document/d/1-Z4MgbycD0ZWRs877pf1Z6PXv5ZZR295R9rk_XUthrc/edit?usp=sharing
Data Oriented Desing:
gameprogrammingpatterns.com/data-locality.html
czcams.com/video/rX0ItVEVjHc/video.html
RDR 2 graphics study by Hüseyin:
imgeself.github.io/posts/2020-06-19-graphics-study-rdr2/
Sharper Mipmapping using Shader Based Supersampling by Ben Golus:
bgolus.medium.com/sharper-mipmapping-using-shader-based-supersampling-ed7aadb47bec
Music:
Wehrmut by Godmode
Divider by Chris Zabriskie is licensed under a Creative Commons Attribution 4.0 license. creativecommons.org/licenses/by/4.0/
Artist: chriszabriskie.com/
camerashake_background_music_pt2 by Igor Vaiman
soundcloud.com/igor_vaiman/
Beyond by Patrick Patrikios
0:00 Intro
0:56 Data Locality
02:01 Latency Hiding
03:02 Context Switch
03:42 Practical Tips
04:44 Texture Format
05:36 MIP-mapping
06:40 Channel Packing
07:12 Compute and Shared Memory
08:42 Blur Example
10:03 Outro
#shaders #unity #optimization #programming
docs.google.com/document/d/1-Z4MgbycD0ZWRs877pf1Z6PXv5ZZR295R9rk_XUthrc/edit?usp=sharing
Data Oriented Desing:
gameprogrammingpatterns.com/data-locality.html
czcams.com/video/rX0ItVEVjHc/video.html
RDR 2 graphics study by Hüseyin:
imgeself.github.io/posts/2020-06-19-graphics-study-rdr2/
Sharper Mipmapping using Shader Based Supersampling by Ben Golus:
bgolus.medium.com/sharper-mipmapping-using-shader-based-supersampling-ed7aadb47bec
Music:
Wehrmut by Godmode
Divider by Chris Zabriskie is licensed under a Creative Commons Attribution 4.0 license. creativecommons.org/licenses/by/4.0/
Artist: chriszabriskie.com/
camerashake_background_music_pt2 by Igor Vaiman
soundcloud.com/igor_vaiman/
Beyond by Patrick Patrikios
0:00 Intro
0:56 Data Locality
02:01 Latency Hiding
03:02 Context Switch
03:42 Practical Tips
04:44 Texture Format
05:36 MIP-mapping
06:40 Channel Packing
07:12 Compute and Shared Memory
08:42 Blur Example
10:03 Outro
#shaders #unity #optimization #programming
zhlédnutí: 17 748
Video
Ocean waves simulation with Fast Fourier transform
zhlédnutí 363KPřed 3 lety
How does ocean waves simulation with Fast Fourier transform work? Source code: github.com/gasgiant/FFT-Ocean Music: soundcloud.com/igor_vaiman Catlike Coding on Gerstner waves: catlikecoding.com/unity/tutorials/flow/waves/ 3Blue1Brown on Euler's formula: czcams.com/video/v0YEaeIClKY/video.html 3Blue1Brown on Fourier transform: czcams.com/video/spUNpyF58BY/video.html References: github.com/gasgi...
Realistic Aircraft Physics for Games
zhlédnutí 77KPřed 3 lety
How to make realistic fixed wing aircraft physics for a game? Source code: github.com/gasgiant/Aircraft-Physics Aerodynamic coefficients calculations: W. Khan and M. Nahon, "Real-time modeling of agile fixed-wing UAV aerodynamics," 2015 International Conference on Unmanned Aircraft Systems (ICUAS), Denver, CO, 2015, pp. 1188-1195, doi: 10.1109/ICUAS.2015.7152411. ieeexplore.ieee.org/document/71...
Screenshake that doesn't suck
zhlédnutí 25KPřed 4 lety
How to make nice camera shake in Unity. Source code: github.com/gasgiant/Camera-Shake Music: soundcloud.com/igor_vaiman #unity #screenshake
Based on your aircraft physics , I built a Kamikaze (Suicide) UAV simulation in Unity, and I'm continuing to develop on it. Excellent work, and many thanks for sharing it.
how did you create this beautiful 2D sine simulation at 1:40?
How to make fun and engaging aircraft game, realistic physics, exagerated plane performance
13:21
Looked at the code and have no idea what half the stuff does but I understand the concept. Really high quality waves though, looks amazing.
Привет! Как можно с тобой связаться? Я Tech Artist, и мне интересно ты все ещё разрабатываешь игры? На ИТч ио у тебя много проектов)
можно в твиттер написать twitter.com/pensionerov
Very easy to understand :) Thank you for making this video
Thank you so much for this, it's unbelievable how well it works.
Very nice!
Thank you very much for this tutorial! The thing that got me the most interested though is how did you make those white trails on the tip of the wings? I cannot get anywhere close to similar results Anybody knows??
I'm assuming he's just using vfx. You can create a ribbon and spawn it at the desired location and then it follows the plane.
does the propeller also uses Calculate Aerodynamics Force
Dude, you are legend!
i have made this work in vr, you should upload more
im gonna marry you
I'm making a bird flight simulator, and I ended up using a very similar approach to you before I even saw the video! I've been experiencing the dreaded jitter like at 8:54 if I maneuver too fast, and I think the substep is a super elegant solution. However, my wing is broken into a lot of thin segments (around 20 per side), so I'm worried that recalculating the forces on each one will tank the performance. I guess the only way to find out is to benchmark it. If that turns out to be unfeasible, do you know of any other ways I can prevent it from jittering?
Awesome video and tutorial! Thanks❤
Amazing! Can imagine what enormous computations are required to add there some solitons to simulate waves with negative slope...
Молодец, старайся дальше, акцент палится )
AMAZING!!
Would love a more detailed video on your ocean system
Почему ты перестал выпускать видео ?
Хард рашн акцент!
Omg this channel is insane! I really loved your videos. Keep up man!
Acerola sent me here
When something conceptually and mathematically so elegant works so well for so long in so many different fields, it probably holds some fundamental meaning.
Beautiful work!
Очень интересно !
AGED POORLY. JK, I don't know why this came up in my feed, but I thought that pretending to be a dumbass on an arbitrary Unity video would be funny.
Is pity that developers mostly drop projects. Last updates on GitHub 3 years ago.....
I hope one day I will be good enough computer scientist that I can understand the concepts in this video
gpu hungry need more ops
Who’s here from the Acerola ocean video?
I can't. I tried multiply times to go through this topic. I just can't
i'm not really sure how i ended up here
What a great video! Thank you for going into the details and providing detailed references.
Слышим русский акцент 😊. Спасибо!
It's an amazing effort, I noticed there's also foam around the edge of the rowboat. It seems like there's a little too much uniformity and too much foam. It might look a little boring to remove some of that garnish, but it should look more realistic with less foam or maybe the foam triggers only a little more at the extremes
Could the overlapping Gerstner waves be used to represent the "tubes" that are seen as being fu to surf through?
nope, these things are far more complex
The waves that you show in the video do not look right because foam is forming on the rising side in front of the wave, far from the crest. This is impossible if there is no water falling from the crest of the wave.
Where are you from? I hear occasionally people that use "ze" instead of "the", but I never pinpointed where does this pronunciation come from.
russia, there is no /θ/ and /ð/ in russian, so it's common to slip to /z/ or other variants
Very nice work! I thought the foam was a bit much on some of the waves. They gave the impression that they were hitting some rocks that were out of the frame. Then again there must be an indication of reflected waves if it was the case which I did not notice. It's amazing how we get attuned to how the sea behaves: our vestibular system starts doing some Fourier analysis after spending some time on the see and we get sea legs when we are back on land.
Cool video, quite dense in information and knowledge, so it would be nice if the formulas stayed a bit longer on screen, instead of vanishing like in 6:17 to show some not yet well defined parameter h0. Such fast format is a bit confusing, so if you could show the content on screen for longer and use some transforming animations to better explain how the formulas are linked to one another (like 3Blue1Brown does) it would come a long way in enhancing the understanding of key concepts.
This is the content I'm here for! 👏
I'm gonna take a page from todd howard and say, "It just works."
maths not math
Fantastic! Wish I saw this earlier
I would like to say that it got a bit confusing whenever you showed the changes in the equations. The cycling animation (where the equation from the last step moves up and fades) is nice, but it would be clearer to have the changes highlighted and the fade be only very slight. This would make it easier to understand what the change was between steps. This is otherwise a very useful video!
Nifty.
How do I change the Y position of the water, I would be interested in being able to change it because my terrain is at a different height than the water is when starting the play mode and I can't change it...
I read the thumbnail as minecraft physics for games… wtf am i on..