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AJTech
United States
Registrace 12. 08. 2012
Hey I'm Ajay, on this channel I focus on game development with Unity 3D and C# and teaching you how to build games for yourself.
Making Unity Games with Chat GPT [Editor Tool]
Chat GPT is getting powerful so I wanted to explore what it can do for game developers, especially in the area of automating 'boring' tasks that we do in the editor, in this video I'll discuss methods to get GPT to automatically do stuff in Unity like make objects.
I want to make it clear that this project is very heavily based off of this project by `keijiro` on GitHub, please support him as well - github.com/keijiro/AICommand
In the end, I demonstrated a possible better approach by using Python to interpret action rather than C# which results in a more fluid output, if you would like to see this please leave a comment!
I'm trying a new style of video, it's half explorative and half tutorial style - please let me know if you enjoy it, would love to hear any feedback too :)
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Project Links
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github.com/AJTech2002/Unity-ChatGPT-Tools
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Music
---
czcams.com/video/4ZBLaHCh8Bs/video.html
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Timestamps
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Intro: (0:00)
Using Chat GPT: (0:22)
Creating the Editor: (0:50)
Linking Open AI API: (1:06)
Auto Generating & Running Script: (3:10)
Issues & Solutions: (4:35)
Outro: (5:45)
I want to make it clear that this project is very heavily based off of this project by `keijiro` on GitHub, please support him as well - github.com/keijiro/AICommand
In the end, I demonstrated a possible better approach by using Python to interpret action rather than C# which results in a more fluid output, if you would like to see this please leave a comment!
I'm trying a new style of video, it's half explorative and half tutorial style - please let me know if you enjoy it, would love to hear any feedback too :)
---
Project Links
---
github.com/AJTech2002/Unity-ChatGPT-Tools
---
Music
---
czcams.com/video/4ZBLaHCh8Bs/video.html
---
Timestamps
---
Intro: (0:00)
Using Chat GPT: (0:22)
Creating the Editor: (0:50)
Linking Open AI API: (1:06)
Auto Generating & Running Script: (3:10)
Issues & Solutions: (4:35)
Outro: (5:45)
zhlédnutí: 1 714
Video
Optimizing our Realtime Fluid Simulation in Unity
zhlédnutí 7KPřed 11 měsíci
The last time I made a video about how to code a fluid simulation using SPH, it was pretty slow so I made this follow-up video that will hopefully help you understand how to optimize it using a dynamic hashed grid, the core technology used is Smoothed Particle Hydrodynamics, and everything is written from scratch in Unity using C# and Compute Shaders. If this video gains some interest I'll rele...
Coding a Realtime Fluid Simulation in Unity
zhlédnutí 33KPřed rokem
Got really curious about Realtime Fluid Simulations and I put together this video that will hopefully help you understand how it all works, the core technology used is Smoothed Particle Hydrodynamics, and everything is written from scratch in Unity using C# and Compute Shaders. If this video gains some interest I'll release a second part about optimization and making the fluid look cooler, just...
Creating a Scalable Saving System in Unity
zhlédnutí 5KPřed 3 lety
Recently I took up a freelancing project where I worked with @Thomas Brush to put together a code base for him to begin the development of his game smoothly. One of the main systems that we worked on was a Saving System and I needed a scalable way to do saving throughout the whole game. I am planning on turning a lot of the other mechanics into CZcams videos and also releasing an Udemy course, ...
Making a First Person Shooter with Thomas Brush!
zhlédnutí 7KPřed 3 lety
Recently I took up a freelancing project where I worked with @Thomas Brush to put together a code base for him to begin the development of his game smoothly. I took care of many of the large systems that would slow down development. Things such as a player controller, dialogue system, saving mechanics, basic weapons, enemies and pathfinding, and much more. I am planning on turning a lot of thes...
Stylized Geometry Grass Shader for Universal Render Pipeline Unity [Pt. 4]
zhlédnutí 9KPřed 3 lety
A fully functional grass shader that's made for the Universal Render Pipeline, it works without Unity's terrain system and comes with a bunch of features such as lighting, shadows, tesselation! This is the system I will be using in my open world game which I am developing on this channel as well, we will be coding everything ourselves so that you can understand from the base up how everything w...
Stylized Geometry Grass Shader for Universal Render Pipeline Unity [Pt. 3]
zhlédnutí 5KPřed 3 lety
A fully functional grass shader that's made for the Universal Render Pipeline, it works without Unity's terrain system and comes with a bunch of features such as lighting, shadows, tesselation! This is the system I will be using in my open world game which I am developing on this channel as well, we will be coding everything ourselves so that you can understand from the base up how everything w...
Stylized Geometry Grass Shader for Universal Render Pipeline Unity [Pt. 2]
zhlédnutí 9KPřed 3 lety
A fully functional grass shader that's made for the Universal Render Pipeline, it works without Unity's terrain system and comes with a bunch of features such as lighting, shadows, tesselation! This is the system I will be using in my open world game which I am developing on this channel as well, we will be coding everything ourselves so that you can understand from the base up how everything w...
Stylized Geometry Grass Shader for Universal Render Pipeline Unity [Pt. 1]
zhlédnutí 39KPřed 3 lety
Next Part: czcams.com/video/ieMUoninpbw/video.html A fully functional grass shader that's made for the Universal Render Pipeline, it works without Unity's terrain system and comes with a bunch of features such as lighting, shadows, tesselation! This is the system I will be using in my open world game which I am developing on this channel as well, we will be coding everything ourselves so that y...
🚗 Neural Networks and Genetic Algorithms for a Self Driving Car in Unity [Part 3/3] 🚗
zhlédnutí 11KPřed 4 lety
PROJECT FILES (PLUGINS & COURSE) : ☢ github.com/AJTech2002/Self-Driving-Car-Series Also, if you want save functionality and are noticing some errors our very helpful commentors have solved these issues down below! Thank you all for the combined effort to make this an even more valuable resource to people who are learning. A fully self driving car in Unity from scratch using Neural Networks and ...
🚗 Neural Networks and Genetic Algorithms for a Self Driving Car in Unity [Part 2/3] 🚗
zhlédnutí 13KPřed 4 lety
A fully self driving car in Unity from scratch using Neural Networks and Genetic Algorithms! Yes I said from scratch, we will be coding everything ourselves so that you can understand from the base up how everything works. I have been working on this video for quite a while to make it the best I can for you ❤ Of course you can apply all of these concepts and techniques into your own games, rese...
🚗 Neural Networks and Genetic Algorithms for a Self Driving Car in Unity [Part 1/3] 🚗
zhlédnutí 38KPřed 5 lety
A fully self driving car in Unity from scratch using Neural Networks and Genetic Algorithms! Yes I said from scratch, we will be coding everything ourselves so that you can understand from the base up how everything works. I have been working on this video for quite a while to make it the best I can for you ❤ Of course you can apply all of these concepts and techniques into your own games, rese...
(08) Stealth Game - TPS Aiming Over the Shoulder
zhlédnutí 8KPřed 6 lety
[Third Person Aiming Unity] Ever wanted to make an epic stealth game, well you're at the right place! Today we will be creating an over the shoulder aiming system for third person player controllers in Unity. It will allow you to aim a gun while controlling the player! This will be a really cool addition to our custom player controller :) (Made in Unity and C#) ❤ 2019 calls for more social medi...
(07) Stealth Game - Inverse Kinematics pt3
zhlédnutí 1,5KPřed 6 lety
(07) Stealth Game - Inverse Kinematics pt3
(06) Stealth Game - Inverse Kinematics pt2
zhlédnutí 1,4KPřed 6 lety
(06) Stealth Game - Inverse Kinematics pt2
(05) Stealth Game - Inverse Kinematics pt1
zhlédnutí 4KPřed 6 lety
(05) Stealth Game - Inverse Kinematics pt1
(04) Stealth Game - Field of View (Unity, C#)
zhlédnutí 25KPřed 6 lety
(04) Stealth Game - Field of View (Unity, C#)
(03) Stealth Game - Camera Collision and Clipping (Unity, C#)
zhlédnutí 10KPřed 6 lety
(03) Stealth Game - Camera Collision and Clipping (Unity, C#)
(02) Stealth Game - Custom Behaviour Editor (Unity, C#)
zhlédnutí 3,7KPřed 6 lety
(02) Stealth Game - Custom Behaviour Editor (Unity, C#)
(01) Stealth Game - Custom Character Controller (Unity, C#)
zhlédnutí 21KPřed 6 lety
(01) Stealth Game - Custom Character Controller (Unity, C#)
Custom Character Controller in Unity from Scratch (C#)
zhlédnutí 27KPřed 6 lety
Custom Character Controller in Unity from Scratch (C#)
Node Editor w/ Unity (Part 1)[TIME LAPSE]
zhlédnutí 1,1KPřed 6 lety
Node Editor w/ Unity (Part 1)[TIME LAPSE]
Making realistic hole in image - Cinema 4D
zhlédnutí 318Před 8 lety
Making realistic hole in image - Cinema 4D
Adding minecraft to real life - Cinema 4D
zhlédnutí 333Před 8 lety
Adding minecraft to real life - Cinema 4D
Just got into your videos after watching parts one and part two of this series. Your explanations at the beginning are very helpful, and the code is laid out in an easy-to-read way and seems really adaptable, which is amazing. Very impressed
Thanks that means a lot! :D
Unity tells me I cant use "new" as a keyword in the FillPopulationWithRandomValues() funktion in this line: newpopulation[StartingIndex] = new NNet();. Can anyone help please?
Hi, I saw your post in reddit about an reliable input recorder (unity) and that you were about to create a tutorial. Sadly I didn´t see one on your channel. Do you consider to do one, it really would help me with my final exam :)))
vitch liar
Thank you for this course. Are you still in game dev ?
How we can enable this fluid to flow? actually i am working on a project "Fluid dynamics Experiment demonstration" where I am trying to create a environment where we can simulate fluid dynamics experiments like demonstration pf "water turbulence" or "Calculation of fluid flow". for that I need a realistic fluid simulation something similar to this video. Is there someone who can help me with this and guide me?
Is the fluid ray marching script responsible for making the particles look like water?
Hi does this work with URP?
I downloaded the base project and it doesn't work in the sample scene
:D Jesus is coming back, God bless!
Good! :D Jesus is coming back, God bless!
Good!!!! :D Jesus is coming back folks, God bless you all!
Fascinating video! I'd love to see more in this series.
Is there a way to make the grass blade more bendy (less stiff)?
Did you get it working in Unity 2021 or higher?
Bro, I just rediscovered your channel after such a long time, you are so much older now bro, and it's good to see you've stuck around
❤ yeah bro can you make a tutorial for that
Cool video gets straight to the point.
wow tf
you showed me this!! its so cool i love it :)
i watched the video it was really good
Hi AJ, I am very glad how far you have come and working with ThomasBrush! Are you still planning to release on the unity asset store FPS controller?
Great Video thankx
@batchprogrammer108 Ok, I am sorry for asking you on this video but on your nerual network video, is it possible so the "AI" gets a reward if it copleates it the track and if it goes around the track faster it gets a bigger award?
@batchprogrammer108 I finished the build but is it possible so it gets a reward if it copleates it and if it goes around the track faster it gets a bigger award?
I am thinking of creating a game in the style of Royal match, essentially a match-3 game. I would like to incorporate a fluid structure in some levels to navigate through the board. Can I use this system, or do I need to use a different structure?
Hey! I think SPH might be overkill for what you're trying to do, here's another one of my GitHub repositories which is using a simpler version of fluid simulations which just uses the Navier Stokes equation, it's a lot more efficient and can be run on bigger grids github.com/AJTech2002/Realtime-Fluid-Simulation This is the paper I referenced for that repo: graphics.cs.cmu.edu/nsp/course/15-464/Fall09/papers/StamFluidforGames.pdf Hope this helps!
Thanks so much for sharing with me @@batchprogrammer108
No udemy course? 😅
This looks so amazing!!!!! :) I'm an artist dumdum, but can this be used in an "actual" game (with toon graphics, so can be way tweaked down)?
Absolutely! On my GitHub I actually have a branch where I turned the water into lego pieces for fun and it was much cheaper to render as well. Would love to see what you do with it, so please leave a comment with some examples if you end up using it :D
Hi! I have an URP project and i don't know how can i adapt the shaders in the project to work properly. I tried to upgrade the shaders but apparently this can't be done in custom shaders. Can someone tell me where can i learn to do this? Or if someone can provide an URP version of the shaders it would be very helpful.
This is great for real time, even if it isn’t the most accurate it probably looks pretty good too
very nice
really great video quality
I wish I had seen this channel earlier.
Very nice Sir!Please make also a fluid grid simulation tutorial, not a particles but just vector arrows.😊
Another optimization you could try is creating a 3D dispatch size and thread group and use shared memory. This way all threads would access data from shared memory rather than global memory and improve memory bandwidth. You might need to play around with the thread group size to get better performance.
Finally,We See the great Video
This is some top tier business sir, you are doing gods work. Please please please make the screen space shader!
Can you run the simulation with Unity DOTS?
You can but something like this would run much faster on a compute shader, especially since in future you'll need to take this data to the GPU so that you can render it to look like actual water. Since this is already on the GPU it will be much more performant :)
how the frick ppl do this? im trying to make game and its hard and here AJ makes this xd I feel really stupid :D
A lot of us game devs who like making super good niche things typically spend an outrageous amount of time on just one thing you know. Like I've been making a voxel engine for my game forever
Don't put yourself down man! I spent months researching and getting my head around this, I felt really dumb because I couldn't understand it for ages, it's just a niche topic but making a whole game is much harder. Good luck on your game 😁
first!!! and thanks for tutorials mate!!!
Hey everyone hope you enjoyed this follow-up video on fluid simulations, if you have any questions or comments leave them down below. If you're interested in another part to this series let me know as well!
I would be interested in a Part 3! Especially the neighbour searching approach.
Me too @@ahmedsalih2308
how did distance times mass become density?
cant open you channel man, it says channel page is missing
…but then how did you comment 🫣
@@icantdrawhandss just got this video on my recommendtions, I wanted to see the other videos but still cant able to see them
@@monishdhayalan2552 ohhhh yeah right
Thanks , I really learned a lot from your video,Looking forward to your next video
Thanks, currently editing the optimization video :)
The King is Back.
much love bro <3
i have not wondered how to make a real time fluid simulation but you seem like a very nice guy so i shall check out your video!
Very nice. Please create an optimization and shader video as well!
I've added optimization into the GitHub on this branch (github.com/AJTech2002/Smoothed-Particle-Hydrodynamics/tree/feat/optimization) incase you're interested, currently working on the video :)
@@batchprogrammer108 glad to hear :)
As promised - czcams.com/video/9M72KrGhYuE/video.html
@@batchprogrammer108 cool, added to my watchlist :)
Hey, thanks for this tutorial that was insane ! 11:36 nazi pro tip : if particleMass is constant, then 1f / particleMass is a constant too force * (1f / particleMass) will be faster to compute :P
True! I'll keep it in mind next time 🤙
Checkout the full-length tutorial here : czcams.com/video/zbBwKMRyavE/video.html
OMG, extremely useful video. Please make a new one about optimization
Will do!
@@batchprogrammer108 I m really interested about building bvh trees for optimization using gpu.
Thanks for the tutorial. By the way you can use linq or matrix operations instead writing for loops.