3 Months of Game Programming in 20 Minutes

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more like 3 months of game programming in 3 months

EDITOR: NeoVim
THEME: gruvbox
RESOURCES:

* yes, 11:16 should say "position" instead of "postiion" i know 😔

0:00 Intro
0:26 Design
3:03 Early Prototypes
4:55 UI
6:15 Palletization/Lighting
7:22 Portals
9:00 Pixel Problems :(
13:10 Raycasting/Shadows
16:50 New Designs
18:40 Smooth Camera
20:00 Outro
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Your technical knowledge is amazing, I'm always impressed with how much you manage to do and how you do it. I can't believe that you added raytracing aswell.

Chadderbox
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I would strongly suggest watching some better videos for inspiration (seriously though, incredibly impressive to see such an engaging explanation of something that may as well be magic as far as I'm concerned!)

ArchitectofGames
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I don't think it devalues the idea at all, but the "robot cultivating plants" pitch instantly reminded me of Grow Home & Grow Up. Very different though as the main focus of those games was unique (for the time) movement & climbing mechanics in 3d environments. Potentially some good research opportunities there!

Rozza
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Seeing vec4 in your code and the projections reminded me so heavily of my computer graphics class. You NAILED this. Great work! Keep it up, ill be watching everything you put out

tytalksYT
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Dude, that looks really awesome! When I first saw those portals with the sick a$$ lighting, the bloom and the glowing particles _in pretty much all colors of the rainbow_ my jaw just about hit the floor! It looks really, _really, _ *really* good! I'm looking forward to playing your game already 😊

TheBauwssss
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I would love to learn more about your NeoVim configuration, it seems that your workflow is really robust in it.

deflesz
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Amazing video! Recently I've gotten into game development (although I'm starting off with Unity and C#, I doubt I could handle the mental strain of making anything remotely playable in C++ my first try haha), and videos like these are what really pushed me to start in the first place!

I'm probably about to use the wrong terminology, but there's just something so fascinating and inspiring about seeing how iterative the design process is; it takes months of dedicated work to achieve systems that most players will take for granted, and watching how you find solutions to functional camera and lighting systems makes it seem a lot less daunting!

I was introduced to this channel through the Minecraft from scratch video and found this video through your tweet -- and I'm looking forward to seeing more progress on this game's development!

minecraftaddictXD
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Man, that's crazy! I love the style and how much you went through to get to something you were happy with :] I was surprised to see someone come up with an idea so similar to mine, (and actually start making the game lol) really hoping it comes out fully fleshed out someday! We need more robot vs nature games out there haha

lima
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I find it super satisfying when a pixel art style game actually has consistent pixel size so epic work doing that as well as implementing things that wouldn't traditionally be seen in such a style like smooth camera interpolation

hassanshaikh
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LES GO WE GOD MORE JDH! Love watching this stuff, been around since the beginning and cant wait to see more!

arial_
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Hell yeah, new jdh video just dropped

matt
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Awesome video! I really like how this game is turning out, and i'm excited about what you do next.

noxmore
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how consistent were you in these 3 months? Did you have lots of breaks in between or were you grinding the whole time?

razorstone
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your videos are epic. they are super entertaining and I love how you explain everything. honestly one of my favorite youtube channels.

relic
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The voxel jitter fix reminds me of a technique used in (directional light) shadow mapping to essentially correct for the same problem there: as the directional light view frustum moves with the player camera, object rasterization to the shadow map produces aliasing artifacts which vary with the camera view, so shadow edges flicker and warble as you pan the camera around or move. In that situation you define a matrix projecting the center of the camera frustum to texel space, floor its x/y components, and project that back to world space before finally using the floor()'d frustum center position to produce the actual light view matrix.

(I was not smart enough to figure this out on my own, and had to study the trick before properly understanding it, but you're clearly a different breed)

StarmanSuper
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As always, an amazing and VERY inspiring video!!
Also, maybe you can consider adding a "pinch of" factario by adding some mechanisms that help you to reach your goal.

ggc_
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Great to see you flesh this out. It's really interesting seeing the problems you ran into with 3D isometric rendering.

Skeffles
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I'm getting into programming, and development. I love watching what others are doing.
Thank you!

bryanthegoalie
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Keep up the great work jdh, you are inspiring me to get more done especially my programming language

wijiler
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Worth the wait mate! Keep up the work.

swangyi