Building the new 3D engine for my game

Sdílet
Vložit
  • čas přidán 8. 06. 2024
  • follow me on twitter for bad takes: / jdah__
    and check out Atlas VPN while the deal lasts ($1.99/mo for 3 years): atlasv.pn/jdh
    GITHUB: github.com/jdah
    EDITOR: NeoVim
    VIMRC: gist.github.com/jdah/4b4d98c2...
    THEME: gruvbox
    RESOURCES:
    learnopengl.com
    opengl-tutorial.org
    shadertoy.com
  • Věda a technologie

Komentáře • 380

  • @memetech-
    @memetech- Před 2 lety +701

    This guy is like “welcome to remaking minecraft, today we’re doing something completely different”

    • @jdh
      @jdh  Před 2 lety +247

      the classic bait and switch 😎

    • @memetech-
      @memetech- Před 2 lety +10

      @@jdh yup. Just below the right amount of variety with is very slightly more than I like

    • @memetech-
      @memetech- Před 2 lety +4

      Great video though

    • @memetech-
      @memetech- Před 2 lety +5

      @@jdh also I suggested in another comment that you should add smaller light-only voxels to make the already barely noticeable effect even less noticeable

    • @aprilnya
      @aprilnya Před 2 lety +5

      and then just remakes minecraft again

  • @Samsam-kl2lk
    @Samsam-kl2lk Před 2 lety +518

    with the fixed camera perspective, you also only have to create meshes for two sides of the cubes (as long as that doesn't give issues with shadows)

    • @geekume5539
      @geekume5539 Před 2 lety +2

      does he have a discord server?

    • @Cr_nch
      @Cr_nch Před 2 lety

      I think that likely would cause issues as the other faces would be needed to calculate shadows

    • @jdh
      @jdh  Před 2 lety +101

      this was something I considered :) but as the shadow meshes need all faces (all back faces at least) the mesh still needs to contain the whole cube unless I wanted to start building two separate meshes.
      However you could always cull other faces via normals during the color/normal pass or index the mesh to only draw -Z and +Y faces on cubes. lots of potential solutions!

    • @luna010
      @luna010 Před 2 lety +6

      @@jdh disclaimer: this is less of an actual suggestion and more of things that i think would be cool and interesting.
      maybe you could something like screen space shadows/raytracing for this. They have the benefit of being pixel perfect, and it seems to me like an orthographic voxel game with 2d sprites is pretty optimal for using them.
      Raytracing voxels is pretty simple, especially if you don’t have to do anything other than shadows. for the sprites, screen space shadowing could be used. the main limitations of screen space shadows are that it only uses depth information so it can’t draw things off screen or tell the thickness of objects, but the sprites don’t have varying thickness and are small and unlikely to cast shadows from offscreen.
      You could also probably just do some skewing/stretching to the sprites since it’s all orthographic. and they’re in the form of textures.
      i might try making a shadertoy with some orthographic shadow stuff now..

  • @freezado8573
    @freezado8573 Před 2 lety +582

    I find it still hard to sense the correct depth and everything. Maybe you can make surfaces (textures) increasingly darker the lower you get height-wise. Kinda like prebaked shadows

    • @jowsey
      @jowsey Před 2 lety +44

      Yeah that seems like a good idea, I also still found it really had to understand the depth

    • @samuelmcgowan2565
      @samuelmcgowan2565 Před 2 lety +2

      I second this.

    • @Kopigan
      @Kopigan Před 2 lety +35

      Probably the perspective is the problem. Currently it looks like a 45 degree angle, so the front of a block blends perfectly with the top of a block two places in front. Maybe the angle should be steeper.

    • @nsa3967
      @nsa3967 Před 2 lety +5

      @@Kopigan agreed. the character also looks funky with that angle

    • @Phroggster
      @Phroggster Před 2 lety +10

      It sounds like this just needs some 2.5-dimensional ambient occlusion.

  • @pneuma-studios2036
    @pneuma-studios2036 Před 2 lety +265

    Damn I kinda wish we would've got the "Minecraft-ultra-deluxe-Amogus-Edition"

  • @raidcrhonos
    @raidcrhonos Před 2 lety +95

    * Dude's spending years making an easy and intuitive interface for their 3D modeling software *
    This dude: nah... I'll just "type" it out

  • @blehmeh9889
    @blehmeh9889 Před 2 lety +106

    2:00
    Woah, you should turn this into an Isometric dwarf-fortress-like strategy game and release it as "Ruby Dung".

    • @cst1229
      @cst1229 Před 2 lety +9

      BTW I think RubyDung stood for Rubylands Dungeons. Can't remember the source.

    • @jdh
      @jdh  Před 2 lety +37

      wow what a good idea! maybe when that project gets stale I can reuse the textures for some cube based survival game later on!

    • @devdutmn9608
      @devdutmn9608 Před 2 lety

      @@jdh xD, btw this game looks great. I am learning opengl too and I'm recreating Minecraft, that's how I found you. And I'm so glad I did! Tysm for the content!

    • @abandonedchannel1010
      @abandonedchannel1010 Před 2 lety

      Fun fact: rubydung was a predecessor to minecraft (which also was made by notch)

    • @Ketpain
      @Ketpain Před 2 lety +1

      @@jdh yeah at the 2:00 mark, I'm trying to learn C++ (I'm literally a nub still though) so I could basically remake a DF like game (could implement The Sims style view as well, where it cuts away a portion of the material to see through things, since it's multi level). The biggest take away from Dwarf Fortress is that it's not multithreaded well if at all, and there's no art. That 3d view that you have is literally something I want in the future.. we'll see if I can even make it that far at all...

  • @7amalex763
    @7amalex763 Před 2 lety +144

    JDH, you inspire me with your PC Building and coding.
    I jumped into a new job soldering electronics to PCBs, and I am equally excited about software, too.
    I wouldn’t have gotten as far this year without your inspiring youtube videos. Thank you 🙏

  • @notalostnumber8660
    @notalostnumber8660 Před 2 lety +23

    As the other comments say, change the angle, as the perfect π/4 makes it harder on the depth perception
    Orthogonal projection is hard, but it's looking neat!

  • @alexr.j2518
    @alexr.j2518 Před 2 lety +11

    I think having the whole perspective rotated around the up axis would make it easier to feel the depth of the world. Great video :D

  • @fntthesmth423
    @fntthesmth423 Před 2 lety +5

    This guy is the antithesis to "graphic design is my passion"

  • @GerinoMorn
    @GerinoMorn Před rokem +2

    Interestingly, you are literally reiterating my thoughts and ideas, testing them, and hitting all the pitfalls I was afraid of.
    Meaning I will wait for you to succeed and then have my gamedev be a breeze ;)))

  • @raphaelmateusdasneves772
    @raphaelmateusdasneves772 Před 2 lety +28

    I have never seen the inline keyword being used so much outside my own code. Maybe it will become strong again one day :')

    • @jdh
      @jdh  Před 2 lety +13

      inline = speed ofc

    • @tappineapple3381
      @tappineapple3381 Před 2 lety +1

      Or you can be a menace and use it on your global variables

    • @puppergump4117
      @puppergump4117 Před 2 lety

      @@jdh I heard it's slow to compile lots of inline functions

    • @switchblade6226
      @switchblade6226 Před 2 lety

      friendship ended with inline, constexpr is my best friend now

  • @CreaZyp154
    @CreaZyp154 Před 2 lety +8

    I love your videos. For the game, I suggest reducing the brightness (making it darker) of the blocks depending on its height

    • @puppergump4117
      @puppergump4117 Před 2 lety

      I'm guessing he tried something like that but there's 16 levels of block height and 16 levels of brightness so it might be weird

  • @memetech-
    @memetech- Před 2 lety +49

    Maybe make the light calculated using 9ths of a tile or even just 4ths so it’s harder to tell it’s just voxel lights
    Voxel lights lite
    Voxel lites

  • @smellthel
    @smellthel Před 2 lety +2

    I’m excited for where he goes with this!

  • @raidcrhonos
    @raidcrhonos Před 2 lety

    Very nice.
    I always get excited to see those when they come out

  • @thatoneguyyouforgotthenameof

    “I won’t abandon it after two videos”
    Hey at least it took over two videos

  • @amilismurfs
    @amilismurfs Před 2 lety

    this looks great. I'm excited to see where this project is going.

  • @deathzero0212
    @deathzero0212 Před 2 lety +1

    Funny how I just made something like this 2 months ago, only in the reverse direction your project is headed. I started with a 2d engine that rendered tiles isometrically but contained 3d data structures for the world. After a lot of struggling when it came to the concept and visual design, I ended up rewriting it into a 3d engine instead and just making it 1st person while the underlying code remained mostly the same.
    I look forward to seeing what you do with this concept. It's tricky but there is some potential for unique gameplay mechanics if you can solve the visual design issues.

  • @josefambruz9473
    @josefambruz9473 Před 2 lety

    I was once creating very similar game in terms of looks, but never finished, so I like to see that you are doing something similar. To make the depth be even clearer, you could tint the blocks based on how far are them from camera, kind of what they are doing with the dwarf fortress steam release.

  • @RGBA
    @RGBA Před 2 lety +1

    i have only few youtubers i get excited when they upload and you are one of them(been since you made your first c++ mc vid)

  • @krtee43
    @krtee43 Před 2 lety +6

    You should do a series where you break down each stage of game development and explain some of it in more detail

    • @ossiehalvorson7702
      @ossiehalvorson7702 Před 2 lety

      Including developing the engine? Seems like a good way to kill months and lose subscribers. It's paint drying level boring when you get into the nitty-gritty.
      It's more interesting to me than the average person, and a lecture on quaternions still about killed me. Game developers clench their teeth through those bits so they can get to the stuff that's actually fun about game development.

    • @puppergump4117
      @puppergump4117 Před 2 lety +1

      @@ossiehalvorson7702 Maybe the real fun about game development was the math we learned along the way

    • @limeedhot
      @limeedhot Před 2 lety

      @@puppergump4117 :|

  • @griffinbrooks6748
    @griffinbrooks6748 Před 2 lety +1

    JDH: releases 2 videos to us in under a month
    Me: why the gods have bestowed upon us
    **LIGHT**

  • @JoshuaBarretto
    @JoshuaBarretto Před 2 lety +1

    One technique you could try to improve the light map is to track the light level using a fractional value rather than an integer. The algorithm is exactly same, with one exception: the first iteration of light propagation gets a directional bias (from the light's intensity, to the intensity - 1) depending on where the light source is within its source tile. That should smooth things out and make the tiling less obvious while the light source is in motion.

  • @spacefanatic1223
    @spacefanatic1223 Před 2 lety

    Your hard work is appreciated!!

  • @blubloos
    @blubloos Před rokem

    I think it's looking pretty interesting thus far in terms of the graphics style. Interested to see where this goes

  • @harshchikorde9495
    @harshchikorde9495 Před 2 lety +2

    Can you please make your videos a little more descriptive like about an hour because I love what you do and wanna get through your process of learning and execution in detail.

  • @divine203
    @divine203 Před 2 lety +16

    The best engineer on youtube....wish to be as good as you someday

    • @kajvanveen5302
      @kajvanveen5302 Před 2 lety

      Same 😂

    • @mgssscrazy
      @mgssscrazy Před 2 lety +4

      Practice makes perfect! Choose project ideas and implement them. The best way to learn many of the topics in his videos is by building stuff. You'll get there with dedication and effort 😉

    • @kajvanveen5302
      @kajvanveen5302 Před 2 lety

      @@mgssscrazy cant even come up with ideas 😂

  • @loganhodgson6343
    @loganhodgson6343 Před 2 lety +2

    A better way to get some depth is to change the angle of the camera slightly to make the elevation change of the tiles a different size than the surface tiles.

  • @ahmetardakavakci
    @ahmetardakavakci Před 2 lety

    at first i thought you were using an ide because of the code completions and bottom tmux screen, your vimrc is amazing

  • @CYON4D
    @CYON4D Před 2 lety +3

    Very nice work but I would have definitely kept the isometric perspective since it is the best view for conveying the sense of depth.

  • @crst_05
    @crst_05 Před 2 lety

    Great job jdh, thanks for being so inspiring!

  • @nolram
    @nolram Před 2 lety +3

    A few ideas :
    - RGB lighting !
    - HDR lighting, increase the maximum light luminance for creating bright lights and then you can also do
    - HDR Bloom/Glow :)
    - ACES tonemapping

  • @Luckychew
    @Luckychew Před 2 lety

    That lighting technique is cool o-o

  • @HedenCop
    @HedenCop Před 2 lety +3

    Super cool video. I'm blown away that you can hard code all this. I'll stick to my nice premade 3D engines 😳😂. I would like to add that i am not so sure about the perspective, i still can't tell how tall things are and where they are in the map. That being said this was still an awesome video, looking forward to more

  • @Omena0
    @Omena0 Před 2 lety

    The first test looked the best, try putting the camera angle diagonal, it will be better

  • @morgan0
    @morgan0 Před 2 lety

    it may be easier to discern differences in height with something like minecraft's connected textures (i think just a modded in thing). so like on the inner edge of a block there are some tufts of grass, and everything is a little darker, and on the outer edge it kinda falls off a bit. or something like that. bricks could use a different arrangement that creates a border, plain dirt could have rocks on the inner edge instead of dirt, etc. though i do admit that it would be more work than what you did already.

  • @Test-iv4pm
    @Test-iv4pm Před 2 lety +3

    It is difficult for me to tell what is casting a shadow sometimes when the shadow is next to an edge-detected edge.

  • @kxtbit
    @kxtbit Před 2 lety +1

    Could you theoretically make the lighting spherical instead of “diamond-shaped” by replacing the breadth-first search with one that works based on the Euclidean distance from the center?

  • @tristacho5472
    @tristacho5472 Před 2 lety +2

    2:00 gives me age of empires 2 vibes for some reason I dig it

  • @ganglians
    @ganglians Před 2 lety +3

    You've successfully coded your way out of drawing

  • @Liloulalalala
    @Liloulalalala Před 2 lety +1

    one of the best coding channel, your videos are really realxing

  • @Skeffles
    @Skeffles Před 2 lety

    I really like how stylised the game became as the video progressed. I've been thinking if similar lighting could be possible in 2D isometric games without resorting to 3D. 3D might just be the easiest option 🤷‍♀️

  • @safebox36
    @safebox36 Před 2 lety

    This reminds me of LandTraveller, it had the same 2.5D style voxel aspect.
    And I tried to go for a similar style but 3D hard.

  • @M4gidev
    @M4gidev Před 2 lety +2

    This is very similar to the game I'm making, making it really difficult to understand the depth of the objects, the solution I came up with was to make a blur and fog based on the height, the most challenging of all is to make a good algorithm to be possible see inside closed areas, this is not found on the internet, I had to create my own solution.

  • @Kiwi-fl8te
    @Kiwi-fl8te Před 2 lety

    You'll have to do something for the player to be visible in tight places or behind walls. I think one possibility would also maybe be to let te player rotate the camera by increments of 90 degrees. But even that won't fix the issue of tight spaces. Maybe when the player character goes behind a wall, that wall should become transparent ? Seems like for a Minecraft-type game this might be tough. If I recall correctly MiniCraft, one of Notches smaller projects, had only two layers, with the ground you walk on and 1 height of walls. Something akin to Don't Starve. You'd then go underground at specific places and the underground would be a two-layer space following the same rules.

  • @HomeofLawboy
    @HomeofLawboy Před 2 lety +1

    The camera angle makes everything really confusing most of the time, even with hard edges. Others have sugested changing the angle (just the tilt) to break the simmetry between the side face and the top face, I also wanna suggest experiment with not perfect cubes, e.g. the cube's height is 90% of the top face's lenght, so it's still a square face at the top but more of a squashed down cube.
    Other than that, loved the art style, good job!

  • @byronwezvo
    @byronwezvo Před 2 lety +1

    Please finish this project... It has a lot of great engineering from ground 0 🙏

  • @creatar2446
    @creatar2446 Před 2 lety

    I feel like the grass blocks should have a normal map too because now it looks a bit like plastic with a flashlight shining on it, keep up the good work.

  • @mobslicer1529
    @mobslicer1529 Před 2 lety

    could you like in-depth tutorials on rendering cause that would be epic

  • @user-rr8hc8ls5n
    @user-rr8hc8ls5n Před 2 lety

    I think this can go on forever

  • @Aidensan11
    @Aidensan11 Před 2 lety

    i actually love the 2d sprite with 3d lighting

  • @kenopyowo
    @kenopyowo Před 2 lety

    2:04 that could be a really cool wallpaper

  • @skejeton
    @skejeton Před 2 lety

    this is like roller coaster tycoon craft

  • @AlienLogic775
    @AlienLogic775 Před 2 lety

    I think you should use a camera angle like at 2:00.
    It way better to give perspective. In the other, even with black edges, we cannot estimate height.

  • @oobie3193
    @oobie3193 Před 2 lety

    Two games you might find inspiration from could be Dead Cells and Octopath Traveler. Dead Cells had 3D models which were then converted into 2D via rotoscoping if I remember correctly. Octopath Traveler is a 2.5D game that has a similar look to the first iteration of the sprite earlier in the video.

  • @RedSW
    @RedSW Před 2 lety

    looks awsome!

  • @kleesup
    @kleesup Před 2 lety

    He is back!

  • @LowLevelLemmy
    @LowLevelLemmy Před 2 lety

    can you make a video about minecraft?

  • @abhishekmaurya8330
    @abhishekmaurya8330 Před 2 lety

    Can you please make a setup tour or workflow type of video i would love to see how the heck you code gigantic things in just few days 😁😁

  • @joelitoperez3108
    @joelitoperez3108 Před 2 lety

    Great content keep up the good work

  • @MESYETI
    @MESYETI Před 2 lety

    would love a game that looks like this

  • @nini700
    @nini700 Před 2 lety

    I'm annoyed youtube doesn't recommend me your videos. I love them u_u

  • @martingogaming1777
    @martingogaming1777 Před 2 lety +2

    Where did you learn OpenGL? Nice vids, can't wait until the next one!

  • @theothetorch8016
    @theothetorch8016 Před 2 lety

    I love how I didn't have to watch any of your previous videos to understand "and no, I won't abandon this one after 2 videos".
    (#LifeOfAGamedev)

  • @deionalexeigonzales
    @deionalexeigonzales Před 2 lety

    dont worry the 6 months upload schedule if far better than code bullet's 1 year(maybe) schedule

  • @twentysixbit
    @twentysixbit Před 2 lety +1

    I hope you make the player's movement fixed on the x and y axes, otherwise thatll be really weird

  • @Lim95
    @Lim95 Před 2 lety

    Finally back to game dev

  • @xamtastic
    @xamtastic Před 2 lety +1

    This is so amazing

  • @slBrelaz
    @slBrelaz Před 2 lety +1

    I don't care how much the game changes, whether it's a good or bad game, or whether or not you finish it (although for your sake I hope you do). I'm subscribing because I love devlogs. So please, please keep this up longer than 2 episodes!!!

  • @vicix_dev
    @vicix_dev Před 2 lety

    Wow, so cool! It reminds me of doom and destiny world like a lot!

  • @ari_archer
    @ari_archer Před 2 lety

    Nice, using lightline, same

  • @scaffus
    @scaffus Před 2 lety +1

    This was a shitty day but you uploaded a video ! :D Love your content

  • @magmaslasher7604
    @magmaslasher7604 Před 2 lety

    My favourite part of this video is when multiple times I understood a concept *better* than I did after he explained it.

  • @rhapsodyaria
    @rhapsodyaria Před 2 lety

    Perhaps a Minecraft-inspired voxel ambient occlusion method could help with defining depth in your render?

  • @heitorheitorheitor8158

    For those who want to know what’s his neo vim theme is, it’s called *gruvbox*

  • @d3r1n
    @d3r1n Před 2 lety

    Pure mad genius.

  • @mythenmann
    @mythenmann Před 2 lety

    2D sprites with normal maps... this looks awesome.

  • @coyo_t
    @coyo_t Před 2 lety

    you actually dont have to do any rotation malarky for the camera if you hadn't figured that out
    you just have to modify one of the skew parameters of the view or projection matrix

  • @navanithkumar9359
    @navanithkumar9359 Před 2 lety

    I like your videos. Btw which editor are you using?

  • @teslainvestah5003
    @teslainvestah5003 Před 2 lety

    Your smooth lighting is much better than minecraft's! Minecraft has had broken ambient occlusion since it was first added, and you just... didn't do it wrong. What an amazing thought.

  • @thechosenone729
    @thechosenone729 Před 2 lety

    It looks nice but it's hard to tell depth of the object even if it casting some shadow.

  • @BobzBlue
    @BobzBlue Před 2 lety +1

    can Conway's game of life be used do calculate light or something else?

  • @thehambone1454
    @thehambone1454 Před 2 lety

    What is the technical approach used to make a 3D object look like pixelated? Is it just using gl_nearest for the textures + ortho camera? Or rendering the player to a texture and then applying gl nearest? I didn’t catch how to do that.

  • @bp9696
    @bp9696 Před 2 lety

    Love your videos!

  • @samuelmcgowan2565
    @samuelmcgowan2565 Před 2 lety

    Nice :D
    I think the edge lines need to be more subtle. Also, they appear to be on the outside of blocks, rather than part of them, which is a bit jarring. I don't know how easy that is to fix?

    • @samuelmcgowan2565
      @samuelmcgowan2565 Před 2 lety +1

      Also some random rotation could be nice for the textures to prevent tiling.

  • @timadams1662
    @timadams1662 Před 2 lety

    Randy did this same thing, it's crazy bruv....

  • @sadhlife
    @sadhlife Před 2 lety

    That 3d to pixel art idea sounds a lot like what Randy is doing.

  • @vincentv.b.2132
    @vincentv.b.2132 Před 2 lety

    This dude makes it look so easy. Unfair :(

  • @ParisMitchellVariety
    @ParisMitchellVariety Před 2 lety

    Hmm... The 3D-to-pixel thing seems right up the alley of something that @RandallThomas would do

  • @Lachrymogenic
    @Lachrymogenic Před 2 lety

    1:59 if you kept this you could have recreated rubydung!

  • @itsCh4rl1e
    @itsCh4rl1e Před 2 lety

    I haven't watched the full thing yet but from the initial part, it seems like you're after a similar effect as to what Randy is (was?) going for with his game/engine

  • @shadamethyst1258
    @shadamethyst1258 Před 2 lety

    I unfortunately could not make out half of the parenthesis and punctuation symbols because of their lack of contrast against the background. Maybe make them brighter and/or more accessible?

  • @dameck9570
    @dameck9570 Před 2 lety

    Hey, great video. Could you give some information or sources about your (n?)vim setup? I tried setting up my vim as an IDE serveral times, but most of the times I just failed

  • @Psychx_
    @Psychx_ Před 2 lety +2

    Great video! What's that "console IDE" you're using called? It seems very efficient.

  • @fossoso
    @fossoso Před 2 lety

    Could you please create a playlist of the songs you use in your videos?

  • @neozoid7009
    @neozoid7009 Před 2 lety +1

    Awesome Coder Heart🤣 Creating own model also from Code. Cool dude

  • @sleepymushroom9403
    @sleepymushroom9403 Před 2 lety

    Can you recommend any budget friendly laptops it or PC to start game development

  • @sparkingcircuit983
    @sparkingcircuit983 Před 2 lety

    I'd recommend the MIT and GPL licenses.

  • @Tristoo
    @Tristoo Před 2 lety

    why do the axis-aligned orthographic matrix tho? that just seems like a massive shot in the foot for no real reason.
    you can make the player/npc movement axis-aligned, and have the camera at a slight angle