Yeah, it’s great - I mean, who else would literally make an entirely new software to simply make the devlogs themselves lmao, it’s insane and I love it!
There is no simpler way to say it, this man is literally a genius. The amount of topics he covers in this series is quickly outpacing the amount of topics I've covered in my entire computer science degree. I am consistently blown away.
I've not seen any other devlogger that goes into as much depth as you do when it comes to how we as developers can customise aspects of Unity for our benefit. Changing parts of your engine to give you better tools for your project is not something most Unity devs would think about I imagine, because we don't build our own game engine, but it's so cool seeing it here because it's super useful. You're making awesome stuff aarth, keep it up :)
That is something a lot of Unity developers eventually have to do if the project requires it because the tools are either lacking in features, the tools just ain't there or something is in this infinite beta phase where something is just too buggy to use and you either fix it yourself, work around the issue or create your own solution from scratch. To be fair though, he is going for a very specific art style that the general purpose renderer can't cover by itself. Unity would not exist anymore if it was not so customizable. Godot and Unreal is looking sexier by the day.
Fascinating process. After some reading on deferred shading in OpenGL I can see it being used for a layered pixelart scene. Also these videos are super well-made! Excellent content as usual
So I just discovered this devlog series today and after watching all 29 videos in one session, I have subscribed, activated notifications for future uploads, and am strongly considering joining the Patreon. To call your work underrated would be the understatement of the century!
You're a fantastic teacher. And furthermore, your video animations are great. I asked "wow, wonder what tools he used for that." Looked at the video description and found Motion Canvas. Went to the Motion Canvas page and saw this very video used as an example 🙂
Once again incredible devlog. I started doing my first huge solo project last week and I’m astonished by how understandably you explain all these hard topics
This was ridiculous good, from concept and execution to presentation and delivery. You made shader/rendering passes not only understandable but interesting at the same time! Please keep up the killer work!
Thanks! I actually got this idea last minute when making the video. It's much more limited compared to what they do in the 2D Renderer but much simpler and just about good enough for my needs
@@aarthificial Someone else suggested that you could combo this with shadow falloff (store a grayscale value in the stencil corresponding to the distance from the source), but here's another one: compute the shadow count multiplier based on the parallax layer offset. Now you can solve the problem of shadows crossing multiple layers, and add another visual cue for depth. Or you could store a multiplier for depth within a parallax layer, if crossing parallax layer boundaries isn't helpful in your rendering context.
This is a level of problem-solving skills that I don’t think I will ever live up to. I never realised how much work goes into light renderers, it’s very impressive but I think I might just stick to things that won’t drain the life out of me.
Great work and great presentation! I coded a deferred shader our game as well, it's pixelart but 3D and implemented lights as well! Something cool I added was a slight hue shift coupled to the intensity with also a value shift towards white. That makes that a red bright lights turn white in the middle, orange at the middle point and red at the outer edge, which makes it much more interesting to look at
You continue to make amazing and informative videos. I really appreciate you taking the time to explain everything in such detail and making the examples relatively easy to follow. I am just floored every time and I look forward to when Astortion comes out. Thank you for your hard work!
I am a student in a game and graphics course right now and this is probably one of the most informative and straight to the point videos on these topics I have ever seen, Keep up the good work!!
Amazing! You are what keeps me interested in game dev and coding!! I’m 15 and your content although confusing at times (just me not knowing stuff don’t worry) it gives me a lot of inspiration for my future studies! Keep it up man, please don’t stop making these .
Holy shit the way that you calculated the like directions of the shadows blew my mind. Like seriously I've dealt with calculating custom shadows before and never thought of doing it the way you did. Seriously blew me away.
EXECELLENTLY explained. This taught me so much. I've been encountering different lighting methods and shallowly reading what they represent for years but this explanation really made it click in my mind. Well structured and fantastically explained, thank you!
Kompletnie niezwiązane z tematem filmu, ale dowiedziałem się o twoim kanale jakieś 15 minut temu i jestem pod tak wielkim wrażeniem, jako WIELKI fan serii Portal Astortion jest zdecydowanie grą, którą muszę spróbować, gdy zostanie wydana!
Man, you just have THE most interesting ideas I've seen in my almost 30 years of playing games, And being someone who's just starting to learn how to make them too, I can't wait to find out what I'll learn from you!
I love your videos so much, you present a relatively complex topics in an easy-to-understand way and pair it with pretty graphics. Thank you so much for the ammount of effort
This is such an amazing devlog! It's great on all counts - everything is clearly explained and all the ideas are fascinating and very inspiring. Thank you! If I might suggest a small improvement: the intro music is a bit too loud IMO and makes it harder to focus on what you're saying. Other than that it was perfect! :)
Wanted to drop a comment saying that I intend to use your devlog in my game development journey. I have sampled 4 or 5 videos at this point and the quality of your devlog compared to the rest of the community is top notch. You absolutely have one of the best devlogs on RU-vid. You should be very proud of what you have done here as well as a gorgeous looking game that I intend on purchasing. I would buy it just to pay you back for the value you have already provided in the few minutes I have watched so far, but it also looks fun for what little I have seen of it so I'm sold. Count me in.
I am disappointed in myself for not having subscribed sooner. your videos are great! i get to know more about game development AND learn more about everyday things! :D
at this point i'm convinced you're an actual, bonafide genius. it's the only way i can reconcile all the different insanely cool shit you've built for your game.
Maybe you should have a couple scrolling noise textures multiplied by the light volume, so that the lights look more like they’re actually passing through smoke or steam.
I drop everything for a new aarthificial video. Are you still working on the motion canvas release? I'm obsessed with your animations and was really looking forward to using it myself.
Really excited how this game will turn out! Remember to include control and accessibility settings, if you need some inspiration you can check out Game Maker’s Toolkit’s ‘This Year in Accessibility’ videos. Really well done video
Kudos to presenting this in a very digestible format. Visuals are excellent, too. I've been working on making some dynamic lighting support in a project and have run into some issues with how to get the right data to the right buffer within the limitations of the framework (haxe flixel). I may try to use some of what you said to make that happen. I'll definitely be watching more of your videos.
It's kinda crazy seeing techniques used for 3d rendering being moved to 2d rendering. I'm surprised not many people have tried this before because it looks so good.
Time to take notes. I'm definitely not going to implement this into my current project, but the bigger one I have saved will definitely improve with it
Whenever I think I am getting a hang on programming, I come to this channel to peg me down a notch. ...Or a whole yard. No seriously, this video might as well have been in traditional Chinese for all I understood.
I'm gonna add my voice to it: this is my FAVORITE DEVLOG on YT or everywhere else. aarthificial, idk if you read comments, but one of these days I'm gonna reach inspiration singularity and finally get into game development, and it's gonna be largely thanks to you.
I remember doing something similar for my pixel art ray tracer but I never through of adding normal to a 2D object! (I usually use 3D models) Are the normals in this case, predetermined? I'm wondering how it's decided and stored.
I always find myself wowed as to how you find creative ways of using color channels. That may be because I haven't done much of, if any graphics programming, but same with the sprites which use another image as a lookup table.