GPU Particle System, Real-time Global Illumination and More: The Future of Hazel - My Game Engine

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  • čas přidán 27. 06. 2024
  • Sign up to Milanote for free with no time-limit: milanote.com/thecherno
    Patreon ► / thecherno
    Instagram ► / thecherno
    Twitter ► / thecherno
    Discord ► / discord
    Hazel ► hazelengine.com
    🕹️ Play our latest game FREE (made in Hazel!) ► studiocherno.itch.io/dichotomy
    🌏 Need web hosting? ► hostinger.com/cherno
    📚 CHAPTERS
    0:00 - Hello
    1:23 - Tour of the Milanote board
    6:04 - GPU Particle System
    8:23 - Editor 2.0
    9:43 - Real-time Global Illumination
    10:27 - Path Tracing & Cinematic tools
    13:50 - The Future
    💰 Links to stuff I use:
    ⌨ Keyboard ► geni.us/T2J7
    🐭 Mouse ► geni.us/BuY7
    💻 Monitors ► geni.us/wZFSwSK

Komentáře • 59

  • @TheCherno
    @TheCherno  Před 8 měsíci +14

    Thanks to Milanote for sponsoring this video! Sign up for free and start your next creative project: milanote.com/thecherno

  • @incalite
    @incalite Před 8 měsíci +47

    That's impressive. I love how you casually went from Java 3D series and Minecraft to a full top notch Game Engine talking about next steps. Truly inspired Yan!

  • @Blayms
    @Blayms Před 8 měsíci +28

    Finally, the official particle system support lol

  • @DarioCorno
    @DarioCorno Před 8 měsíci +5

    Yes, we definetly need a specific video on how to implement those single features! Keep on with the grate work.

  • @3v3rb0t
    @3v3rb0t Před 8 měsíci +14

    I feel a bit lost with the engine. Typically when something is being made, its to solve a problem that exists. What is it that Hazel aims to solve or stand out at? Highly recommend explaining the advantages of what your making. Im hoping its aimed more at hardware constrained devices. Also I just want to see you suceed.

  • @jeremy_carver
    @jeremy_carver Před 8 měsíci +6

    A proper undo/redo (serializable to storage) will help you create e2e tests for the editor and content pipeline. Super useful tooling FTW!

  • @CreativeSteve69
    @CreativeSteve69 Před 8 měsíci +3

    Hey Cherno, It has been a blast on watching Hazel grow since I found ya seems to feel like almost a decade ago. Now you got me into computer science and almost getting my degree soon. After dabbling with learning programing for gamedev and general use with python, and css/thml as of recent. I have gained high interest now into making my own engine too which seems to be a fun rewarding journey. I already have my ideas in thought for it's uses. I plan on combing basics of css/thml and python onto it to form a new language. If that is actually possible.

  • @WoodyGamesUK
    @WoodyGamesUK Před 8 měsíci +17

    Is the plan to always keep the full engine for people on Patreon, or is there a point when you will consider Hazel to be ready for a commercial version (or whatever distribution), for the general public?

    • @sleepycatguy3059
      @sleepycatguy3059 Před 8 měsíci +2

      ​@adamkeenan yea it was another video. free to use but if you want access to the latest dev features and source code it requires a small donation
      edit: also I think he mentioned they planned on making money most of there profits from the games there planning to make and have the engine be a small but steady source of income

  • @mikolash8246
    @mikolash8246 Před 8 měsíci +1

    Good luck!

  • @lucascecil6287
    @lucascecil6287 Před 8 měsíci +3

    I have absolutely zero understanding about 90% of what you spoke on. However, I am excited to see your progress!

  • @ToniPlays_
    @ToniPlays_ Před 8 měsíci +1

    I remember one night, a long time ago you showed us (few people in the voice chat, including peter) the early versions of raytracing. It was super sick

  • @KuroiPK
    @KuroiPK Před 8 měsíci +4

    I look mostly forward to Linux support and particles

  • @josiahjack455
    @josiahjack455 Před 8 měsíci

    Looks great! I think focusing on the lighting is the most important. If you can make light baking per object that would put this above other engines easily. Can't bake the whole multi hundred thousand object scene all at once without more RAM than can be put on most motherboards in engines that don't have per object baking. Also having lights still light up unbaked objects with options for specific baking and dynamic layers/lists-of-objects
    per light would be amazing.
    Speaking of differentiating your engine, look into implementing tools for gaussian splatting.

  • @petribayley
    @petribayley Před 8 měsíci

    I love the Melbourne tram chime at 10:32

  • @marcialpena2730
    @marcialpena2730 Před 8 měsíci

    Just found out about your engine. I am subbing to that patreon immediately

  • @mjthebest7294
    @mjthebest7294 Před 8 měsíci +5

    Would be very cool to see you talk deeply about those features and even work on those on livestreams!

  • @tushanemclean
    @tushanemclean Před 8 měsíci

    this is interestiing

  • @CrooSWanteDtm
    @CrooSWanteDtm Před 8 měsíci

    3:30, consider changing the dnd logo on your "animations and ci". not probable but could lead to trouble...

  • @kamil_atakan
    @kamil_atakan Před 8 měsíci +6

    Hey Cherno, have you ever thought about collaborating with a studio where they develop the game with your engine and your studio develops the engine based on the game studio's needs?

    • @antonioburgos4287
      @antonioburgos4287 Před 8 měsíci +1

      No

    • @perelmanych
      @perelmanych Před 8 měsíci +2

      I think it is too early stage of engine development for any studio wanting to commit themselves to use it.

  • @ziccodx
    @ziccodx Před 8 měsíci

    Hi, is there a video on how you do packaging(building & cooking into distributable game)?
    I remember you doing a poll on it and it losing, but just in case I'm quite interested and if there are any specifics to the layout and optimization

  • @bertiecartwright824
    @bertiecartwright824 Před 8 měsíci

    cant wait for hazel to become more mature

  • @sebastianantes
    @sebastianantes Před 7 měsíci

    I have to learn vulkan for a course on university and I have to implement a gpu particle system... Unfortunately, I only have opengl experience and finding resources about implementing compute particles in vulkan is very difficult. So if you know a code example for creating a simple particle system on the gpu side within vulkan please let me know!!! Or even better: make a video about implementing a gpu particle system and I swear I will divide my salary to enable a patreon support for you !!! Thanks for you help and all your videos that already helped me in understanding the vulkan API.
    cheers,
    Sebastian

  • @thenotbaldguy4263
    @thenotbaldguy4263 Před 8 měsíci +1

    as for real-time gi try looking into amd's gi 1.0

  • @elakstein
    @elakstein Před 8 měsíci

    Earlier the channel was about cpp, now it's about hazel.

  • @akashGupta011
    @akashGupta011 Před 8 měsíci

    I’d love to know more about GPU rendering particle system in detail and also if you need an intern I’d love to work with you and your team it will be a great opportunity to work on hazel 2.0

  • @steluste
    @steluste Před 8 měsíci +1

    I can't wait for Hazel to launch. I hate Unity, and Godot is not comfortable. Hazel sounds just right.

  • @anon_y_mousse
    @anon_y_mousse Před 8 měsíci

    It's nice to see cool new features added, but just remember that some people are on potato hardware and such features should also have an off switch.

  • @first9279
    @first9279 Před 8 měsíci +1

    Are you going to continue Ray Tracing?

  • @cirkus442
    @cirkus442 Před 8 měsíci +1

    hello

  • @martinlasek
    @martinlasek Před 8 měsíci +1

    Definitely make a video on each of the big particle features 🫡

  • @MrBTOdell
    @MrBTOdell Před 8 měsíci

    Nanite and Lumen support when?

  • @SAP1201
    @SAP1201 Před 8 měsíci +2

    bro pls make seperate videos for the features THANKS. 😁😁

  • @MsDuketown
    @MsDuketown Před 8 měsíci

    Nothing about docs? This could be #1 USP.

  • @bagel7860
    @bagel7860 Před 8 měsíci

    YAN! TALK ABOUT JOLT IN HAZEL! I SAW IT IN YOUR PREVIOUS VIDEOS!

  • @spelledfunny
    @spelledfunny Před 8 měsíci

    Any chance of Mac/Metal support?

  • @GameGevUA
    @GameGevUA Před 5 měsíci

    13:42

  • @blancatrujillohigueras9865
    @blancatrujillohigueras9865 Před 8 měsíci

    HI Cherno! CREATE A COMPETITOR FOR AUTOCAD OR ARCHITECTECTURAL VISUALIZATION

  • @luthecoder
    @luthecoder Před 8 měsíci

    Will There Ever Be MacOS Support? :)

  • @_bxffour
    @_bxffour Před 8 měsíci

    Are you accepting volunteers? I would love to support as a devops engineer

  • @jadedplover1851
    @jadedplover1851 Před 8 měsíci +1

    algorithm comment

  • @unkgames-abdullahali4048
    @unkgames-abdullahali4048 Před 8 měsíci +3

    I don't think path tracing is used for games anymore (consider making ray tracing), except if u want to make realistic cinematics, u should make baking system can bake all of the textures in the scene since then it will make sense to apply path tracing.

    • @kingx1180
      @kingx1180 Před 8 měsíci +6

      Path tracing is coming back to games in Real Time form with ReSTIR
      For example cyberpunk 77 overdrive mode, rtx remix mods (Portal RTX), and Alan Wake 2

    • @unkgames-abdullahali4048
      @unkgames-abdullahali4048 Před 8 měsíci

      @@kingx1180 do u suppose that they will do a high quality story games, might will they!? I mean this is a very hard core work and requires team of billions of people to achieve it.. right?

    • @kingx1180
      @kingx1180 Před 8 měsíci +1

      @@unkgames-abdullahali4048 cyberpunk and alan wake 2 is already AAA games!, it's just hard to run now and AMD GPUs performance is abysmal. So in the future we'll have more path traced games as GPUs get more powerful

    • @LightTheMars
      @LightTheMars Před 8 měsíci +3

      Ray tracing is part of Path tracing, if you support one you have the framework to easily support the other.

    • @3v3rb0t
      @3v3rb0t Před 8 měsíci

      Look into AI and Ray Reconstruction.

  • @user-sl6gn1ss8p
    @user-sl6gn1ss8p Před 8 měsíci

    I didn't pay for this!
    (or anything else, either, so good luck and have fun)

  • @oamioxmocliox8082
    @oamioxmocliox8082 Před 8 měsíci

    ;)

  • @gsestream
    @gsestream Před 8 měsíci

    does it help if you drown in your tools, the amount of them, k.i,s.s.. you dont have to use tools. advice: keep your focus on the goal, not the way. does not matter if the way is super nice looking, if the goal slips by. about the particles, if you have both the descriptors of entities and the data of the particles, in simple acceleration compatible arrays, then you can have both. ie the acceleration arrays have only the physics etc in them, and only pointers to the entity arrays, and back from the entity information arrays. so you can do the slow entity evaluation systems, when needed and most of the time use the acceleration to draw/calculate the stuff. remove all bloat-ware thx. sometimes entire project is bloatware.

  • @TheLateral18
    @TheLateral18 Před 8 měsíci +3

    I have a question. In gaming is pointless to add or more animations. I have play a few fps. There is no animations to open doors or drawers.
    Also the world. Is shiny. But isn't really interactable, is it really hard to make destructable environments?
    Or interact with objects?
    Are there tech limitations for that.
    Or when the game has stairs, the player is going up or down. The walk style doesn't change. What's the point of putting stairs!!!???

  • @MrSandshadow
    @MrSandshadow Před 8 měsíci

    scammed notion?

  • @Xphy
    @Xphy Před 8 měsíci

    If you dont feel empathy for the palastine recheck if you still have a heart #free_palastine

  • @ViperPacket
    @ViperPacket Před 8 měsíci

    would you make the GPU particle standalone sourcecode available? it is nice to follow along even though the code might be horrible. its really nice learning resource.

  • @rob-890
    @rob-890 Před 8 měsíci

    That sponsorship was sly