Maths | Game Engine series

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if i make something big one day, you'll be the reason ill make it.

vedantchaudhari
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I simply love your channel and content.

timothy
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3:18 I read that modern compilers compile to SIMD instructions whenever it's economical. The Intel compiler is said to be the most aggressive at adapting SIMD and GCC is the least aggressive. 3:59 We know Assembly language! Assembly is a little tedious. If Hazel can benefit from Assembly code optimizations, I'll replace a few C++ functions as supplement contributions but that can only happen if the compiler isn't efficient. No one really writes in Assembly because modern compilers are very efficient! 4:42 Assembly language isn't compiler specific nor does it make a program more performant to tie Assembly to GUI code. 7:36 There's an old book called "Tricks of the 3D Game Programming Gurus" by Andre Lamothe that covers all of the 3D game programming math.

DaveAxiom
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You made me love programming thank you Cherno 😍😍

ramkrishnasingh
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not naming this video quick maffs, what a blunder

mrhidetf
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The best reason to be a patreon member is

bluefal
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I disagree that simd math is absolutely necessary. It is simply not true that simd math is way faster in a huge and complex engine. There are a couple reasons for that. First, to make full use of simd, data needs to be stored in these registers as long as possible, which is often not the case. Second, simd sse data needs to be 16 byte aligned which can also decrease performance, e.g. because now you have to load more data in the cache than before and if you forgot to manually align it, it will be even slower. Yes the actual calculations are faster than non-simd, but simd is not the holy grail of graphics programming. And now the reason why i tell you this. Last year i thought exactly the same, because everyone teaches it. Now, i work with the guys who created the cryengine and did farcry, crysis etc. and they are not even using simd math. Back when they tried it it was actually slower in their engine. Another thing i want to mention is to have the abilitiy to question everything. Today, computer graphics is taught exclusively using matrix math. Guess what? Cryengine does not use it except in a few cases (Mainly for projection). Matrices are slow and have to much unnecessary data. I would argue that replacing matrices with something else (we use dual-quats and qtangents) it is way faster than using simd math. Have a nice day! :)

Silvan
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I really like your watch, looks good on you :)

ItzeMiiSimi
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AVX is also Intel stuff, only instruction set AMD ever created is FMA3.

gutwdnw
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Why we need to include glm files in "files" part ? why does not do the same thing to spdlog ?

liuhao
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Hi, I'm in my second term at university major in computer science. Really inspired by your vids. Would you recommend taking a lot of math classes throughout my college career? I would like to get into game programming in the future.

ExistenceV
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Slightly related to maths, will you ever cover compute shaders?

atrumluminarium
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Youth me can visualise your words perfectly and see the different aspects of the work, that uncanny

masterpiece
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You dont really NEED simd for math. I have my own engine with an entire math library that I wrote, and I've shipped several iPhone games with it, and it doesnt use any SIMD instructions at all. Problem is.. most of the math you do in a game wont benefit from it. There ARE cases where you will benefit and it can speed things up considerably, but you're better off using your energy in other areas rather than writing that very optimized math code that will only help in a few cases. Of course, if you're using an external library, then sure whatever. But, point is, you dont actually need it for a game to run fast. The performance depends on what you're doing, and most games are not perf limited by their math usage. And even in those cases, you're probably much better off doing things like multithreading your code, or putting some of that on compute shaders, or simply looking to high-level optimizations.

DeusExAstra
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Any chance of demonstrating rendering algorithms like, the Marching Cubes, dual marching cubes. And also, maybe show us how to setup gpu ray tracing using glsl.

LTRAMA
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Will hazel be able to do raytracing or raymarching?

whythosenames
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Do a tutorial assembly-based regarding these registers, teaching us how to use them, it would be great.

Thiago
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Let me add Feb 24 2023 to my


7:30

harshitbargujar
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How can i build a game engine in linux? using qt?

TrairiChillHop
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Using Linux...and gcc still kept error from Input polling...
*sigh...*

deadyanothaikiropoolchait