I mean why waste your time and effort making a game engine when you can just use one and save years of work + being able to talk to other people experienced in it.
@@Golden_Projects people who do it for: fun learn how to use low level graphics apis companies that do not want to pay the fees for engines specific features that engines on the market dont have
@@SkyenNovaA Personally, I used to make game clones in the Unity game engine, but after watching JohnDoesStuff's videos, never again. Now I want to only make my own games on Unity.
John, I keep coming back to your channel and my jaw keeps dropping. You're such an exceptionally impressive fellow: from the crazy and creative feats you accomplish with code, to your ability to create and edit videos (demonstrative animations, good pacing, well-placed cuts). And to top it all off you're just in highschool?! Honoured to be one of your early subs, because you're very talented and I see so much potential!
@@JohnDoesStuffLol I believe that im the same age as you or max 1-2 years older. Your intelligence is actually mind blowing and you are ludicrously erudite in Mathematics. I hope your channel blows up because this content is amazing.
@@JohnDoesStuffLol OMG, YOU'RE ONLY IN HIGHSCHOOL!? Clearly you couldn't have learned most of this math from school, because I'm currently in 12th grade Calculus and none of the math I'm learning is even close to this _(we just finished learning the Law of Cosines)._ *You essentially made a functional Flash game on nothing but an internet graphing calculator.* This stuff boggles my mind! You're an absolute genius, using your intellect in a unique way, and I feel like you're gonna go to great places in life.
@@JohnDoesStuffLol BROOO you're sooo frikkenn insaneee mann I loveee it. I CAN'T EVEN FRIKKEN BELIEVE YO UFRIKKEN MADE A GAME IN CALCULATOR! I FRIKKEN CAN'T MAKE ONE IN C++
Here are some interesting things I found looking into that regression issue I found by analysing the Desmos worker and frontend code: - It appears to reparamaterize regressions to make them faster to evaluate (while still giving the same results), but not always - It checks for uses of sin, cos, and exp when reparamaterizing regressions - It looks at the "polynomialOrder" when parsing regressions - "tryRoundingSmallParametersToZero" is called, that should speak for itself - It tries to find a "linear subset" of... something - Unrelated but the code mentions a "graphing_3d" calculator, exciting!
2:05 cool! But you no longer need to do this because Desmos has *actions* now. k -> k+1 You can make an action happen every frame by using the ticker feature.
@@sunnymoon1173 If you're planning on doing a tutorial, you can leave that up to the viewer. Mention both the classic and "action" method with an example of each, and why you would pick one over the other
using desmos for the first time this year since I ran through so many physical calculators I got tired of replacing them. This is actually a big deal, you should be proud of this. Good job, this is awesome.
Dude this is really some amazing content… I'm yet to learn what a regression is, but it's so cool that you're able to explain the whole thing and make the viewer understand it too!!
You, my friend, are AMAZING. Instantly subbed after watching the first vid from your channel and each subsequent watch does not fail to amaze me further
Two years ago I tried making a game and spent weeks on trying to figure out what I wanted, but I didn't and still don't know any coding language so it was HIGHLY rudimentary and frustrating (I didn't even know about polygon images). Anyways this topic is sentimental to me and it looks beautiful
Would it be possible to disable the render in the case of player "death"? That might work as a simple enough workaround to re-synch as soon as the other gamestate dies. Alternatively, if you know the period of the desynch, could you somehow modulo the frames and only update state based on the odd state frames?
they added a feature where making games is so much easier basically you can: -have a "ticker" that does actions every k milliseconds -have graphs work as buttons that also do actions
i have already been messing with this for like an hour. i've made the slider an actual scale instead of an on/off state so you have fine-tuned control over the rocket's speed. maxing out the slider is the same speed as before. this definitely makes the game feel a bit fairer, because as soon as you react to something to move the slider, you immediately start gaining or losing speed as opposed to having to wait for the state to entirely flip on or off, but you also don't have to lose all of your speed, so you can then start to immediately gain the small amount of speed you lost back! :D
I don’t really know how regressions work but maybe you can have one global “time” regression and do everything else based on that? Idk maybe I’m just dumb!
How did you create an autominus variable in desoms? I've tried making a simple game in desoms before, but have never been able to solve that problem. Do you know a way to make it work without java script or only using the tools in desoms? You did give an example in your video, but I don't know how to actually use it.
i tried it out and it's kinda good, but i don't think my alienware m15x that used to run windows 7 can run this. one way i solved the performance issue is by turning off screen shaking and it helped a lot but it was still slow...