Remaking My First Game in C++
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- čas přidán 29. 01. 2023
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;)
looking forward to the rest - also, more Breville footage!
Thank you dude, your series are awesome 👌👌👌by the way what is the name of the theme u are using in visual studio ?
you forgot to put the link think for the code review at the start 0:07
Lol, that first sentence caught me off guard
Making another version with vulkan at the end is a great idea. Hope you finish this series
M8 it is vulkan not "Vulcan"
Vulkan is the most attractive name ever created. it is heresy to write it with c xd
@@chefaku my bad
@@filipm133 is ok. I was just kidding🥖
@@annoyingman6184 no the api called vulkan.
I remember watching the original series a couple years ago when i first started learning java and coding in school. Through this series you helped me elevate my skills way beyond the required skills to ace the course, just within a month. And now i am a graduated software engineer.
Thank you so much for the help! Im really looking forward to this series after so many years of software development and experience
what was the original series?
@@filipm133 czcams.com/video/GFYT7Lqt1h8/video.html there you go
Please make >=40 min long videos, 20 min is too short
And I'm happy to see all of these series!
This video is already 40 mins
@@pxolqopt3597 technically it's shorter than 40 mins so he makes sense 🤓
@@SENTRY456123 But its also not 20 minutes long
I watched the original series when I was in 6th grade, and I think it was THE thing that made me interested in programming.
Back then I scratched my head on ”public static void main(String[] args)”
Now I’m in uni and scratching my head to the OSI model and the winsock API.
Thank you so much for all the motivation and education through the years! Both here on youtube and on twitch
I loved this video, please continue. I like the approach where you go solving the issues as they arise oppose to trying to specialize the video solving a single thing, it helps me absorb the thinking process a lot better because that way I get the context around the issue too, which helps a lot a beginner like myself understand the whole picture.
I'm always saying to myself that I would make a game but never actually took the time to learn how to make one, this series seems to be exactly what I was looking for, thank you very much.
I definitely like the longer videos more, especially when they are uncut, because only then I can see the way you approach certain problems, your rationale along the way, and consequently how you solve the problems with all the great commentary around. It provides a very good reflection on my own thought process when I deal with similar problems and not just in C++ with Vulkan and ImGui. That kind of sneak peek in how you really approach the real issues is the most valuable takeaway for me. Keep it up, would definitely like to see more.
agreed
I nice thing to have in this kind of series is talk a little about design patterns, maybe even a little draw about how the classes should comunicate with each other.. this is something that i strugle a lot when starting a new project. There as so many ways a could do it that i simply get stuck. Idk just an idea, during the series you could make one video only talking about the design pattern or something that would be very cool. Thanks a lot , your videos are great!
I really appreciate all of the commentary and explanations and thought process of what you're doing and thinking, helps me follow along of course but I also learn quite a lot about various things that way.
I quite enjoyed this video, definitely nice to see a real look at the thought process behind a project like this. I look forward to the upcoming episodes!
This is one of the best series i've seen on c++ game dev. It is so helpful to "hear you think". Thank you!
looks great. This is what I want from tutorials - follow some things a bit into rabbit hole to explain what is happening and what I can try to change and have fun with! Ideally do both longer and more often episodes ;D
Perfect revamping project for the channel! Looking forward to it.
Long videos are great! :D Even if it's like a 3+ hour stream VOD upload I'd happily watch
Great episode! Please continue this series!
It makes me feel much better to see someone who knows much more about programming than I do struggling with something turning out to be much trickier to do than expected the way I do virtually every time I write new code.
Hey cherno, I get you get this a lot but thank you for making this type of content. It has helped me immensely with my C++.
I think for `m_ImageData` you can use `std::vector` (or whatever dynamic array abstraction you can have) instead of the raw pointer. That way you could avoid doing manual memory management and rely on RAII instead. Above that, whenever the screen resizes you can just call `resize` instead of writing out the deallocation, reallocation, and refilling with data. The pointer to the pixel data can then be obtained by calling `data`.
Can't wait for the next episode!
This
You can. But depending on your platform and compiler stl might not exist. Typically most commercial game engines build a core framework which implements all data structures for this issue.
@@aodfr While this is true, I don't think this project will ever run into problems for using STL.
For this case, std::unique_ptr would be more appropriate. You should almost never use naked new.
I'm excited about this series! Looking forward to the vulkan optimizations :)
I definitely like the idea of "byte sized" videos. This series is gonna be so cool!
great idea for a serie!, thanks, looking forward for other episodes
Wow..........
I literally just restarted following your Java/Game Programming series this past Dec 2022 (again, but in C++, in part thanks to your OpenGL series).
I originally followed about 100/126 of your Java episodes starting in Aug 2014, but I remember quite a bit!
This is amazing you're shedding light on how to do this, cause creating graphics-based programs has always been my interest but also my struggle.
I know Unity very well, but.. doing it without a game engine?
Rendering GUI/window-based applications?
Cross-platform support?
I've been interested in skills like these for years, but getting started can be so challenging!
As always, thanks for helping light the path for people like me :).
Awesome work! I'm going to try this soon! Thx!
Our thoughts? Videos like this are amazing! Really let's us see the thought process of a senior developer!
I exakhly like your videos ❤❤. They are well explained step-by-step. Amazing.
A friendly note as I haven’t looked at your framework nor vulkan, but you should grab the new memory first then deallocate the old one, so if you don’t get the memory you can still use the old one.
On that note, I would consider just grabbing screen dimensions at the start of the app, allocating that much memory, then whenever you resize your app you just change where you are drawing to that buffer. I guess it’s more robust that way.
I know this will be the typical shallow question you probably don't want to see on a video like this, but I really like the color scheme you're using and can't find it anywhere... Does it have a name?
Great video btw, I love that you go really in depth but still keep it watchable and entertaining!
IMHO... Love all the details, love the 50 things in one ep, would like to see not the 'pure' recreation but... if someone *only* showed you the running game, not the java code, how you would remake this and do all the fancy improvements to modernise it.
In most cases, stack objects or uniquely owned heap objects would be sufficient, instead of shared_ptr. The image data could be stored in a std::vector, or a std::unique_ptr.
This was exactly what i needed thanks
36:35 also small mistake but you didnt use m_ImageScale there
I'm so glad that you will show how to port a walnut app to mac.
good stuff!
I want to see a video where you are trying rust with wgpu for the graphics and winit for window initialization!
I want to see your reaction to rust and what problems do you encounter!
your talking is extremely helpful!
Well this is going to be interesting
I think adding some improvements on the technical side is okay :)
Could you please a video comparing OpenGL, Vulkan and DirectX? What graphics API should I bother with? What are their pros and cons?
Walnut should have a resize event that fires before update if it was resized, but barring that if update is the first to care about the size of th image it should be checked in update not UI that renders on top
The way you are scaling is going to reveal more of the game when you make the window bigger rather than stretching the game. I think it would make more sense to used a fixed size buffer for the game and stretch the resulting image to fit the window. In other words, use a fixed image with a variable scale rather than a variable image with a fixed scale.
As an added bonus, making this change means you won't need to reallocate the buffer or even care about window size changes.
Thinking out loud is defining part of this video as educational one, because otherwise we (viewers) might not understand what was the idea behind decisions. Otherwise this is great, thank you a lot)
Update your screen size to screen width /2 and screen height /2. This allows for resizing.
Really enjoy your videos and am learning much from them. Also, a HUUUUGE thank you that you are not still having background music as you had in many past videos. I find it really distracting, so thank you for cutting that out! Sorry I can´t conribute $ to you at the moment.
I enjoy the longer videos.
I would suggest using static_cast instead of old c style casts. They make your intention clear
I would keep the window at a fixed size, conveniently sidestepping a lot of complexity. I would just do a straight port for educational purposes.
love and respect
I think this series is perfect for livestreaming. I prefer the long (>40min) videos.
I totally lost the motivation to learn coding but I still really enjoy your videos
would love to see the port to vulkan at the end
the longer videos rock for me
i think theres some vulkan bug where you have to turn off sampler anisotropy for vk_nearest to work
I had that exact same problem with imgui images. It is because imgui ignores the samplers you provide. Upgrading to the latest imgui solves it.
Hi, i have a question about testing, how do u test your game engine and how do u test collisions and physics and stuff
Really nice👍
I'll be doing all of this from scratch, wait a minute I''ll be using this entire library made by myself lol.
To be fair, that's kind of how programming works.
So, I'm getting an error with vulkan, after running for the first time it says vulkan error VkResult = 5, I have checked the vulkan docs and it says smth like incomplete array. Any ideas on how to fix it?
Def would love to see the Vulkan version of the game.
i think an episode porting it to hazel-2d would be cool
those long videos are cool yeah
Could you spice up the implementation with some multithreading magic?
How are you scaling your screen capture? is it just montage trick or some programm? Thanks in advance
Great video!
I would like to learn cpp but i am unsure where to start? which one of your series would you recommend? thx
You need a goal. Make something simple.
What visual Studio Theme are you using?
you ask for what I want to see?
Long videos? - yes plz
Detailed videos? - yes plz
Often? - yes plz
You can assume that every time you say "let me know in the comments" the answer is always "yes"
I really enjoy it all!
Thank you
very interesting
Add support to DX11 in Wallnut, i'm interesting in working on. I don't have a AMD gpu to support vulkan :/
If you are using ImGui why not just use Freetype for the font rendering as well?
Hey Cherno , i've been thinking about buying Macbook Air m2 , will this be good for opengl and raytrcing programming ??? , let me know your thoughts.
Cherno pls tutorial
Edit: cherno pls "how tobuild ur own fstream library" like ur vectors video
It's a pain to extend iostreams. Just use std::ifstream and std::ofstream when interacting with files, or write your custom classes with a custom interface if you need new kinds of streams.
At 18:00 why do you call emplace_back() with make_shared() inside? The latter already constructs a new object whereas emplace_back() is intended to create an object in place, so all you're really doing here is copy-constructing a temporary object, as opposed to using push_back which will either do the same thing or initiate a move-construction at the compiler's discretion.
It's all moved, and probably all moves are elided (i.e. instead of moving temporaries, constructing the same object in place), but push_back would achieve the same. I think it's down to personal preference. I prefer push_back, because it leaves less room for error: you can only pass in T with push_back, as opposed to being able to call all available constructors of T with emplace.
Resizeable, >40 mins, and finish the series please!
Has performance improved now?
33:37 youtube didn't like that for sure.
Do you happen to have a video that goes over the concept of Batch Rendering, especially w/ OpenGL? Sorry to ask an unrelated question!
Yep, I have a whole series on that: czcams.com/play/PLlrATfBNZ98f5vZ8nJ6UengEkZUMC4fy5.html
What extension do you use to draw over webpages?
For those of you with the same question, it's a program called ZoomIt
What is your vscode theme?
at the end of video you are hardcoded 3 as scale
No way Genesis 2 dropped
resize AND aspect zoom ;)
that you can jump to the explorer adress bar with ctrl+L and that the adress bar accepts commands is the real takeaway here
@12:49 i got cannot open source file vulkan.h e1696 and identifier VkResult is undefined
You should have names this exodus😂😂
Is ray tracing series finished?
Please show how you debug such things
it would be a nice sorting exercise to draw each pixel only once, ie, layered sorted rendering, before going to sorted ray casting 3d rendering, same logic
meta-programming is nice, no have to do anything yourself
meta-programming (design) also reveals all kinds of bugs beforehand, plan well, do less work, ie, right work from the start
walnut is absolute nuts, would you agree?
why, nintendo!
Dumb question. My graphics card doesn't support vulkan. Are there any options for me to follow along?
Sex and Link that sounds like a pretty common theme. I'm in.
What is that Vs code theme?
@15:44 you know that you could seperate numbers with _ like 1_000_000 or 1'000'000 to make it readable?
why do you hardcode the scaling factor in scaledWindoWidth and scaledWindowHeight?
@TheCherno1 ok
A name for that could be Genesis++
Hey i am new here tell me which software you are using here for coding c++
supporting linux is great, i use debian btw
what visual studio theme is that?
Please let me know if you find out
Was the original game inspired by Notch's Minicraft LD submission?
Does someone know the VS theme?
Hi Cherno, Would you ever do anymore work around Java? Would be cool to see I love watching ur content but I am a Java dev haha
I am curious about this question too, as I was wondering why he does not program in Java anymore, and if it would be worth it to still follow those old tutorials...
I think cpp is his dear and only, he doesn't need any other
Written it in a pure functional style you wouldn't have any bugs! (Or a game. 😂 )
pls show each and every step 🙏
i want to follow it allow and make my first game too with c++