This Animation System IS AMAZING

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  • čas přidán 6. 02. 2024
  • Hazel ► get.hazelengine.com
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    #Hazel

Komentáře • 137

  • @TraxisOnTheLines
    @TraxisOnTheLines Před 3 měsíci +242

    I remember when you started this project, deciding to make your own engine. I don't keep up on the videos constantly, but I pop in from time to time. When I saw the thumbnail of this video, I asked myself "is he testing a new game engine?" and when I clicked the video and saw that I was looking at Hazelnut, I was extremely impressed. Incredible stuff, this looks amazing. It's really starting to look like a commercial public engine, and that's insane to me.

  • @TheCreator1337
    @TheCreator1337 Před 3 měsíci +83

    I can see the Unreal influence in the graph system and animation system overall, very cool stuff ;)

  • @Pedro-jj7gp
    @Pedro-jj7gp Před 3 měsíci +52

    The UI looks amazing, much better than any other Dear Imgui app I've seen. I'm sure there's a lot of modding and theming going on, would be cool to see a full-on series focused on the front-end of the editor.

    • @infinitesimotel
      @infinitesimotel Před 2 měsíci

      I totally agree, its tight and very well presented, kind of; pro by default.

  • @ethanbjerke187
    @ethanbjerke187 Před 3 měsíci +13

    I found your channel when I was 12 years old, I'm 20 now studying engineering at university. It's been so fun and amazing seeing your channel and you grow as a creator. I can honestly say you're content is a huge reason I'm studying the kind of stuff I am now in university, so thank you!

  • @ane3852
    @ane3852 Před 3 měsíci +8

    Love the Chern! Bro, one of the reasons why I think you're so unique is your engineering background. You really stand out to me amidst the hobbyist crowd. I 100% go to you for any technical aspect of game development and actively seek your perspective on any news in the broader game development / engine world.

  • @UnderdogDen
    @UnderdogDen Před 3 měsíci +11

    Damn, your engine really has come insanely far. I appreciate all the work that you do

  • @DominikGuzowski
    @DominikGuzowski Před 3 měsíci +3

    seeing all this work makes me so inspired to work on my projects so much more

  • @TravisVroman
    @TravisVroman Před 3 měsíci +2

    Really cool to see how far this has come. Serves as great motivation for my own engine. :)

  • @cankarkadev9281
    @cankarkadev9281 Před 3 měsíci

    Wow this is such a cool system!!!! I really like how the nodes also get reflected in the editor ui, definitely a great inspiration for my engine as well haha. Thank you for making this video! :)

  • @eventh1987
    @eventh1987 Před 3 měsíci +1

    We do like you Cherno! Keep being awesome! I am amazed how far Hazel has come since I started following it shortly after you first announced it.

  • @SownJevan
    @SownJevan Před 3 měsíci +2

    This is getting so much better. I love seeing this.

  • @kaemmili4590
    @kaemmili4590 Před 3 měsíci +2

    new to the channel , first 3 min in i was like "is this channel actually showcasing a real human being?!"
    like its obivuous theres zero mask, or persona, i feel im with a friend ,
    how pleasant it is , and also how grounded for learning
    your content is and how u go about the sharing it ... a gem
    i guess this is a long way to spell thank you a lot mate ^^
    thank you Cherno

  • @voodoomotion5855
    @voodoomotion5855 Před 3 měsíci +1

    Awesome when you can do this, I remember doing character animation over uneven terrain and the director asked why it was difficult to change character's location without feet intersecting the ground. We were animating non-biped characters, similar to Disney Cars, so I had to create an inhouse system using MAX Script 😆 This was over 10 years ago, so there's hopefully built-in features for it now. I used ray casting to get surface position and normal, but that could be very hit and miss back then😀 Always so much people take for granted and it's wonderful for us when tools work flawlessly so we can focus on being creative. Hope you're well, keep up the amazing work and thanks for posting

  • @michaelpio8258
    @michaelpio8258 Před 3 měsíci +3

    i totally agree with the point that a game engine has all the tech ,during my Neural network class, I have used my own neural network project written in c++ from scratch directly integrated with the unreal engine 4 , which act as the brain and drives the car without colliding,
    then only i understood that a game engine is such a beautiful tech where we can literally do anything we want

  • @absorbingdude
    @absorbingdude Před 3 měsíci

    Если бы не ты, я бы не начал заниматься графикой, вулканом, спасибо большое! Жду каждый твой выпуск, потому что они мотивируют меня работать дальше, то как твой движок рендерит сцену в видео просто невероятно! Очень красиво.

  • @alphenex8974
    @alphenex8974 Před 3 měsíci +2

    Cherno I would really appreciate if you tackle hard bits of Game Engine development. For example Animation System itself should be a video that you can tackle to help and teach people.

  • @yukicat9930
    @yukicat9930 Před 3 měsíci

    Wow the animation system + the node system looks amazing

  • @bunpasi
    @bunpasi Před 3 měsíci +1

    It really seems to be coming together! Maybe for your next Hazel game jam, you can have others join you.

  • @kamil_atakan
    @kamil_atakan Před 3 měsíci

    Wow, I'm very impressed with this animation system. At 18:00 the walking animation reminded me of the character sprinting in MGSV. 👍

  • @Morimea
    @Morimea Před 3 měsíci

    This animation system-editor look actually useful and good. Nice!

  • @bpeachey1475
    @bpeachey1475 Před 3 měsíci +1

    This is good stuff, thanks for showing it. Could you go into a little more detail on the graph compilation back end in an upcoming video? Not sure that's an area where many consider the work and/or process involved

  • @Timm2003
    @Timm2003 Před 3 měsíci

    Great video, cant wait for the next videos!

  • @mohsensoleymanee6620
    @mohsensoleymanee6620 Před 3 měsíci

    Keep up the awesome work you do

  • @SK_AdemBTDR
    @SK_AdemBTDR Před 3 měsíci +1

    You don't need anyone to continue, as long as you are sure of the success of the project, so continue

  • @GBSCronoo
    @GBSCronoo Před 3 měsíci

    This is looking really good!

  • @thebutterappletutorials6553
    @thebutterappletutorials6553 Před 3 měsíci +2

    Dang I'd love to learn how to do this, even just the UI goes over my head haha

  • @faimenDev
    @faimenDev Před 3 měsíci +3

    It's already looks better than Unity Engine. You're awesome!
    After a couple of your videos, i decided to write Raytracer with Vulkan. Because i haven't to much time to make gameEngine, but needed some graphics C++ experience to get Gamedev job

  • @TheFruup
    @TheFruup Před 3 měsíci +1

    Cherno, I really love the content you are making :) You were and are a great inspiration for me, as I want to transition into graphics programming as a career as well. I even mentioned you in the acknowledgements section of my bachelor's thesis :D
    Keep up the great work, but also listen to yourself and don't overdo it! That serves no one :)

    • @jmlopezponce
      @jmlopezponce Před 3 měsíci +1

      Hey, what was your bachelor thesis about?? I'm studying computer science and I would like to come up with a project for my thesis too

    • @jmlopezponce
      @jmlopezponce Před 3 měsíci +1

      About CG, I mean

  • @felipegois7918
    @felipegois7918 Před 3 měsíci

    Great animation system!!

  • @TristanMillerful
    @TristanMillerful Před 3 měsíci

    Personally, I'd love to see a 'Feature Showcase' whenever you've got something cool and new to show off for your Hazel project! I think it can also help you keep track of the milestones of changes you've implemented throughout your journey developing Hazel.
    I think compiling 'Stream Highlight' videos could be fun as well, depending on how much got done in that stream and how eventful it really felt. I don't think all dev streams would necessarily warrant this, but a stream where you overcame a particular difficulty / bug or where the chat interactions got fun sounds like it would make for a great video!

  • @kevinwu8911
    @kevinwu8911 Před 3 měsíci +1

    I have a suggestion: Adding procedural elements to the animation system like an IK solver that blends on top of the animations where you can adjust its influence on the overall animation. This would be useful for precisely positioning the hands or feet on a surface. Also a spine system that uses a Bezier curve to drive the motion of the character's spine would be also be useful for allowing the character to look around smoothly would be really cool to see too.

    • @0x356
      @0x356 Před 3 měsíci +2

      Yes, IK is coming! AimIK (e.g. adjusting the pose so that character looks at a target) is actually already in there. LimbIK and grounding the character to potentially uneven terrain is next in line.

  • @jupit3r131
    @jupit3r131 Před 3 měsíci

    This is a really clever idea, if it's possible to get the graph to update during runtime this would be even more intuitive!

  • @lanchanoinguyen2914
    @lanchanoinguyen2914 Před 3 měsíci

    Looks really professional

  • @guywithknife
    @guywithknife Před 3 měsíci

    I would love to see a video on how the graph is executed at runtime!

  • @Burgo361
    @Burgo361 Před 3 měsíci

    This was really cool to see

  • @kartoffellicht863
    @kartoffellicht863 Před 3 měsíci

    thats really cool! I love it

  • @anon_y_mousse
    @anon_y_mousse Před 3 měsíci

    I think seeing how things are made in the engine can really help sell it more to potential developers.

  • @JtagSheep
    @JtagSheep Před 3 měsíci

    Please please keep updating the game engine series with more tutorials on things like this!

  • @kira.herself
    @kira.herself Před 3 měsíci

    geez the editor looks so fleshed out now and clean asf

  • @jonathan.m.phillips
    @jonathan.m.phillips Před 3 měsíci

    Great video!

  • @wachidsusilo
    @wachidsusilo Před 3 měsíci

    Well done!

  • @ZulOrigin
    @ZulOrigin Před 3 měsíci

    I would suggest put Point direction on each join on character like The point A is elbow. From Walk animation, the point A (elbow) to sit animation, the point A, which produce the inbetween. Also, can manipulate how The point move either curve or straight. I feel like too much but I were in animation studio, we like software could produce us inbetween easier so we could focus on Principle and key posses.

    • @0x356
      @0x356 Před 3 měsíci +1

      Debug visualization for joints is something I want to add for sure.

  • @justvolt
    @justvolt Před 3 měsíci

    Honestly, I would love to see stream highlights, as some youtubers have purposefully moved to recording videos on stream. I would assume it's easier and less time consuming than if you were both streaming and recording a video offline at the same time.

  • @KarimHamdallah-gc2el
    @KarimHamdallah-gc2el Před 3 měsíci +1

    As a graphics programming I'm struggling a little bit with how to architecture my engine or renderer how material system works and how it talks with renderer especially in complicated situation like bug scenes and so on, I suggest that cherno create a series talk about each system in hazel how they make it's architecture just talk no coding or explaining math just chill and give some advices for graphics programming

  • @kinemationstudio
    @kinemationstudio Před 3 měsíci

    great job

  • @thelaw3536
    @thelaw3536 Před 3 měsíci

    Cool look

  • @shavais33
    @shavais33 Před 3 měsíci

    The sense of tiredness / burn out is palpable. I can relate. And I can relate to kind of being in a place where.. I'm tired of doing what I'm doing, but what I'm doing is definitely the thing that I'm the most passionate about. So I'm left in a sort of difficult position. To say that I'm "tired of life" would be too strong of a phrase, but. /sigh, sometimes it feels like that's more-or-less the reality. I wonder if there are specific, identifiable things which are contributing substantially to your.. sense of burn out.. that if you can get rid of those particular things, that would lighten things quite a bit. If it might be possible to identify them and really take serious steps to address them. Easy to say, not easy to do, I'm sure. But. It might be important.
    I would like to see the list of features that are half done. I'd like to see what you mean by them being half done and hear about what being fully done would be like and I'd like to see devlogs in which you make them feel more fully done to you. That would be sweet! Someday, after I finish my current project, if/when I ever manage it, I'd like to see about maybe using Hazel to make games. I've tried Unity and Godot. I've tried just using C++ and OpenGL/AL/GLFW. Right now I'm using C# and OpenTK.
    The animation system looks super cool! The quality of the eye candy in and around this whole general project has definitely risen substantially! Beauty is money.
    That's a pretty nice looking sort of robot / gecko mannequin-looking avatar model you're using there. I see there's some.. kind of.. black fog around its feet. What is that? If I were working with this, there are a lot of animations I'd be tempted to work on, like.. walking, as opposed to running. Crawling / sneaking through tall grass. Pushing up against a wall. Climbing a rope. Climbing a hill. Half skidding, half sort of cantering down a dirt or sand hill. Various martial arts and weapon wielding maneuvers. Taking a jacket off. Mounting and unmounting a horse. Does Hazel have rag dolling?
    One type of game I've always wanted to work on is a sort of 3D, semi-open world street-fighter like game, in which the player's avatar's effectiveness at a given move goes up when the player executes it properly and with the right timing, and goes down a little when the player doesn't do that, so that the avatar's power/skill level ends up reflecting the player's skill.

  • @pulse5863
    @pulse5863 Před 3 měsíci

    The thing you mentioned about real people being behind the numbers was so true.

  • @GameDevSPS
    @GameDevSPS Před 3 měsíci

    Are you applying AO in direct lighting instead of indirect only? There's some occlusion effect that looks very strange.
    Animation graph looks sweet

  • @roncoleman5007
    @roncoleman5007 Před 3 měsíci

    Can the playback speed be connected to an external controller such as a slider that can be controlled in real time?

  • @andrewfraser2760
    @andrewfraser2760 Před 3 měsíci +1

    Really neat system 0x has developed 👍

  • @MonsterJuiced
    @MonsterJuiced Před 3 měsíci +4

    Yo this is YOUR engine?! I rolled my eyes and clicked this expecting you to be fangirling over Unity lol Glad to see this it looks amazing. Nice work

  • @perkele1989
    @perkele1989 Před 3 měsíci

    You've now surpassed the tech of the first game engine I made. Never sell this IP, you'd regret it.

  • @S41L0R
    @S41L0R Před 3 měsíci

    this video feels so refreshing. im not sure why

  • @LeeringDeer
    @LeeringDeer Před 3 měsíci

    It's really amazing to see this stuff, but I feel like it would be cool to maybe say a few words about where people can get started with looking into these topics themselves: I'd be fascinated to learn a bit about animation programming, but this video kind of stresses that this is a really big, complex system that someone's been working on for years, and if I was looking at the Hazel github I wouldn't know where to start

    • @0x356
      @0x356 Před 3 měsíci +1

      Skeletal animation itself is relatively simple (I think ogl dev has a basic tutorial on it, so that might be a place to start). The "big complex" bit for Hazel is the graph-editor UI that allows people to compose their animation assets together in arbitrary ways. If you are just writing a game (and not an editor) then you don't need any of the big complicated UI.

  • @rogerbusquetsduran5596
    @rogerbusquetsduran5596 Před 3 měsíci

    I wonder how you implemented the whole graph API. Is it posible for you to share how that works internally?

  • @vignesh5618
    @vignesh5618 Před 3 měsíci

    I like that interface looks like geometry node interface of blender😉

  • @TheronJames
    @TheronJames Před 3 měsíci

    I'm new to party. Curious if/how you guys are planning to integrate LLM and genAI features into your engine? Seems like an massive opportunity to leap frog the legacy engines. Best success with everything!

  • @WalderFrey
    @WalderFrey Před 3 měsíci

    Very tidy. Could I ask whether there's a UI framework that you use for the "animation graph view"? It looks *very* neat. Maybe you render it all yourself? I'm stuck in the MFC/GDI world which seems light years behind what you're doing. Just curious how you do it, esp if you have any videos etc which explain it. Thanks.

    • @0x356
      @0x356 Před 3 měsíci +1

      We are using imgui-node-editor for the animation graph (and sound graph). But with a quite a lot of extra stuff written on top of imgui-node-editor.

  • @darkhero7
    @darkhero7 Před 3 měsíci

    Hey Cherno, nice video. Are you already doing blend skinning with quaternions?

    • @0x356
      @0x356 Před 3 měsíci +1

      skinning is simple linear weights at the moment. dual quaternion skinning is in the back of my mind, but there's too many other "fun" things to do (like inverse kinematics)

  • @chrispizz1327
    @chrispizz1327 Před 3 měsíci

    Hi , do you use ASSIMP to input animations of characters ?

    • @0x356
      @0x356 Před 3 měsíci +1

      Currently yes.

  • @SergeyBerengard
    @SergeyBerengard Před 3 měsíci

    Awesome stuff, very inspiring!
    Is the interpolation between the animation frames always linear? I wonder if it would benefit from an interpolation setting between linear, stepped, smooth, splined, etc... Same goes for the interpolation between poses.
    Or better yet, why not do a feature for a custom interpolation curve, editable in a graph.

    • @0x356
      @0x356 Před 3 měsíci +1

      Yes, is always linear at the moment. I definitely want to add a curve editor at some point, as non-linear transitions can look more natural.

    • @SergeyBerengard
      @SergeyBerengard Před 3 měsíci

      @@0x356 Awesome! Yeah, animation can use all kinds of interpolation spacings, depending on the action, physics, momentum and whatnot.
      Speaking as an animator myself. :)

  • @vignesh5618
    @vignesh5618 Před 3 měsíci

    I like that interface looks like geometry node interface of blender

  • @ourabig
    @ourabig Před 3 měsíci

    When the engine will release I think it's ready for alpha or beta release

  • @abdulkadersafi
    @abdulkadersafi Před 3 měsíci

    are you planning to release Hazel engine on macos or no??

  • @pedroduran8927
    @pedroduran8927 Před 3 měsíci

    This man will catch up with Unity/UE some day, i'm already liking your engine MORE than Godot, if you someday release it to public and made it open source i'm 100% supporting it!

  • @BeSome1
    @BeSome1 Před 3 měsíci

    You know I'm really surprised that, we did not get a GTA 6 trailer reaction from you.

  • @DynamaticGamee0000
    @DynamaticGamee0000 Před 3 měsíci

    Will you officially release this game engine till the end of this year

  • @walmin73
    @walmin73 Před 3 měsíci +1

    I'm distracted by the faces in the couch...

  • @TechyedYT
    @TechyedYT Před 3 měsíci

    What Library is being used for that graph editor

    • @0x356
      @0x356 Před 3 měsíci

      At its core is imgui-node-editor. But there is quite a lot of custom written wrapper code on top of that.

  • @rishv3704
    @rishv3704 Před 3 měsíci

    I want to also learn how he is writing the 3d engine. Can anyone tell me how I can do that? I know there are no videos for that but is there any documentation? Thanks a lot for answering in advance.

  • @user-sb4lx3hz2u
    @user-sb4lx3hz2u Před 3 měsíci

    it's amazing

  • @CDBelfer4
    @CDBelfer4 Před 3 měsíci

    Animation system is very clearly based on Unreal engine, but really cool progress Hazel team!

    • @0x356
      @0x356 Před 3 měsíci

      No. We went back in time and Unreal is copying off future Hazel.

  • @Meddten
    @Meddten Před 3 měsíci +1

    Graph UI looks like UE...which is not a bad thing!

  • @Murderface666
    @Murderface666 Před 3 měsíci

    When you are old enough, you will understand that its not how old you are, but how much you know about a subject.

  • @arrowsdev
    @arrowsdev Před 3 měsíci

    first yes we like you and it's weird XD, but seriously i love you and your content , and also want to re thank you for the c++ series it helped alot , best wishes yan

  • @anthonysteinerv
    @anthonysteinerv Před 3 měsíci

    was waiting to see how it was made. F

  • @phreakyeggz
    @phreakyeggz Před 3 měsíci

    Your capsule collider looks like the hemisphere top and bottom are made up of actual geometry instead of curves like a NURBS sphere would have. Isn't the benefit of a capsule collider that, for the top and bottom, you get to use the much easier collision detection of a sphere (where you just check for the radius) instead of edge detection for all that geometry?

  • @emmanuelimmanuel
    @emmanuelimmanuel Před 3 měsíci

    Dang

  • @educationalgamesforkids.7997

    Hi,I would like to make a game engine.I don't know programming.How can I do?

  • @Fcovvb
    @Fcovvb Před 3 měsíci

    @The Cherno, Can you make a comparisson with Godot? since is also a not fully mature Game Engine! would be very interesting to see the two different approaches to Game Development!

  • @mrjshzk
    @mrjshzk Před 3 měsíci

    Pretty impressive, but I just wanna say.. get your sample scene level with "cooler" assets. While the UI looks really good, the scene doesn't give it justice and I think you should improve because people realize, "oh this is actually an engine with awesome lighting and rendering features!"

  • @ps5games821
    @ps5games821 Před 3 měsíci

    крутой движок

  • @snelpiller
    @snelpiller Před 3 měsíci

    Wait. Ray traced sound? That's awesome. It's obvious I guess, but I'm not a developer. Bouncing sound onto materials affecting the sound, even objects moving would feel more real and placed space, the immersiveness! Is this old news and I'm already getting this not knowing? The frostbite engine has amazing sound imo. Regardless, deeper appreciation. Guess I'll know when I Google, but wanted to share my excitement

  • @diwakar_tsn
    @diwakar_tsn Před 3 měsíci +2

    When I'm on the point of burntout
    You always come to rescue ❤

  • @Pandorarl
    @Pandorarl Před 3 měsíci

    we like you

  • @user-it8yh8tu7d
    @user-it8yh8tu7d Před 3 měsíci

    What about security?

  • @LinguisticMirage
    @LinguisticMirage Před 3 měsíci

    it looks a lot like Unreal engine which i really like.

  • @ZihadJoy
    @ZihadJoy Před 3 měsíci

    hey im new here, can anyone tell me what api he used for rendering graphics

    • @ZihadJoy
      @ZihadJoy Před 3 měsíci

      thanks@@Dynamo2024

  • @zeez7777
    @zeez7777 Před 3 měsíci +2

    Alright so first of great job, it does look awesome.
    However i do have some questions that are probably super demotivating to read so dont read them if you're already struggling with motivation.
    Spreading demotivation or "negativity" is not my intention with this comment, im trying to wrap my head around these questions:
    I get creating your own engine if you actually use it e.g. to make a game (don't have to pay royalties to anyone etc.) or if its simply for fun/learning. Is that your plan with Hazel?
    Or are you creating it so others eventually start using that over unreal or unity? Or is it all for fun/content for this channel?
    I'm actually confused because its gonna be a long road before you're on feature parity with unity or god forbid unreal.
    This animation update is great but you can tell its a conceptual copy from Unreal, almost 1:1 even the layout and design. Which again isn't a bad thing but it doesn't offer anything new and makes me wonder if that's gonna be a repeating theme to make a conceptual/UI clone of existing stuff which would beg the question why not use the original instead?
    Another thing is that the other engines have these massive ecosystems.
    Let's pick Unreal as an example, literally millions of $ of free assets provided to people to use for free. Hundreds if not thousands of plugins for every situation you could think of/need.
    Every month new free asset packs/plugins. Actually shipped games. Used in video/architecture. Tried and tested systems. Lots of contributors. Insanely smart engineers working on it too innovating on a massive scale.
    Pretty much the same for Unity, minus some things.
    I really dont want to sound demotivating because i know i am, but my brutally honest question is: why should i chose Hazel over Unreal or is that not the goal?
    Anyways if you did read this, please dont let it negatively affect you. I get wanting to do what you like, and its a great technical achievement.
    im just interested in the business plan with this project.

    • @pavlo2692
      @pavlo2692 Před 3 měsíci +1

      Simpler engines might have an easier learning curve and have less overhead if they are fit for some particular task. Whether that's the case for Hazel is a separate question. I can definitely tell that sometimes, in a niche, a smaller, but well-suited engine works better. Although I agree that trying to make an Unreal/Unity killer to compete with them directly is a dead end.

    • @pytax9885
      @pytax9885 Před 3 měsíci

      I would use Hazel over UE or Unity all day period. and if I could contribute new features to the engine I would do so.

    • @0x356
      @0x356 Před 3 měsíci

      Hazel animation system is definitely not a copy of Unreal, and is not aiming to be. Resemblance to Unreal is likely coincidental because, well, if you are making an animation graph then it _is_ going to look like a node-graph, that's kinda unavoidable. However, my goal is to make something that is easier and more intuitive to use than Unreal - more accessible to people just picking up this stuff as a hobby.
      To be honest, I'm not really expecting many people to actually use it. For me, it's more a case of making the animation system _is_ the game - if that makes sense?!

    • @0x356
      @0x356 Před 3 měsíci

      One other reason for resemblance to Unreal: The default look and feel of the imgui-node-editor that we are using for the node-graph UI _is_ modelled on Unreal.

  • @mjthebest7294
    @mjthebest7294 Před 3 měsíci

    Please, don't lose faith into the game engine series. :)

  • @CRAZY_MONSTERS
    @CRAZY_MONSTERS Před 3 měsíci +1

    Good video 😊

  • @shreyas908
    @shreyas908 Před 3 měsíci

    I guarantee this engine gonna be better than unreal

  • @dj10schannel
    @dj10schannel Před 3 měsíci

    👀

  • @Kazyek
    @Kazyek Před 3 měsíci

    "Root-Motion" or "animation-driven gameplay" have always seemed backward to me ever since I learned about the inverse from Wolfire Studio (Overgrowth).
    It serves the gameplay better to have the character's position and actions drive the animations instead, kind of thinking of the game as only data-driven, and then having the animations dynamically adjusted to "follow" the character's movement and state. It helps archieving deterministic gameplay which is ideal for competitive game, replay systems, and proper netcode, and also simplify running the gameplay logic in headless environments, making server-authoritative games simpler / less computationally-expensive from the server's side.

    • @0x356
      @0x356 Před 3 měsíci

      Absolutely! (BTW everyone go watch the "An Indie Approach to Procedural Animation" GDC talk, it's awesome). Using root motion in Hazel is entirely optional, you can set the graph up how you like.

  • @GameDevAraz
    @GameDevAraz Před 3 měsíci

    what is it>

  • @webjohn
    @webjohn Před 3 měsíci

    I like you

  • @Troyseph
    @Troyseph Před 3 měsíci +1

    Eh, we like what you do, as for you... 😝🤣

  • @Pelipoika
    @Pelipoika Před 3 měsíci

    Capsule colliders for players are one of the mistake in modern gaming

  • @gsestream
    @gsestream Před 3 měsíci

    supporting user interface is the road stop, no ui + minimal console in text, simplest for the user and the dev, minimal effort, maximal usability, conflicting priorities block dev, animation is not game play tho, is only eye candy, priorities. copying from others is the worst, even ideas, your own free independent ideas get tied down. copy does not take into account what is best, only the common tradition of community. raw code is better than any ui. therefore shaders or animations or any description is better in text, less ui mess and all compact in a shader type code script. visual scripting is a bit gimmick in goal to make an ui. script code over game engine ui. push all code you have done, even disconnected if its not yet being used, one main branch. animation is only changing a sprite image or a model mesh in some pace. priorities, communication and/or code, and ui for the engine. I might take the code scripting route, simplest of them all, and usability to self, then its usable for all.