I ACCIDENTALLY Created Hazel's Greatest Feature

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What did you guys think of this video style? I’ve been trying to make my dev streams into entertaining videos in an effort to show more of the real work that goes into Hazel, and by doing so actually spend more time working on it.

TheCherno
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My idea why Epic does it the way with Unreal Engine (and perhaps others with their engines as well) is that they want to give off a "What you see is what you get." feel. So like, by already fully importing your asset into the final format, the Editor can basically show you a very accurate final representation of the final game. While when you do it like you described, there could potentially be a discrepancy later down the line where the editor view looks different / inaccurate to the final packaged game.

Not saying your method is wrong or anything, but that could be a reason for why Epic opted that way.

DrakonDragon
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Dude, I've been a software engineer for a bit over 20 years and still game almost every night.
LOVE your channel. Really enjoy seeing how the how the sausage is made.
Tonight has been my most favorite vid of all.
“Right” count: 29
“Yeah” count: 33
Yeah wins! Right?
It's mostly mostly “Right” at the begining and the flip to “Yeah” is about 8:20
btw. This IS a cool feature.

google_was_my_idea_first
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Take a shot everytime he says "yeah?"

vinos
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I did this very thing with my raycaster engine, I setup a class that acted off the asset manager but paid attention to specific absolute file paths of things currently loaded (to minimize the number of files I’m iterating through as possible) and would essentially do a quick exact date string check, and if there’s any difference it’ll invoke that assets load() routine. This allowed me to play my wolf3d like game while realtime modifying the map in my text editor, editing level textures in real time, placing entities in real time, updating entity data like textures / health / even animation sequences, audio too. It really wasn’t that difficult to do, but some of my friends who are used to bigger bulkier general purpose engines were flabbergasted how easy and instant my project could handle real time updates.
Thinking about that project makes me want to work on it again.. now that I think about it

KyleHarrisonRedacted
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Imo the UI could better reflect the fact that all those static meshes do not have the mesh data in them.
So having the UI components be the same size and equal with the mesh components in the UI gives an impression that they are completely separate entities with the copied data. It would make more sense for the metadata to be visually attached to the original mesh somehow either by being in a separate list inside the same container as the other information about the mesh or by somehow given as options when dragging in the normal mesh itself in a form of "Hey you got all these metadata versions of your mesh, which one do you want to drag in?"

henrijohansson
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I get so excited when cherno gets excited about something he made.

TheBrotado
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My initial impulse would be to fix this. User, as a base rule, expects consistency. Most people are ok with manually refreshing assets in scene but would welcome automatic and near instantaneous reloading, but not based on whether the assets' thumbnail is visible or not.

naninano
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Dude! This is so exiting!!!! Im so hyped for the insta uodate thingie. MOREEEE

TheGreatArlei
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an icon in the top left corner of the thumbnail would be cool. I don't wanna be looking at the same image and thinking "why do I have another avocado"?

RoboGameOfficial
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Some of my best features were created by accident, I say run with it!

phoenixshell
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man these new stream highlights are sooo good. Please keep uploading them

has_j
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Still think that a engine runtime mesh storage format is useful when you have larger and larger levels and projects. Even a 20-50% difference in size can change a lot in performance.

I think both make sense, but both have trade-offs. For me, I'm used to the import process workflow and don't mind it, since it's usually pretty fast, even with importing giant single files in Unreal.

Still look forward in seeing how Hazel goes :)

filipanicic
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I'm sold on this engine. Been hearing about it from you for maybe a year or two, maybe even longer. Initially, I thought, 'Okay, another engine among many, what's the big deal?' Especially since I thought it was just one guy working on it (I've since learned it's an entire team). Over time, as I've struggled to find an engine that suits my needs, yours keeps popping up. Unreal, Unity, Godot—they're great, but they miss a certain something. Hazel, though, feels different. It feels like every line of code is carefully thought out and managed. It doesn't just pile new systems on top of old ones to meet standards while introducing new features. It feels like Hazel is designed for significant internal shifts, maximizing effectiveness.

SpicyMelonYT
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I'm actually really enjoying these new videos... :D

zardify_
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Funny that modders dream of having this in the game release build too. Someone will do it. Accidentally...

davdsmth
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I guess you need to make it check all assets in scene for updates while working in the editor then you’re golden!

sturdyfool
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I love how passionate he is about this

Whydo
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@6:04 this is what a developer frustrated with bloated corporate decisions sounds like, folks 😆

luciwaves
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But why are the thumbnails checking if the file has been modified on every tick, but the folder doesn't get updated when new file gets added (you need to press refresh)?
Wouldn't it be weird if only assets of current folder are always live-updated while playing in editor, but not all assets of other folders.
It doesn't seem to scale, if it needs to check file modified for every file in the project on every tick.

SmellsLikeRacing
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