There is actually a difference here. Yes, a texel refers to a single pixel of a texture, but there is also "texel density", which refers to how many pixels of a single texture occupy any given triangle, hence why it's called a texel and not a pixel. en.m.wikipedia.org/wiki/Texel_(graphics)
I've already tried to make a minecraft clone few months before you started this series. I blocked on multithreading and "face discarding" between chuncks. I'm waiting for the next epsodes!
Thanks! And sorry it took so long haha. It's been a struggle balancing everything the past month, but hopefully they'll be coming a bit more regularly from here :)
@@GamesWithGabe Nothing to apologise for man, take your time! As long as the quality is as good as it has been, I think I speak for everyone when I say I don't mind waiting a couple of months :)
Hello, I don't want to sound rude or anything, but I really love your channel and its been so long since you posted something. Are you alright or busy? I wish you would keep making these videos
Nice series of videos here showcasing different coding things. If you ever decide to bring this to a prototype state, it would be cool to make some play test type of videos where you demonstrate certain mechanics and then explain how those things are coded, inventories, player stats, player physics, mobs movement mechanics, multiplayer servers...etc. Also maybe even try addressing/fixing some of the issues present in the Minecraft from a coder's perspective and maybe even try adding better systems or better ways to do existing system than how Minecraft implemented them.
Funny you mention that about the sized and internal format, lol. I got so fed up with it that I took the table from the doc page, read all the rules and values and made functions an some template magic for validation and mapping between sized/internal format.. big headache but at least they're enforced via concepts at compile time now, phew.
13:56 it's in fact grayscale, grayalpha, RGB and RGBA, so it's not really a direct relation between GL_RED, GL_RG, GL_RGB and GL_RGBA; it can be used to store them though
curios fact about arbitrary txture data, the new unreal nanite tech basically transform mesh data into 2D arrays of x,y,z positions and use the innate texture sampling and filtering of GPUs to retrive different but contnous lods meshes and not pop in like discrete classical lod models
@@fahd2372 i'm not entirely sure, you are translating 3D values into 2D and certain forms of projection like perspective projection do use a Z value in part of the calculations. You still need that 3rd value to be stored somewhere but at the end of the day what matters for most 3D artists is the final UV coordinates. I'm just spit balling but this is my guess.
hey Gabe, I have a question, do I need to know javafx or swing before I start your course on 2d game engine or is it that I do not need to know javafx or swing to start using openGL? thank you for your amazing videos I hope you reach new heights in your life.
This is probably a better question for the 2d game engine episodes haha. But JavaFX and swing are orthogonal to OpenGL. You don't need to know them. They're software renderers, which means they don't use the GPU for any rendering. Whereas OpenGL is a hardware accelerated rendering API, so it allows you to leverage the GPU :)
It shouldn't be. I've just run into major burnout and don't want to make any promises on when I'll be uploading the next episode. I have the video edited halfway, but working on the animation editor has taken much longer than I expected :/
I do use manim community edition and I don't try to hide that fact, so I didn't mean anything malicious by this haha. Manim is MIT license which only requires that you redistribute a copy of the license with any changes made. But that's besides the point, the animations are a byproduct of manim. The tool itself is OSS, which means you can use it however you want and you are not required to give credit. For example, blender is also OSS, but that doesn't mean you're forced to add credits that say created with blender every time you use it. Same deal with Da Vinci Resolve free edition, which isn't OSS. Or the Linux operating system. You don't have to credit it everytime you create something on a Linux OS haha. Anyways, this wasn't malicious behavior on my part and I'll update the description. It just never occurred to me to do that since that's not how copyright works :)
I wasn't aware that a game developer couldn't be a computer scientist, mathematician or engineer lol. My degree is in CS and Math, but I consider myself a game dev as well ¯\_(ツ)_/¯
you said you were going to use opengl because it was simpler than both directx and vulkan; however, if you had rather used one of those two instead, what would have changed, exactly of what you have done until now would be harder or easier to do in say, directx?
I think I just said OpenGL is one of the simpler APIs. I didn't mean to say it's simpler than DX, although it definitely is simpler than vulkan from what I hear haha. The main reason I use it is because DX is vendor locked to Microsoft, and Vulkan requires more boilerplate. But most of the concepts are transferable, they just use different terminology and syntax, and sometimes require more work :)
Yep! It's taken me much longer than I thought it would to develop some software to help with making videos, but once I get it stable I should be releasing videos again :)
Hey could youaubey make a .jar for geometry dash so It can be loaded in J2ME loader it would be cool I mean I have the original but I really want to play the Java version on mobile.
People get burned out. He works full time, codes on live streams, and is now making these videos which take a lot of time to edit and make animations for etc. Let me know when your OpenGL Minecraft coding series is coming out.
@@crazycdn8327 slow down. i didn't wanna offend anyone. i totally understand. i have been following gabe's streams and stuff. it was kinda meant as a joke