Coding Adventure: Clouds

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  • čas přidán 31. 05. 2024
  • Clouds are lovely and fluffy and rather difficult to make.
    In this video I attempt to create clouds from code in the Unity game engine.
    Project source (Unity, HLSL, C#) is now out of early access:
    github.com/SebLague/Clouds
    If you'd like to support the creation of more videos like this, please consider becoming a patron:
    / sebastianlague
    Learning Resources:
    killzone.dl.playstation.net/ki...
    www.diva-portal.org/smash/get/...
    patapom.com/topics/Revision201...
    www.gamedev.net/forums/topic/...
    Assets:
    Mouse flight: github.com/brihernandez/Mouse...
    Plane model: www.turbosquid.com/FullPrevie...
    Music:
    "Hypnothis" and "The Show Must Be Go" by Kevin MacLeod (incompetech.com)
    Licensed under Creative Commons: By Attribution 3.0 License
    creativecommons.org/licenses/b...
    Notes:
    I made a mistake at 2:12 in saying that the closest point is guaranteed to be inside the adjacent cells, it’s possible to get arrangements where the nearest point is two cells away orthogonally. This doesn’t seem to occur much as I never noticed any discontinuities in the result, but worth knowing.
    Chapters:
    0:00 Intro
    0:56 Worley Noise
    3:12 Image Effects
    3:50 Raytracing... a Box!
    5:14 Raymarching Cloud-ish Shapes
    7:10 Light Scattering Theory
    8:26 Mishap Montage
    9:22 Final Code
    9:44 Cloud Editor
    11:31 Final Demo: Flying Through the Clouds

Komentáře • 2,2K

  • @SebastianLague
    @SebastianLague  Před 4 lety +1218

    Hello, hope you enjoy the video! It was a lot of work getting this far, but definitely still have a long way to go. Clouds are tough! I'd love to hear your thoughts about how they could be improved.
    Links to all the resources I learnt from are in the description if you'd like to know more.
    Edit: I made a mistake at 2:12 in saying that the closest point is guaranteed to be inside the adjacent cells, it’s possible to get arrangements where the nearest point is two cells away orthogonally. This doesn’t seem to occur much as I never noticed any discontinuities in the result, but worth knowing. Thanks to everyone who pointed it out.

    • @redrolacitebahpla
      @redrolacitebahpla Před 4 lety +5

      Love your videos!

    • @polygorg
      @polygorg Před 4 lety +2

      Cool videos!

    • @owenhey3187
      @owenhey3187 Před 4 lety +22

      That extremely well put together and entertaining - and the final result is amazing. Any ideas on how you are going to optimize it? Since you are already doing basically everything on the GPU, what other optimizations exist? Thanks!

    • @wistlov9248
      @wistlov9248 Před 4 lety +2

      That looks absolutely stunning! You inspire me so much😄

    • @OsUltraBug
      @OsUltraBug Před 4 lety +2

      It looks awesome, I would like to know if it would be feasible to actually simulate the clouds as they are in real life (as in simulate condensation, evaporation, etc.). It would probably be too much for a GPU to handle so my suggestion would be to hand it off to a server that would then stream the simulation and it's just a matter of rendering.

  • @Why485
    @Why485 Před 4 lety +8601

    It was quite a shock seeing my aircraft controller randomly show up in this video! I'm still laughing. Thank you for the shoutout!

    • @terrybeckett2512
      @terrybeckett2512 Před 4 lety +83

      subbed to you awesome content on your channel.

    • @level5822
      @level5822 Před 4 lety +30

      Hello fellow DCS player

    • @terrybeckett2512
      @terrybeckett2512 Před 4 lety +14

      @@level5822 Thanks a lot for mentioning that game name I've finally found the kind of game I've been looking for since months
      ^-^

    • @lukelader
      @lukelader Před 4 lety +1

      @@Beengus I know english. you know not

    • @Beengus
      @Beengus Před 4 lety +24

      @@lukelader It was a joke you fool. Couldn't you tell, you tool?

  • @beastbum
    @beastbum Před 4 lety +2478

    Boids + Clouds + Weathered terrain + simulated fauna + planet generation
    ... equals an unhappy cpu

    • @aikatheshibainu3994
      @aikatheshibainu3994 Před 4 lety +41

      Came here to say this! He should definitely try this!

    • @sosig6445
      @sosig6445 Před 4 lety +55

      once terrain generation is done the weathered terrain does not affect performance much...

    • @RaimarLunardi
      @RaimarLunardi Před 4 lety +70

      Imagine when he makes the clouds Interact with the mountains...

    • @anandsuralkar2947
      @anandsuralkar2947 Před 4 lety +31

      Lol GPU*

    • @knightshousegames
      @knightshousegames Před 4 lety +20

      The interstellar survival game he has the tools to make will be amazing.

  • @supermatt614
    @supermatt614 Před 4 lety +1662

    As a pilot, can confirm that the end is pretty damn accurate to what flying in a cloud looks like.

    • @leaderofcommunistchina1427
      @leaderofcommunistchina1427 Před 4 lety +184

      Scary as hell when going through zero visibility near terrain. Avoid whenever possible. Had to go through some thick fog up in Indonesia once and basically had to trust the console with my life

    • @user-qp3qj2jv6f
      @user-qp3qj2jv6f Před 4 lety +51

      @@leaderofcommunistchina1427 man, you have some hardened steel balls

    • @ClokworkGremlin
      @ClokworkGremlin Před 4 lety +72

      It better be, the rendering technique he's using is pretty close to physically accurate for how light behaves when passing through a cloud.
      (He could upgrade his raytracing to photon mapping or even path tracing, which would make it as close as possible, but his GPU is already visibly struggling.)

    • @motsgar
      @motsgar Před 4 lety +4

      @@ClokworkGremlinwould it be possible to write a shader like this in blender and make it look really good?

    • @ClokworkGremlin
      @ClokworkGremlin Před 4 lety +5

      @@motsgar probably. I dont know much about Blender, but hes got most of the theory in the video so if you follow along and look up the right equations you should get a similar output.
      The thing I'm not sure about is the shader runs using the compute-shader raytracer he wrote a few videos previously and then upgraded in a subsequent video.

  •  Před 4 lety +305

    In 2011-2012 I and my friend watched your tutorial about how to make a platform game for our final graduation exam. After 8 years both of us now are technical leader/head of dev but your video still bring new things for us, always! Thank Sebastian, you always a part of our career path.

  • @bipstudios2573
    @bipstudios2573 Před 4 lety +2776

    "Every day the clouds would float past my window, taunting me."
    Hahaha, love your videos!

  • @wanderingheath
    @wanderingheath Před 4 lety +688

    No matter how good I think I’ve become, I watch something like this and feel like I’m coding in crayon.

    • @matube600
      @matube600 Před 4 lety +31

      same man this guy make feel waaay too stupid

    • @CodeAsm
      @CodeAsm Před 4 lety +32

      I believe in you guys, we can do this :D lets stop watching youtube and start coding (wich is basicly watching youtube browsing stackoverflow for code help, ow and apparently reading papers)

    • @xjonnyd93x
      @xjonnyd93x Před 4 lety +26

      He is impressive as hell, but most of the stuff he does takes a lot of planning and a shit ton of math. He is definitely confident in his math abilities, but nothing he was programming was too outlandish.

    • @tear728
      @tear728 Před 4 lety +26

      @@xjonnyd93x Agreed. The programming itself isn't so bad. Its really the math and knowing how to approach the problem, which is gained by years of experience.

    • @justinflowers9380
      @justinflowers9380 Před 4 lety +9

      Well, keep in mind the fact that he dedicates a LOT of time into these. No matter your coding skill, if you put effort amd time into it you can achieve your goal.

  • @hans_____
    @hans_____ Před 4 lety +2790

    No wonder I can't find a job. Everyone else is smarter than me.

    • @chaomatic5328
      @chaomatic5328 Před 4 lety +80

      - ᔕጠጠ ᓬェᗆ⊣ ⤙o⊂ ᗜ-ᗜ ェጠᓓጠ
      Hint: look sideway.

    • @Soulixs
      @Soulixs Před 4 lety +126

      he's been doing this stuff for over 10 years

    • @user-ec1bd6is1r
      @user-ec1bd6is1r Před 4 lety +16

      Do you have a portfolio? If no then there's no chance

    • @Arcaryon
      @Arcaryon Před 4 lety +45

      Just get zhe Flammenwerfer.

    • @____uncompetative
      @____uncompetative Před 4 lety +179

      hans
      1. These are all a part of a technical showcase of coding techniques
      2. These are complicated because he is using hard mathematics
      3. These are difficult because he is using C#
      4. These are not the work of a hobbyist
      5. These shouldn't discourage you
      6. These aren't fun games
      7. You can do better

  • @gblawrence034
    @gblawrence034 Před 4 lety +1336

    Sebastian: makes clouds
    me: woah
    Also Sebastian: casually makes it into a flight simulator
    me: wtf

    • @aquaarmour4924
      @aquaarmour4924 Před 4 lety +32

      Is this supposed to be funny, relatable, quirky or whatever you normies think is cool nowadays.

    • @gblawrence034
      @gblawrence034 Před 4 lety +152

      Aqua Armour are you okay?

    • @KatzRool
      @KatzRool Před 4 lety +32

      @@aquaarmour4924: when my face when tfw'd
      me: pikachu pogger emoji

    • @aquaarmour4924
      @aquaarmour4924 Před 4 lety +22

      @@gblawrence034 The question is are you ok? All I see on the internet nowadays are stupid kids using this "meme" format in places where it really doesn't make sense just to act cool. Ever heard of using normal sentences?

    • @gblawrence034
      @gblawrence034 Před 4 lety +106

      @@aquaarmour4924 you seem extremely angry at literally nothing

  • @darkking571
    @darkking571 Před 4 lety +1487

    Sebastian Lague in 2050:
    "Coding Adventure: The entire Universe"

    • @viktorpetukhov727
      @viktorpetukhov727 Před 4 lety +22

      Quantum Physics

    • @SimplePhysics00
      @SimplePhysics00 Před 4 lety +11

      ~~I'd pay to watch that~~
      I'd pay to install that

    • @OriginalMrE
      @OriginalMrE Před 4 lety +16

      "With a little bit of C# coding using a generation function, I've created New York in the year 2021, a pretty relative look back to what it actually looked like using only coding."

    • @kurtisgibson2929
      @kurtisgibson2929 Před 4 lety +7

      Depends on what you are emulating but it's entirely possible

    • @pablodelgado744
      @pablodelgado744 Před 4 lety +2

      "Coding Adventure: Life" xD

  • @MrMusAddict
    @MrMusAddict Před 4 lety +1989

    Excellent work! I have 2 suggestions:
    1) If it's possible, I recommend adding a 4th dimension into your noise. That way you can do a 4th dimensional offset, which will simulate condensation and evaporation.
    2) See if you can send the terrain data back to the noise function. You can then use the heightmap to prevent the clouds from clipping, and maybe even shape the clouds over the mountain like in your IRL video.

    • @SebastianLague
      @SebastianLague  Před 4 lety +261

      MrMusAddict Interesting ideas, thanks!

    • @zoewalker2064
      @zoewalker2064 Před 4 lety +32

      i would love to see this implemented. love the video @sebastian

    • @nilslorand
      @nilslorand Před 4 lety +81

      can't wait for Coding Adventure: Clouds 2

    • @Poolie
      @Poolie Před 4 lety +23

      @@SebastianLague Would love to see a follow-up in later videos!

    • @NBsTube
      @NBsTube Před 4 lety +40

      You managed to turn something I thought was pretty hard to implement and even understand the papers related is quite hard, into something really easy to follow and achieve with some good patience and tweaking, I also vote for a part 2!

  • @mom0367
    @mom0367 Před 4 lety +44

    I love watching this guy be good at coding instead of using my time to actually learn coding.

  • @Arekkussou
    @Arekkussou Před 4 lety +89

    You claim it's far from finished, yet looking at the end of your video, my jaw dropped at how real this feels. Sure, there are artefacts and whatnot, but it looks and FEELS like a natural cloud! You, sir, are living proof that if you arm yourself with the right knowledge, you can create living, breathing worlds out of thin air (and code). I'm instantly liking and subscribing!

    • @BabudroSun
      @BabudroSun Před 2 lety +1

      Samewise Gamgee. Super duper impressed.

    • @maxfun6797
      @maxfun6797 Před rokem +3

      Except this is a huge plane that is placed on the scene, and won't generate realistic, indivual clouds. Can't create other weather phenominons. Good for demo, but does it work for actual games?
      It does give me an ides though. Using the same method, but individual 3d planes/cubes, but the plotting at and offset from the edge so the fluff doesn't cut off. Then with these individual clouds, different types of clouds can be places near them, and blend them. ... all very heavy effort. Easy to say, hard to do.

    • @h1lw
      @h1lw Před rokem +1

      There was a short clip of the real clouds in the mountain in this video. The clouds were behaving very differently (they had physics) while this is just a 3D texture and not simulated with molecular precision (🤓) (or just acting like real clouds and have physics). There is new techniques (🤓🤓🤓🤓🤓) that have better performance and have better clouds.
      I hate myself.

  • @wesleyvant7787
    @wesleyvant7787 Před 4 lety +443

    Me: " yeah that works"
    *Looks at hello world program with 473 errors*
    Me: "well guess i'll watch another coding adventure"

    • @z-beeblebrox
      @z-beeblebrox Před 4 lety +56

      lol, yeah me: writes a script where all it does is spawn a cube when you click the mouse, which has literally more errors than there are lines of code
      also me: "let's look up how to code clouds!"

    • @CodeAsm
      @CodeAsm Před 4 lety +6

      I started with BASIC, print loop: "Hello world!"
      Now Im not allowed to use GOTO anymore :( I GOTO clouds and dream. Syntax error

    • @anandsuralkar2947
      @anandsuralkar2947 Před 4 lety +1

      Lol

    • @Knightfire66
      @Knightfire66 Před 4 lety +1

      hahahaha i deinstalled cisual studio because i got so much errors with hello world xD (and on vs u get a sample of hello world code xD)

    • @davlad32
      @davlad32 Před 4 lety

      This is too real!

  • @Encysted
    @Encysted Před 4 lety +470

    The ending is absolutely gorgeous.
    The little touches like the plane leaving wing trails in the clouds are really cool.

    • @kurtisgibson2929
      @kurtisgibson2929 Před 4 lety +13

      I actually didn't notice that

    • @chaomatic5328
      @chaomatic5328 Před 4 lety

      @@kurtisgibson2929 me either.

    • @Kokonutzlz
      @Kokonutzlz Před 4 lety +2

      12:18 and 12:22 are where it's visible. I don't know if that came with the plane/controller simulation, or if Sebastian did that himself.

  • @abdel4455
    @abdel4455 Před 4 lety +28

    "..., but every day, the coulds would flow past my window, taunting me."
    There's not many places you can use that woah

  • @Doogledude123
    @Doogledude123 Před 4 lety +194

    Can you do a coding adventure simulating snow on the ground, packable when something moved over it, using something like this?

    • @ClokworkGremlin
      @ClokworkGremlin Před 4 lety +15

      eh... maybe, but you'd probably be better off using something closer to voxel terrain. I believe one of the (PS2-era) Virtua Fighter or DOA games had levels with snow on the ground that would get mashed and deformed by the fighters' footsteps, and it just used a simple heightmap that got knocked down whenever something passed through it.

    • @dutchdykefinger
      @dutchdykefinger Před 4 lety +2

      ​@@ClokworkGremlin yeah, a dynamic heightmap sounds like the cheapest solution for sure
      especially that rudamentary implementation.
      for a bit more razzmatazz stencil type of shit,
      you could just project whatever is colliding striaght from the bottom up in orthographic with a hard Z distance limit about as far as you want the deform to be deep.
      map the things that are further away in Z distance with darker shades of grey to make a heightmap (or lighter, depending on which way you want to go), and map them across the whole rgb range (something like "int color=Math.round(vector.z/zmax)*255"), not overwriting any already set values (essentially projected Z -> B/W color mapping to be short about it).
      you could even use lookup tables (read: more bump/heightmaps) to make it even cheaper,
      or or go the other way, and pimp it even a bit more, and allow it to deform terrain other than striaght down,by calculating the inverse angle at which the object approaches it (IE: "player.velocity*=-1" for every axis, and using the outputs to decide where to project the object from, and the factors to which each axis on the target plane should be deformed. (read: the intensity factor for moving the vertices)
      just mix the 2 maps with regular 2d, as in poking in the pixel data arrays with basic maths (multiplication)
      could even do with addition/subtraction alone, or even hard setting values,
      but add/sub wouldn't respect the form of prior deformations as much, unless you made some conditions you can completely avoid using multiplication, and the other (setting) wouldn't respect any old data at all, obviously.
      but that's merely a matter of preference
      the geometry may get a bit busy at some point if you want it to look good though, but that's why these things almost always had a hard count limit with modulo on the array index for good old last-in-first-out. or a decay time.
      tackling that may be a bit more complicated, but i'd opt for something like introducing a view distance falloff for geometry simplification,
      by keeping multiple mesh/vertex datasets at varying degrees of detail/complexity at hand,
      using precalculated positions, and bounding boxes of the deformations outside of the range as texture position and size, to fake your way out of it
      even dynamic unsubdividing is pretty easy if you stick to planes, not harder than calculating pixel or tile array position from X,Y values using the width and height maximums in 2d, as planes have no complexity in the Z dimension whatsoever, it's all still 2d under the hood
      (akin to "index=(ob.x%w)+Math.floor(ob.y/w)" , or "coord_x=Math.round(ob.x/tilesz)*tilesz" and so on...)
      all i know is, i would avoid dynamic geometry complexity like the plague, changing from anything but a plane will mess up the heightmap mapping unless you use a ton of witchcraft, and just duplicating geometry as a seperate object is entering a minefield of z-fighting and collision detection problems, easily the 2nd hardest approach (and not even all that cpu friendly either if the whole process is to be done in real-time)
      they may be more balls to the wall once said and done, but getting there... ugh, i'd rather die of natural causes

    • @ClokworkGremlin
      @ClokworkGremlin Před 4 lety +4

      @@dutchdykefinger you're getting deep into risk of over simulation there, honestly. Depending on the snow depth you're looking to simulate, what kind of deformations, and the level of dynamics you're looking at, one of the linked particle simulations 2-Minute Papers has featured might work.

    • @pianochannel100
      @pianochannel100 Před 3 lety +4

      Snow on the ground is an extremely difficult simulation. Physically accurate simulations of snow on the ground is an unsolved problem.

    • @sousoulefou
      @sousoulefou Před 3 lety +1

      Yes ! snow simulation, and also water simulation. This can be great.

  • @TruePauperkoning
    @TruePauperkoning Před 4 lety +671

    That endshot looks absolutely beautiful. I'm a programmer myself and hope to be this good in the future. Keep it up because im watching every single video you post

  • @BakersTuts
    @BakersTuts Před 4 lety +706

    Would be nice if the clouds casted shadows onto the mountain surface.

    • @timh.6872
      @timh.6872 Před 3 lety +65

      Would be nice, yes, but very GPU-intensive. Would need to map the procedurally generated clouds onto the terrain, which essentially means the cloud sampling fragment shader is running on every pixel. Perhaps just running it per vertex and filtering it would be enough...

    • @Alex-op2kc
      @Alex-op2kc Před 3 lety +2

      Nice find

    • @Mystixor
      @Mystixor Před 3 lety +60

      Just rendering the noise to a texture (2d slice of the center of the clouds (densest area)) and then instead of rendering a shadow map as usual directly projecting the noise onto the terrain as occlusion values in the terrain shader should work out nicely.

    • @TheFinalVibes
      @TheFinalVibes Před 3 lety +9

      Baker... Odd finding my favorite call of duty editor back in the day (the one who taught me AE nonetheless...) on a unity video hahaha

    • @sr-fk9dz
      @sr-fk9dz Před 3 lety +2

      @@timh.6872 one way to do that is to just continue the ray down the light source in the shadier instead of just stopping at the intersection, then update the ground textures alpha color where the ray landed.

  • @zubrach5931
    @zubrach5931 Před 3 lety +7

    this guy : trying to simulate clouds for weeks.
    cyberpunk 2077 : P R E D E F I N E D

  • @flatthreee
    @flatthreee Před 3 lety +5

    Just seeing the noise diagram he made at the beginning and realizing it was also a voronoi diagram blew my mind

  • @bobthedeleter
    @bobthedeleter Před 4 lety +404

    Imagine:
    A fully simulated planet with more detailed, naturally eroded terrain that renders as you fly in, surrounded by birds that act like actual flocks, realistic clouds and functioning ecosystems filled with animals that evolve over time.
    That would be the single best simulator Earth

    • @notlegal99
      @notlegal99 Před 4 lety +41

      microsoft flight simulator

    • @jakeaustin901
      @jakeaustin901 Před 4 lety +33

      Would destroy any computer we could have 😂😂😂

    • @Danuxsy
      @Danuxsy Před 4 lety +15

      look at microsofts flight simulator, it renders the entire Earth without loading screens.

    • @bobthedeleter
      @bobthedeleter Před 4 lety +14

      @@Danuxsy yh, but it doesn't have animals or ecosystems does it?
      That was the main point I was getting at

    • @Danuxsy
      @Danuxsy Před 4 lety +7

      @@bobthedeleter no but it does have all the other things you mentioned.

  • @sawyerlouise1767
    @sawyerlouise1767 Před 3 lety +4

    Use the noise map for the terrain on a map to control the density and height of clouds so you end up with those clouds formations over mountains

  • @1FelixxileF1
    @1FelixxileF1 Před 4 lety +92

    "I am making Flight Simulator 2020 at home all by myself"

    • @Danuxsy
      @Danuxsy Před 4 lety +1

      Microsoft flight simulator: I don't think so.

  • @dantescanline
    @dantescanline Před 4 lety +323

    This is great, i especially appreciate the montage of all the semi failed attempts along the way. For me, this is the most fun part of doing creative code work, searching the space of a new problem and debugging all the strange outputs. It helps this feel less like a rigid tutorial and more like exploring an interesting idea with a friend.

    • @drvanon
      @drvanon Před 4 lety

      I totally agree with you!

    • @ETXAlienRobot201
      @ETXAlienRobot201 Před 4 lety +2

      and sometimes one of your fails is good enough to maybe be a feature in something else (;

  • @Jabrils
    @Jabrils Před 4 lety +501

    for some reason I am both crying & amazed. this was beautiful

  • @feha92
    @feha92 Před 4 lety +64

    Seeing how a slider were used to move the clouds, I started wondering about maybe doing the cloud-generating algorithm not in 2d as initially explained, not in 3d as it moved to later, but in 4d.
    So points are randomly distributed as before, but this time instead of vec2 or vec, it would be vec4(x,y,z,w), and then for each possible point (still vec4) in structure the distance to closest point is encoded like before. But when rendering, only a 3d box is rendered as before (lock the w-value), and as time passes the box is replaced by "moving" through the fourth dimension. This should make the clouds morph in a continuous manner, never going discontinuous, although might look a bit odd for clouds as they might "morph" into existence where it looked to be relatively empty, or out of existence where it was dense (as if water condenses and evaporates out of thin air).

    • @SirMonkeybutt10
      @SirMonkeybutt10 Před 4 lety +7

      This is actually a really out of the box good idea, did you come up with this or did you see this done somewhere (no offense)

    • @feha92
      @feha92 Před 4 lety +13

      @@SirMonkeybutt10 I thought of it myself, and I realized later that its actually a bad idea for clouds (technically, I realized it halfway into writing it, as the last note shows, but by then I had already invested effort in writing it). Granted, the idea is sound if you want a continuous morphing geometry, but that is decidedly _not_ how clouds move irl :p
      I also have no idea how it would actually look, as you would either have 4-dimensional triangles that would somehow need to be rendered, or be treating the fourth component as solely a time-axis (and in that case need to re-generate the geometry each step in time).

    • @TestSubject06
      @TestSubject06 Před 3 lety +2

      @@feha92 The clouds aren't using geometry here though.

    • @feha92
      @feha92 Před 3 lety +3

      @@TestSubject06 this is a bit of a necro, so my memory is probably wrong. But was this video not about using cubemarching over 3d noise to generate geometry enclosing volumes where the noise passed a certain threshold? And then using this geometry/mesh to render "clouds"?

    • @cozinoda
      @cozinoda Před 3 lety +9

      This is actually how many graphics softwares evolve noise so that it smoothly changes to a different look, though I'm impressed you came up with it on your own.

  • @blainemobius2697
    @blainemobius2697 Před 3 lety +9

    Holy crap, those are some of the most legit clouds I've seen in a game engine. I love this. Idk where I would even start with something like this.

  • @centreoftheselights
    @centreoftheselights Před 4 lety +238

    As someone with a Masters in Meteorological Physics, this was really interesting to me. It doesn't do a great job of modelling real cloud behaviour, especially in terms of motion over time, but that's understandable since cloud physics are incredibly complex and difficult to calculate. But it did make me understand why a lot of simulated clouds might look and act in the way they do (e.g. mostly confined to a single vertical layer, single uniform horizontal velocity, but good simulation of light effects).

    • @C4CH3S
      @C4CH3S Před 4 lety +20

      Oh man. You will have a blast with the new flight simulator Microsoft is making. Check out the videos

    • @kurtisgibson2929
      @kurtisgibson2929 Před 4 lety +3

      I think he deliberately made it crude due to real clouds taking a lot of computational power

    • @Foxtrot2F
      @Foxtrot2F Před 4 lety +11

      Point in gamedev is to fake cloud movement and not to simulate them.

    • @Dystisis
      @Dystisis Před 4 lety +5

      ​@@Foxtrot2F Which is a shame, though understandable due to limitations in users' computational power. In interactions we can usually detect the difference between something that's physically simulated and something that's visually faked, and it has a huge impact on immersion.

    • @matthewbadger8685
      @matthewbadger8685 Před 4 lety +10

      @@Dystisis Not if you're clever about it.

  • @codewing
    @codewing Před 4 lety +208

    "We've just created the worlds worst edge detection effect"
    I laughed so hard :D

    • @thomasanderson1416
      @thomasanderson1416 Před 4 lety +14

      At least I finally got to know how to make an edge detection effect.

  • @christianloizou4463
    @christianloizou4463 Před 4 lety +1

    The amount of effort that goes into creating something that to the untrained eye might seem so simple is incredible. And you’ve wasn’t a sub because you were smart enough to actually do it

  • @NewbNinjas
    @NewbNinjas Před rokem +7

    Holy! Man, this is crazy. I was looking for a tutorial on how to make clouds revolve around a planet (view from a spacecraft in space) just to dolly up one of my low poly planet models. This is way beyond what I need but I'm in awe of the depth and knowledge you have on this. Fantastic work.

  • @kazemizu6284
    @kazemizu6284 Před 4 lety +240

    I love your coding adventures!
    I mean, I understand like, a fifth of what you say, because man am I bad at coding, but it's extremely enjoyable even for someone like me to see the project slowly taking shape :)
    Great work pal!
    Have a nice day :)

    • @committedcoder3352
      @committedcoder3352 Před 4 lety +3

      Hey!! There is a website called Kattis that you can use to improve your programming skills, I definitely recommend it. Also will help with lateral thinking.

    • @kyu5882
      @kyu5882 Před 4 lety

      @@committedcoder3352 ill try it

    • @SETHthegodofchaos
      @SETHthegodofchaos Před 4 lety +9

      To be fair, I dont think this has anything to do with "being bad at coding". Coding/Programming itself is accually quite easy. However, the context or problem and the required math and libraries probably makes this hard to understand and follow without any prior knowledge. Which is to be expected.

  • @anmaral-sharif1381
    @anmaral-sharif1381 Před 4 lety +79

    Very good result, for performance optimization, you can relay on blue noise technique to decrease the number of samples without compromising visual fidelity.
    For your next coding adventure, I would suggest you to implement "Atmospheric Scattering". Since you already did a terrain generation, as well as cloud generation.
    Good luck

  • @PolyRocketMatt
    @PolyRocketMatt Před 25 dny +1

    Coming back to this video after 4 years, I was laughing at the complicated math equations at around 0:35. Four years later and I'm doing my master thesis on the topic, knowing damn well each of those equations... Just funny how time can change your perspective on certain things

  • @TheRABIDdude
    @TheRABIDdude Před 4 lety +1

    I love that you always include a quick first person tour of what you create at the end! Beautiful!

  • @_lukasoreo
    @_lukasoreo Před 4 lety +226

    Omg i almost understood 1% of what you've done.

    • @ploypoonyasiri1383
      @ploypoonyasiri1383 Před 4 lety +2

      lol same.

    • @Animadvertens
      @Animadvertens Před 4 lety

      I know, right?!

    • @paulvinova
      @paulvinova Před 4 lety +6

      Go to Google and type in 'C# docs tutorial'. Same with CZcams, and you'll find a series of tutorials showing you how to programme in C#, and when you get a base underatanding (this takes time) you can play with Unity for free, which also has free tutorials on how to C# code with Unity.

    • @anandsuralkar2947
      @anandsuralkar2947 Před 4 lety

      Lol

    • @cutliss
      @cutliss Před 4 lety +1

      @@paulvinova thx!

  • @grftaNitro
    @grftaNitro Před 4 lety +56

    Holy... this looks complicated, good work!

  • @carlost.9233
    @carlost.9233 Před 4 lety

    This is absolutely amazing. I especially appreciate that you post the resources that you have found. Please keep doing that, as they seem very helpful, and I may use them in the future myself.

  • @cristianator93
    @cristianator93 Před 4 lety

    I discovered your channel today and I'm amazed. You are professor material, the way you explain and visualize things for us makes it pretty easy to follow. Your editing also helps a lot. Keep it going!

  • @garyrandomvids2098
    @garyrandomvids2098 Před 4 lety +76

    next video:
    Coding Adventure: Universe
    Hey, last month I was studying how the universe formed together, so I decided to make one on my quantum computer, check it out

  • @oumaxclg3385
    @oumaxclg3385 Před 4 lety +36

    Each time i see your coding adventures i just find it amazing... that looks awesome to fly in this wonderful clouds ! Congrats ! 😁

  • @BrodieEaton
    @BrodieEaton Před 3 lety +2

    7:00 this entire clip is just Sebastian flexing on us with his stunning backyard view.

  • @xTwisteDx
    @xTwisteDx Před 4 lety +2

    As a programmer myself, I found this to be highly educational. I'm not a game dev, solely work on Mobile Applications and Software, I now understand why TF graphics cards have to work so insanely hard. That's impressive and I've often considered making something of the sort myself, but with rain and collision on the particles. Kudo's to you earned a sub.

  • @xvnexus8814
    @xvnexus8814 Před 4 lety +192

    ".. I set about implementing this in code" *shows him typing random stuff with his pinky and thumb*

    • @akaHarvesteR
      @akaHarvesteR Před 4 lety +15

      Well how else are you going to keep the right hand free for pressing backspace until you get the characters you need?

    • @dfnkt
      @dfnkt Před 4 lety +3

      Wait, how do you type?

  • @sixshotsniper3095
    @sixshotsniper3095 Před 4 lety +7

    That looks AMAZING
    That final shot of you drifting through the clouds literally was so peaceful I think it lowered my heart rate.

  • @aqwcom
    @aqwcom Před 4 lety +1

    This channel is better than Unity premium. Period.

  • @SnutiHQ
    @SnutiHQ Před 4 lety +1

    This entire process was mesmerizing! 😍 Learned a lot by seeing your approach to problem solving, amazing work. 💪

  • @liampeck24
    @liampeck24 Před 4 lety +9

    That is honestly one of the most amazing projects I've seen, especially rendered in real time! Love your videos!

  • @NathanielJohns1258
    @NathanielJohns1258 Před 4 lety +15

    I applaud all of the work you put into these videos and the end result always amazes me. Keep it up, please!

  • @mysporelo
    @mysporelo Před 4 lety

    Duuuudeeeee so simple and so far so much things you can do with this simulator! Really love the series, the patience, the voice, and the project!!! Looking forward to see how it goes! Keep up this good work! Shared again of course 😊

  • @francyleomatos7104
    @francyleomatos7104 Před 4 lety +2

    I am Brazilian and even without understanding a word of what you say, I feel wonderful and inspired again with my projects, more than an amazing class, there is a great motivator, I confess that I felt a huge desire to give you a hug and thank you that is why. I feel amazed when people have the gift of encircling with such immercivity. Thanks

  • @HitchHawk
    @HitchHawk Před 4 lety +7

    You're making me want to start doing coding projects again! I love your stuff its always really inspirational, and interesting!

  • @TheLeontheking
    @TheLeontheking Před 4 lety +4

    Beautiful! With this rich set of parameters, a game could really implement a fluid weather-system. Just imagine, standing at some exposed are, when suddenly the sky starts turning black.

  • @jumpingjoy7689
    @jumpingjoy7689 Před 3 lety +1

    seb lague: made an atmosphere, clouds, ray marcher, boids, terrain generation, ecosystem, procedural planets, path finding...
    me: cant stop a cube from falling through the ground

  • @Glyn-Leine
    @Glyn-Leine Před 4 lety

    Sebastian you are a blessing! i'm currently in a game dev education and a lot of my fellow programmers follow your videos for inspirations and guidance for how to tackle and implement such features!

  • @bkmakesgames4055
    @bkmakesgames4055 Před 4 lety +6

    Hey. I just found your channel today, trying to find a video about perlin noises. I just started learning about the whole “noise” concept. I couldn’t help but notice how brilliant you and your works are. Even after studying, I just keep on watching your video, getting motivated and craving for more knowledge! Thank you sir, for sharing your talent for free on the internet.

  • @ThaRemo
    @ThaRemo Před 4 lety +3

    Now I want to work on cloud generation myself again, I've also have had that idea in mind for years every time I see them. Nice to see you overcame the hurdle of getting started. Thanks for sharing, it looks great!

  • @walavouchey
    @walavouchey Před 4 lety

    Just discovered this channel from this video. I gotta say - the topics covered, explanations and presentation are bloody amazing. I'll be sticking around

  • @ug674
    @ug674 Před 4 lety

    Dude this is inspiring thank you for taking the time to document your process and to present it online. This is fantastic stuff.

  • @ADunwoody0403
    @ADunwoody0403 Před 4 lety +14

    Absolutely brilliant! I've been wanting to do my own ray marching cloud shader for many months now ever since I was blown away by Red Dead Redemption 2's clouds. This is a great guide to get me started :D. I'm very curious to see how you tackle the performance limitations.
    Love the videos Sebastian, your style is phenomenal, keep it up. Nice to see a fellow South African producing such quality content.

  • @blackdragoncool
    @blackdragoncool Před 4 lety +8

    Really nice results especially considering the equally beautiful explanations, thank you :)

  • @niklas2810
    @niklas2810 Před 4 lety

    Your coding adventures are always so inspiring, thank you for your research & work!

  • @BDSmithTrucking
    @BDSmithTrucking Před 4 lety

    Your videos are always intriguing and that plane part at the end was so relaxing. And the cloud break was a nice touch too lol

  • @dankings5326
    @dankings5326 Před 3 lety +10

    Basically creates MS Flight Sim 2020 in his spare time "Well that's all I have for now" 😐😐😐

  • @seanfitz1234
    @seanfitz1234 Před 4 lety +6

    I'd love to see them react to terrain or other colliders. to get a 'clouds rolling over a mountain' effect.

  • @InternetRob
    @InternetRob Před 4 lety

    BEAUTIFUL gameplay at 11:45, props to you. The atmosphere is incredible, wow.
    I've never had the chance to experience such tranquillity in a game.

  • @boggeshzahim3713
    @boggeshzahim3713 Před 4 lety +12

    I said "YAY!" out loud when I saw that you had uploaded a new video

  • @davidmonroy2509
    @davidmonroy2509 Před 4 lety +25

    This is so technically impressive its mind blowing.

  • @OriFrish
    @OriFrish Před 4 lety

    You make it look so simple, and yet, to understand what should be the correct mathematical algorithms and how to implement them... Requires a genius mind. Absolutely stunning, well done!

  • @jadonut249
    @jadonut249 Před 4 lety

    This is one of the most inspirational coding videos I've seen. Great work Sebastian!

  • @chadwyck3006
    @chadwyck3006 Před 4 lety +5

    You're fucking awesome, the way you breakdown these videos is so perfect. Great work.

  • @World_Theory
    @World_Theory Před 4 lety +4

    I … had my doubts about the realism of this ‘distance from a point’ thing, but the end result look pretty good.

  • @codestrudel
    @codestrudel Před 11 měsíci +2

    This is just amazing. I am impressed by your talent to observe nature and reproduce it in code. Your are truly the Bob Ross of Computer Science. Much love from Germany and thank you for your outstanding and calming content.

  • @user-uc9vv4ey2v
    @user-uc9vv4ey2v Před 3 lety

    These videos are super interesting and extremely comfortable to watch. Keep up the fantastic work!

  • @MaximQuantum
    @MaximQuantum Před 4 lety +3

    The result was so good, I thought the thumbnail was clickbate!

  • @ltd5352
    @ltd5352 Před 4 lety +76

    Instructions unclear: class 5 hurricane crashed my pc

  • @lionelpro7139
    @lionelpro7139 Před 4 lety

    Hi Sebastian,
    I just stumbled on your video and I'm really impressed ! I am myself a Unity developper and I find that you've made an awesome job !

  • @laubblaeser_
    @laubblaeser_ Před 4 lety

    Detail Noise Scale and Weight really made the clouds shine! Awesome work, keep it up :)

  • @xtc_w
    @xtc_w Před 4 lety +8

    This looks great! However, with clouds they actually also obscure light. Maybe in a future video you could try to make these clouds cast shadows?
    Not important, but would be an interesting challenge for sure.

  • @robloxsans7915
    @robloxsans7915 Před 4 lety +8

    idk programming so idk why this is in my recommended...
    i still watched the entire video..

  • @reljaljubobratovic4806

    I can't make out whether you are an insanely talented kid / undergrad, or someone who's experienced in the industry and just taking your time to deal with these interesting problems and post here about the process. Either way, amazing stuff, keep at it man. It's a true pleasure to observe your thought process and development after it. Love the style of your edits and overall video composition. Thanks a bunch for doing this, looking forward to seeing more!

  • @BabosCsaba
    @BabosCsaba Před 4 lety

    My mind is blown completely now. Love your videos, and creativity!

  • @Askerad
    @Askerad Před 4 lety +25

    oh YES. now thats something i wanted to see :D

  • @silvertheelf
    @silvertheelf Před 4 lety +4

    11:50
    Idk why the scene looks like something out of the mountains of madness if it was a movie.
    Know what, I’m gonna take it all and use it to design my own clouds, and I will have terrain generated by a hydraulic system, I will have animals that will live in an advanced ecosystem... but they can also fall off the world because I just want to see things falling... and I will use boids for herds and flocks of animals.

  • @khymaaren
    @khymaaren Před 4 lety

    I don't know a thing about coding, I practically didn't understand anything you said, but the ending segment has a vibe that speaks to me. The clouds look amazing.

  • @DrPsychotic
    @DrPsychotic Před rokem +2

    wow those clouds are amazing, like youve literally made them perfect

  • @petertom2904
    @petertom2904 Před 4 lety +6

    You are a genius, love the video

  • @realcolby
    @realcolby Před 3 lety +8

    1:37 did anyone else’s brain decide that was a bunch of maggots

  • @aditya95sriram
    @aditya95sriram Před 4 lety

    I've always wondered if it was possible to procedurally generate clouds but never bothered looking it up expecting it to be extremely cryptic and difficult to understand. I never expected my question to be answered in the form of a neatly packaged and entertaining CZcams video. Great job :)

  • @goozey2544
    @goozey2544 Před 4 lety +2

    Can't believe one man is capable of so much detail, great job!

  • @emberdrops3892
    @emberdrops3892 Před 4 lety +38

    "Obviously, there's still so much more to do! "
    **By the time, he created a superior version of Microsoft's flight sim, from scratch, in one week or so**

    • @gnupfo
      @gnupfo Před 4 lety +5

      The flight sim he made is not:
      -superior to Microsoft's: it has a very limited area, only one plane which only has one function, very monotonous terrain, etc.
      -from scratch (he said he took a premade plane model and controller from the internet and he used his own premade terrain generation)
      It does have amazing visuals though, on which an asthetics-based (rather than function-based) sim could work on.

    • @Nicolai0Nerland
      @Nicolai0Nerland Před 4 lety +11

      @@gnupfo You must be fun at parties.

    • @emberdrops3892
      @emberdrops3892 Před 4 lety +2

      @@gnupfo I meant it as a joke XD Although I think the clouds actually surpass the ones of micr. flight sim (Yes, I do know that the graphic power needed is too much to integrate into a flight sim) have nice day or should I say, cheers

  • @JimNichols
    @JimNichols Před 4 lety +4

    "Messed around till I got what I wanted as a result " said every good coder ever..... bravo the clouds at the end were amazing. Coding sure has changed since the PDP-1170 with the Hazeltine 1500 monitor. ... I will leave that there to tell my age.... lol

  • @MyFavoriteDisease
    @MyFavoriteDisease Před 4 lety

    Each time you upload a new video, I first read the title and find myself thinking "I can tell what he's going to do, I've dabbled with this stuff before". Then I watch the video and realize that your work is so much more elaborate than everything I ever did. Great job as always!

  • @OrangeRadish49
    @OrangeRadish49 Před 2 lety

    Love your videos! I love how you explain stuff. It's relaxing.

  • @SevenFunFacts
    @SevenFunFacts Před 4 lety +21

    Saw Sebastian's codes
    Me: hey i know some of those words meaning

  • @felixhill5595
    @felixhill5595 Před 2 lety +7

    Performance idea: when calculating the brightness for a pixel, you might be able to cast every other ray normally, but when you cast the remaining rays you might interpolate the light data from the surrounding properly calculated rays to approximate the light data for the current ray.

  • @drinnerd8532
    @drinnerd8532 Před 4 lety

    ...and their PERFECT! FANTASTIC JOB, Sebastian Lague!!!

  • @GameDevGarage
    @GameDevGarage Před 4 lety

    Watching this video was much more than just an enjoying experience! You enlighten me and closed many gaps between my brain cells :) Thanks for your precious time.

  • @s4nt497
    @s4nt497 Před 4 lety +9

    Yeah sure, just let me...
    *Grabs a cloud sprite and slaps it into a project*
    Done.

    • @raw238
      @raw238 Před 4 lety

      This is procedural code made buddy...that means you can make, control and change/chain it with any of the infinite possibles and shapes, colors n sizes the world has to offer in real time....that means you can do sky/cloud timelapses for video , weather sim and games ofcourse because you have probably made a clouds sim program with this.

    • @s4nt497
      @s4nt497 Před 4 lety +2

      @@raw238 yeah I saw the video too, I was just joking about how complex it was

    • @raw238
      @raw238 Před 4 lety

      @@s4nt497 yeah agreed...this is not for me atleast not now but the end result is so satisfying if my potato runs it. Anyway Take care