A truly 2D game isn't what you think it is...

Ғылым және технология

Hey folks! It's been a while, and I'm back with a pretty different type of video that my previous ones! In the video, I talk about my journey to create a simple 2D renderer, from a first-person perspective. It's a pretty unintuitive concept to understand in the first place, much less actually implement in code, but I'm very proud of the result I ended up with! I also spent a lot of time and effort working on the video itself, visualizations and all, so I really hope you enjoy it. I really do think this is my best video yet.
I was also very inspired by ‪@SebastianLague‬ & ‪@CodeParade‬ in making this video, so if you enjoyed it, be sure to check out their channels as well.
Support me on Patreon (and get access to the source code of this project) - / nivmizgames
Join my Discord - / discord
Buy my commercial game, SINGULARIUM - store.steampowered.com/app/26...
Play my small games: nivmizzer.itch.io/
Video was made with Motion Canvas - motioncanvas.io/
Chapters:
0:00 - Intro
0:37 - What Does First Person Even Mean In 2D?
2:14 - Ray Marching & SDFs
5:21 - Different Shapes & Fog
7:17 - Fixing Our Performance Issues
9:29 - Fixing the Strange Flickering
11:14 - 3D Illusion
11:59 - Adding Gameplay
12:23 - Outro
#GameDev #codingadventure #maths #unity #indiegamedev #devlog

Пікірлер: 210

  • @SebastianLague
    @SebastianLague4 күн бұрын

    Nice work! :)

  • @nivmiz0

    @nivmiz0

    4 күн бұрын

    Thank you very much Sebastian! I'm a huge fan of your videos! I took a lot of inspiration from your own raymarching code for this project, it was a big help in getting everything to work properly haha

  • @whimbur
    @whimbur10 күн бұрын

    - first person 2d game - look inside - wolfenstein 3d

  • @RenderingUser

    @RenderingUser

    10 күн бұрын

    This game is still 2d tho

  • @TheJas-vr2vr

    @TheJas-vr2vr

    10 күн бұрын

    @RenderingUser Wolfenstein 3d is also technically 2d, the difference to this is the height of each screen column is dependent on distance from the player

  • @4Kslimy

    @4Kslimy

    10 күн бұрын

    @@TheJas-vr2vrSo just like Doom it’s 2.5D because it uses some 3D aspects but it has some 2D parts as well

  • @ErdrickHero

    @ErdrickHero

    9 күн бұрын

    ​@@4Kslimythis is very uninformed way of looking at this. There's no such thing as half a dimension. Wolfenstein 3D is actually a 2D game with a 3D renderer. DOOM is actually a 3D game, as the game logic actually accounts for all three dimensions. The 3D renderer is rather limited, hence the simple level geometry and objects rendered as sprites. But objects actually do move in 3D space, i.e., movement up and down is possible and accounted for. This is not the case in Wolf3D, where the game all takes place in two dimensions and then projects a 3D image to the screen.

  • @ErdrickHero

    @ErdrickHero

    9 күн бұрын

    ​@@4KslimyThis is closer to Wolf3D, but if Wolf3D only ever printed one pixel (or a single coloured vertical line) for each horizontal position on-screen.

  • @Sterligs
    @Sterligs11 күн бұрын

    Holy hell man the editing on this is crazy. The entire video is really high quality, and overall it’s great. Everything is explained well, edited well and it’s awesome. Props to you.

  • @nivmiz0

    @nivmiz0

    11 күн бұрын

    Thanks so much! It took like 10x longer than my other videos to make, glad it seems it was worth it!

  • @LebatrowAndSqueak

    @LebatrowAndSqueak

    6 күн бұрын

    @@nivmiz0 What is your strategy?

  • @cosmiccoruption5145
    @cosmiccoruption514511 күн бұрын

    this editing is phenomenal! gives me 2 hour youtube documentary about something you have no idea about vibes.

  • @nivmiz0

    @nivmiz0

    11 күн бұрын

    Lmao, that's basically how it felt making it. Massive deep dive into a SUPER niche subject

  • @darkfire_ninja
    @darkfire_ninja11 күн бұрын

    How to make 1D game Step 1: take one row of pixels from a 3D game Step 2: stretch the row of pixels to be visible Step 3: add fog You have now made a 1d game!

  • @jayyusi

    @jayyusi

    10 күн бұрын

    that's pretty much exactly what i thought would be done lol

  • @Uni_974

    @Uni_974

    6 күн бұрын

    Step 4 give 2D being a GUN

  • @darkfire_ninja

    @darkfire_ninja

    6 күн бұрын

    Oh no, i edited the comment and the heart i got from it got deleted :(

  • @silverkip2992

    @silverkip2992

    2 күн бұрын

    is that not still a 2d game?

  • @Mikee512
    @Mikee51210 күн бұрын

    We had to read Flatland in high school. I had very low expectations: 1: it's old 👵 (1884), and 2: it's a math book 🥱. Turns out it reads in a surprisingly modern way, and is written in an engaging "storytime" sort of way. I recommend checking it out if any of that seems remotely interesting.

  • @nivmiz0

    @nivmiz0

    9 күн бұрын

    I absolutely fell in love with it! Cool to hear you did too (:

  • @lavuy6744
    @lavuy674411 күн бұрын

    the section at 11min where u talk about it being a 3d illusion looks pretty similar to how we originally did the first 3d games.

  • @nivmiz0

    @nivmiz0

    11 күн бұрын

    I had that thought to actually! reminds me of Wolfenstein & Doom

  • @legend644
    @legend6448 күн бұрын

    I've seen a million videos were people randomly talk about ray marching, but this is the first time the explanation actually hit me correctly. Congrats man, this is actually a great explanation of it The thing that snapped me out of it, was the explanation of signed distance functions. It finally makes sense that the proportional distance motion is actually computationally good, this is very cool.

  • @nivmiz0

    @nivmiz0

    8 күн бұрын

    You have no idea how happy I am to hear that! Thank you!

  • @capnqueso
    @capnqueso10 күн бұрын

    Time for speedrunners to find a glitch to go into the third dimension... WHY YOU GOTTA MAKE MY JOB HARD

  • @Uni_974

    @Uni_974

    6 күн бұрын

    Nuh there going to glitch walk perpendically instead

  • @HowdyYT
    @HowdyYT11 күн бұрын

    Brother basically created doom

  • @4Kslimy

    @4Kslimy

    10 күн бұрын

    Doom is 2.5D

  • @noob-killer

    @noob-killer

    9 күн бұрын

    ​@4Kslimy Doom is fully 3D. Just limited. Dont believe me?: kzread.info/dash/bejne/jI17rLOqmLC0Ybg.htmlsi=0GS7_rNc6hjIqBNw

  • @noob-killer

    @noob-killer

    9 күн бұрын

    ​ @4Kslimy Doom is 3d but limited. Theres a video on this on yt but i cant send the link here

  • @Uni_974

    @Uni_974

    6 күн бұрын

    A 1D fatality would be kinda dope though

  • @Damian-cilr2

    @Damian-cilr2

    2 күн бұрын

    Nah that'd be more like wolfenstein.

  • @steelwasp9375
    @steelwasp937510 күн бұрын

    I think the fog and colors can be tweaked a bit, no, a lot, to make it more readable. Fog could be the loss of saturation to an extent, going to blackness only at an extreme range, or if there's no source of light. Try adding sources of light, cause why not. It's confusing when the shadows move when you move, light and fog should be different. How about expanding FOV using the thickness of the line to represent what's in front and what's peripheral vision? Try to make a building, like the one in the Flatland cover. To balance it so the objects, sizes and stuff make sense. Make a kind of boundary around the camera/eyes of the character, so you can't or it's obvious when you stick your face in something making the visibility null. Kind of like inverse fog or a character's visual or non-visual sense for distance. Using Y axis and patterns, perhaps like a checkered transparent pattern of increased intensity for the object too close. Or add a second eye, making parallax possible. Run it cross-eyed, or... It's still a 1d game, even if you need 3d setup to run it with parallax.

  • @nivmiz0

    @nivmiz0

    10 күн бұрын

    Thanks for the suggestions! These are really interesting. If I make a follow up I'll for sure look into them!

  • @tackalexander
    @tackalexander6 күн бұрын

    I love how most of the comments i see either have a creator comment or a creator like, and it shows the actual passion that he must put into his community. i think that deserves my subscription

  • @nivmiz0

    @nivmiz0

    6 күн бұрын

    I appreciate that so much!

  • @tackalexander

    @tackalexander

    6 күн бұрын

    @nivmiz0 I love the way you portrayed this topic I've seen it done before but never quite as well as you have like it answered some questions that had been left unanswered before or undressed so I hope I get to see more of this quality content you are making and please keep up the most amazing work.

  • @yoavsaporta7348
    @yoavsaporta734811 күн бұрын

    Dude this video is amazing, I never would have known how much thought needs to go into something that sounds very simple - rendering some 2D shapes and walking around. The editing and explanations were also top tier, and have massively improved since you've started posting. Definitely one of the better videos you've made!

  • @nivmiz0

    @nivmiz0

    11 күн бұрын

    Thank you so much yoyo

  • @SecretZoneGames
    @SecretZoneGames10 күн бұрын

    I got this recommended and watched through the whole video without realizing it's not a million views video from a huge channel. Good job, It was super interesting and informative! You gained a follower :)

  • @nivmiz0

    @nivmiz0

    10 күн бұрын

    Thank you so much! That's such high praise (:

  • @Uni_974

    @Uni_974

    6 күн бұрын

    Yeah seeing more 1D content does put a smile on my face :)

  • @eclipseslayer98
    @eclipseslayer983 күн бұрын

    Nice project. The only criticism I have, is that the "flatlander" is walking on empty space. In reality, it would need some kind of surface/planet to traverse on, and the planet would just be a massive circle the same way that gravity makes our planets massive spheres.

  • @shardscape
    @shardscape3 күн бұрын

    It would be interesting to see how it looks for you to move the 2d plane through a 3d space, could be pretty cool

  • @valedesardi6252
    @valedesardi62524 күн бұрын

    ''We viewing a 2D world with a 1D view on a 2D screen in a 3D world through a 2D viewpoint'' I love it😂🔥

  • @samucereal
    @samucereal11 күн бұрын

    All of this is really cool, ngl, and the fact our brains can comprehend it is impresive as well

  • @nivmiz0

    @nivmiz0

    11 күн бұрын

    I really agree! It's pretty insane that we can just use these simple tools to pretty accurately simulate living in a different spatial dimension!

  • @ack7

    @ack7

    10 күн бұрын

    well I mean, 2D and 1D are fairly simple, and we're built to understand the comparatively more complex 3D. However, it is impressive that we're able to understand the vastly more complex 4D

  • @bl4ckk
    @bl4ckk11 күн бұрын

    Godly editing style, good job

  • @nivmiz0

    @nivmiz0

    11 күн бұрын

    Thanks man! Appreciate that.

  • @yarensenalp5341
    @yarensenalp53413 күн бұрын

    Yoooo this was sick dude! I would love to see you expand this! And maybe make a real game from it!

  • @Amit180s
    @Amit180s11 күн бұрын

    This was super interesting! The editing and graphics really helped me understand this better (because it was *really* hard to grasp when we talked about it lmao).

  • @pfannkuchengesicht42
    @pfannkuchengesicht4210 күн бұрын

    Using SDFs for this feels like shooting sparrows with cannons. Ray-casting would be way more efficient giving you the same results. Nice video though.

  • @cashkurtz5780
    @cashkurtz57807 күн бұрын

    Having 2 eyes can also give depth perception.

  • @Uni_974

    @Uni_974

    6 күн бұрын

    Or they could be a cyclops

  • @diegocolmenero8696
    @diegocolmenero869611 күн бұрын

    This is crazy, loved the video

  • @finminder2928
    @finminder29286 күн бұрын

    Now do a 1D game from the point of view of a non one dimensional creature

  • @Garfield_Minecraft
    @Garfield_Minecraft8 күн бұрын

    the line is too flat for our eyes but if you add some height it will just feel like Doom. and Doom is technically 2D first person it uses ray casting for rendering, the space itself is 2D but graphic looks 3D that's just illusion

  • @Yalest09
    @Yalest0910 күн бұрын

    Wow this video is incredible!!

  • @JakeDownsWuzHere
    @JakeDownsWuzHere9 күн бұрын

    this is great! i bet sebastian lague would dig it

  • @SquaredNES
    @SquaredNES8 күн бұрын

    You should try porting this to 3ds, the need for fog would be mostly eliminated.

  • @somesthings
    @somesthings11 күн бұрын

    This is so interesting and easy to understand. Kinda reminds me of the of Doom engine.

  • @nivmiz0

    @nivmiz0

    11 күн бұрын

    Thanks a lot! Yeah the final product turned out reminiscent of those classic "3D" games

  • @DaylightDev
    @DaylightDev10 күн бұрын

    Cool information illustation, and now I finally know of a way of doing that myself, thanks for the link

  • @nivmiz0

    @nivmiz0

    10 күн бұрын

    That's really cool to hear, good luck with your own implementation!

  • @KingJAB_
    @KingJAB_9 күн бұрын

    Bro is going to be the next mashpoe

  • @Uni_974

    @Uni_974

    6 күн бұрын

    Can't wait for 3D miner 😎

  • @fedo18
    @fedo1810 күн бұрын

    Reminds me of a scratch tutorial I watched once, they also used raycasting but the final effect was „3d“

  • @cyberneticsquid

    @cyberneticsquid

    9 күн бұрын

    When NivMiz mentioned rays my immediate thought was "I've used a simple version of that in Scratch!" haha

  • @holymonke2703
    @holymonke270311 күн бұрын

    NEW NIVMIZ VIDEO LETS GOOO 🔥🔥🔥🔥I DONT GET HES TALKING ABOUT BUT LETS GOOOO 🗣🔥🗣🔥🗣🔥💯💯

  • @flameofthephoenix8395
    @flameofthephoenix83958 күн бұрын

    11:06 Ah, I just figured that you would have a strange fog look.

  • @ezram.4484
    @ezram.448410 күн бұрын

    As someone who read flatland in my physics class, this is cool

  • @spygun21
    @spygun2110 күн бұрын

    Man, who would knew that making a 2d game with a 1d perspective would take this much time

  • @nivmiz0

    @nivmiz0

    10 күн бұрын

    The video took AGES

  • @barakzary4528
    @barakzary452811 күн бұрын

    Wow, I can't phrase how much i appreciate this channel for making such high-quality videos and aspiring to grow better every time!! #thefogiscoming

  • @nivmiz0

    @nivmiz0

    11 күн бұрын

    The fog is coming.

  • @kbkmn
    @kbkmn10 күн бұрын

    you could just use tall 3d models with base of needed shape and apply depth buffer in shader. the result would be the same if not smoother gradient for rounded shapes and much more performant. also mask could be applied to control players visibility

  • @nivmiz0

    @nivmiz0

    10 күн бұрын

    Yeah, but what would be the fun in that? I was trying to make a true 2D/1D engine, not to fake it! If I was trying to make a GAME in this perspective, I'd probably lean more towards your idea, but that really wasn't the goal here haha.

  • @kbkmn

    @kbkmn

    10 күн бұрын

    ​@@nivmiz0 hehe. can't remember who exactly said it: "we are not in a business of making engines, we are making games". anyway video was super entertaining

  • @m.hosseinmahmoodi
    @m.hosseinmahmoodi4 күн бұрын

    Did you fix the fisheye effect? Because of the perspective, it's hard to be sure, but there were a few times that it looked fisheye-ee. Without fixing the fisheye effect, it's possible to see a bright spot in the middle of an edge and think that there is a vertex in that bright spot.

  • @ryleestatler7067
    @ryleestatler706710 күн бұрын

    I think you should have the pixels stretch to fill the screen since that's easier to see and more like what a flatlander would see

  • @user-em4up8do4k
    @user-em4up8do4k7 күн бұрын

    It's a cool project. I think you should make a game out of it. For example, a FPS with wall-like covers and AI enemies, that use pathfinding. I also recommend adding a multiplayer.

  • @Uni_974

    @Uni_974

    6 күн бұрын

    2D Doom 🔫

  • @krajsyboys
    @krajsyboys9 күн бұрын

    Very nice to see more people branching out to make games in other dimensions. But I'm curious, why did you use raymarching for your rendering?

  • @nivmiz0

    @nivmiz0

    9 күн бұрын

    Thank you! I think different dimensions are an amazing mathematical concept and I've always been interested in visual representations of them. As for why I used raymarching, I've wanted to experiment with the algorithm for a while, and I felt like using it in this context would give it my own unique twist! It was a really fun project to make, and an interesting coding challenge. Plus, it's an excellent system for rendering! It works great, it's quite fast when run on the GPU, and it can render many more shapes than most other techniques, with minimal performance difference. There are of course many other ways to solve the problem I solved here, but I really do think my implementation is a pretty good one.

  • @gweltazlemartret6760
    @gweltazlemartret67606 күн бұрын

    Next step is to keep only the center pixel. This way, you get a glimpse of the pov from a 1d viewer about a 0d scene. 😅 And that’d be awesome!

  • @Uni_974

    @Uni_974

    6 күн бұрын

    You my man are truly think in 1D

  • @CreativeNommonsCommonsLemmons
    @CreativeNommonsCommonsLemmons8 күн бұрын

    Really Really Impressive to me, just before the end i was actually just thinking, what if he stretched the entire window's height? and also the bullets thing which i swear i actually tought he was gonna add that before i reached to the end, but still impressive work!

  • @Uni_974

    @Uni_974

    6 күн бұрын

    Having a 2D gun is a staple in most 1D games 🔫

  • @DavidJCobb
    @DavidJCobb4 күн бұрын

    interesting. it's cool to see people experiment with spatial dimensions like this. reminds me of SCP-3966, which iirc also took inspiration from Flatland one thing im curious about is why you're using ray marching at all. would it not be easier to, for each pixel, perform a ray/object intersection test against every object in the scene, remembering which one is nearest? though i suppose SDFs might not be usable that way; you'd need a unique ray/intersection test for each shape or, failing that, a ray/edge intersection test used once per edge per object. hm... math was never my strong suit anyway, fascinating project

  • @mayronen9643
    @mayronen964311 күн бұрын

    the video looks amazing! it feels quite close to a Sebastian Lague video

  • @nivmiz0

    @nivmiz0

    11 күн бұрын

    Thanks a ton! It was very inspired by his stuff, so I'm glad you think that!

  • @lunarvoidvr
    @lunarvoidvr10 күн бұрын

    i love how i had this idea for a vr horror game

  • @akalex770
    @akalex77010 күн бұрын

    I really liked that experiment. But im really glad that there are 2d and 3d games and no 1d games Xd

  • @Uni_974

    @Uni_974

    6 күн бұрын

    Nuh‚ keep them 1D games coming __________________

  • @wermaus
    @wermaus10 күн бұрын

    ok 2 cameras in 2D to get 2D binocular vision vision using 3d glasses

  • @jonwatte4293
    @jonwatte429310 күн бұрын

    Or you could render standard 3d but don't allow up/down pan and only display the center scan line...

  • @Awesomelot
    @Awesomelot7 күн бұрын

    extrude the row upwards than divide the height by the distance of said pixels for a doom like 3d effect, I've used this for 3d in scratch

  • @flameofthephoenix8395
    @flameofthephoenix83958 күн бұрын

    There are actually plenty of 1d rendering engines that already exist, moreover, these 1d rendering engines are actually used to render 3d graphics, raytracing is commonly used for this, for each X coordinate send out a ray then depending on how long it took for that ray to hit something change the height of the vertical line for that x position, however, this is 2d, or is it? Realistically, the height is irrelevant, it's just there to help portray the ray length, you could easily replace it with something like brightness, brighter colors are closer darker are further. Also, this notably means that you could theoretically portray a 4d environment through the same method, however, in both cases this does a little bit of trickery, in the 1d case all it's really doing is swapping the y axis out for a z axis which makes the game appear 3d when in fact it just traded one axis of movement for another, and in the 2d case it'd be doing the same thing but to achieve the illusion of 4d graphics, and of course it's actually swapping more than just one axis of movement, it also sacrifices the color element to achieve this, color isn't typically thought of as an axis of movement but in a sense it really is, technically making all 2d games 5d due to red, green, and blue components of color, all of this adds up to make this idea a little funky.

  • @oliverdowning1543
    @oliverdowning154310 күн бұрын

    It's totally possible to remove that edge distortion from high FOV. It's a solved problem for raycasters and it involves either spacing out the rays unevenly so they land on the view plane with an even spacing, or emitting them from a view plane (although this would presumably harm perspective projection).

  • @Uni_974

    @Uni_974

    6 күн бұрын

    Or you could get a 2D brain works too

  • @oliverdowning1543

    @oliverdowning1543

    5 күн бұрын

    ​@@Uni_974 maybe, maybe not. Ultimately what really matters is how used our brain is to that particular projection. Since it differs from the projection we're used to seeing it looks weird, really we'd need a brain with eyes that worked like that. Not a necessary or sufficient trait of being 2D.

  • @Romashka_Sov
    @Romashka_Sov6 күн бұрын

    If i had a coin each time i see a video about creating FPS game in a 2D space, i would have 2 coins. Which isn't a lot, but strange that it happened twice

  • @KingJAB_

    @KingJAB_

    6 күн бұрын

    Mashpoe

  • @rerere284
    @rerere284Күн бұрын

    I don't think sdf is necessary here. Visually each object is made out of lines that have a gradient to them, you can probably just render them back to front like a normal polygonal game and it would probably take less processing power. Video was well put together though!

  • @AmaroqStarwind
    @AmaroqStarwind10 күн бұрын

    Don’t forget to look at Mashpoe’s 1D game as well, it’s similar to this implementation. He also has a stereo anaglyph mode for it!

  • @Krebzonide
    @Krebzonide10 күн бұрын

    Rather than a thin line you should stretch it to fill the whole screen but each column of pixels is a single color.

  • @nivmiz0

    @nivmiz0

    10 күн бұрын

    I talk about that illusion later in the video! I left it as a thin line for a lot of the video because I feel it's probably more faithful to the book, but stretching them totally makes a really cool effect!

  • @aqwek
    @aqwek10 күн бұрын

    I can imagine a 1D fps game

  • @mumblety
    @mumblety10 күн бұрын

    Have you ever heard of Wolfenstein 3D and the raycasting method it used to build it's "3D" environments? basically what you did, but the pixel's height is dependent on it's distance to the camera. Also you might want to consider shading one side of the shapes darker than the other to help with readability.

  • @AssasinZorro
    @AssasinZorro10 күн бұрын

    It's strange that you recreate the Doom which is 2,5D game that shows the 2D world in 3D and you have chosen an algorithm that struggles to render a single line. It is an interesting experiment that reminds of an 7D indie game that I played years ago. It uses simpler rendering to orient yourself more accessibly The developer of the game is Marries van de Hoef, the game was called Seven Dimensions and was developed during 7dFPS about 10 years ago. I was unable to find it now

  • @nivmiz0

    @nivmiz0

    10 күн бұрын

    Haha, a lot of people have made the comparison to Doom, but under the hood it's a pretty different implementation iirc. Either way, I'm not sure why you say that my algorithm struggles! The game runs at a pretty consistently high fps on my pretty bad computer, though of course when recording clips for the video the recording software lowered performance a bit, so it might seem laggier than it should be in the video. I'll look into that 7D game! That sounds super interesting.

  • @RealTal.
    @RealTal.8 күн бұрын

    Good vid

  • @sewreman
    @sewreman11 күн бұрын

    Damn, cooking once again

  • @research417
    @research41711 күн бұрын

    I've seen this type of representation for 2D a couple of times and there's one thing that doesn't sit right with me. Your renderer aligns to what a character in a top-down world would see (e.g. Binding of Isaac). However, wouldn't it make more sense from a gameplay perspective to do a side-view inspired rendering system, similar to what Mario would see? The camera would be vertical rather than horizontal, and you would be able to look up and down. You could move forward and back, and you'd be able to jump. You could even allow the character to flip vertically and turn around like Mario can, if you want the player to be able to see where they're going when they move backwards. With that type of world, you could actually implement gravity, and consequently, a physics system. You'd be able to represent many games more easily. You could also place your 2D character in a 3D world and add back in left and right mouse movement, and it would translate to that medium easier than with a flat plane system.

  • @nivmiz0

    @nivmiz0

    11 күн бұрын

    Yep, that's another legitimate interpretation of "First-Person 2D". But I think you may be slightly overlooking the problems of turning around, getting past objects in front of you and parsing the view to understand what's going on. This view is, at least in my opinion, a more intuitive way to explain the concept. However, I still think your version is interesting! I may make an implementation of it in a follow up video.

  • @research417

    @research417

    11 күн бұрын

    ​@@nivmiz0 You'd have to rethink the way depth is represented because you can't really feel out objects in the same way. I think a fog effect or something like that would work. Objects far away are dark/foggy and as you get closer they become brighter. I can imagine you'd be able to at least do Mario style parkour like that. And jumping would help a player feel out the level too as you can reveal more/less of an object by viewing it from lower or higher positions.

  • @_linkou1881
    @_linkou188110 күн бұрын

    can you create Mario or Flappy Bird with vertical line renderer with Mario or bird's point of view. I mean, now that you've made a top-down game with a horizontal renderer, can you make a side-view game with a vertical renderer?

  • @nivmiz0

    @nivmiz0

    10 күн бұрын

    That's a really good idea!

  • @James2210
    @James221010 күн бұрын

    I think it would be a bit better if you used the distance to the shape to smooth it out a bit more

  • @ITR
    @ITR9 күн бұрын

    Would be interesting to see an alternative version where distance was shown as height, even if that's not true 1D projection

  • @nivmiz0

    @nivmiz0

    9 күн бұрын

    That's a really cool idea! I've seen comments here saying that's a similar approach to what Wolfenstein did back in the day, I might have to try it out and see!

  • @ITR

    @ITR

    9 күн бұрын

    @@nivmiz0 Ah, true, I guess that is just basic perspective. Though they had textures ofc.

  • @RealTal.
    @RealTal.6 күн бұрын

    make it into a game yessss!

  • @gguy9398
    @gguy939810 күн бұрын

    Damn, these are some thicc ass pixels

  • @HomeofLawboy
    @HomeofLawboy8 күн бұрын

    Can't you sum up the ray step lengths to figure out the distance to the camera?

  • @nivmiz0

    @nivmiz0

    8 күн бұрын

    That's actually a great idea! I'll have to check it out to see if it improves performance in any way.

  • @unusualfabrication9937
    @unusualfabrication993710 күн бұрын

    please continue this one!

  • @BakinKoljac
    @BakinKoljac5 күн бұрын

    in the end, every game is 2D. because 3D games are still flat images on a flat surface. and by trying to create a 2D first person game, you just created a 3D game again

  • @coyo_t
    @coyo_t10 күн бұрын

    5:16 if im reading this right (havent read sources) youre actually doing a panoramic projection of the scene, not a planar one so the shapes are distorted and bendy. its harder to tell because 1d but if you were to add tops/bottoms to the "walls" like wolf3d then youd be able to see it

  • @dominiccasts

    @dominiccasts

    2 күн бұрын

    it sounds and looks like they are doing a planar projection, as I'm pretty sure that a panoramic (or I suppose circular, really) projection would preserve shape at the edges of the screen.

  • @Bluegooose62
    @Bluegooose629 күн бұрын

    Why not only look for the corners of the shapes and stretch a colour from each point? Ray marching feels a lot harder on the device.

  • @SquaredNES
    @SquaredNES8 күн бұрын

    as 3d pixels are called voxels (volume pixels) the display pixels for this type of game should be called lexels (length pixels)

  • @-sdside

    @-sdside

    2 күн бұрын

    thats lovely

  • @rulonoboev1783
    @rulonoboev178310 күн бұрын

    This reminded me of FEZ 2

  • @lh8841
    @lh88418 күн бұрын

    What ist that Song/piece at 11:37 called 😃

  • @nivmiz0

    @nivmiz0

    8 күн бұрын

    It's called Allégro by Emmit Fenn (:

  • @lh8841

    @lh8841

    2 күн бұрын

    @@nivmiz0 thanks👍

  • @Nugget11578
    @Nugget115788 күн бұрын

    Why not use raycasting lol. This is just wolfenstein but with a vertical resolution of 1. Really cool though

  • @justinsemple7454
    @justinsemple745410 күн бұрын

    You could recreate the pentagon shaped house on the cover of flatland.

  • @nivmiz0

    @nivmiz0

    10 күн бұрын

    Totally! That's the power of SDFs, you can make practically any shape you want.

  • @NoVIcE_Source
    @NoVIcE_Source10 күн бұрын

    I would ACTUALLY play a game like this !!! Stretching the screen isn't cheating imo, when it comes down to perception who is to say that a 2d creature wont see it like this? Also is there a reason why you're not just using raycasting tho?

  • @Hyperboid
    @Hyperboid4 күн бұрын

    ah yes, a compute shader for rendering. what could go wrong?

  • @JayDayMay
    @JayDayMay11 күн бұрын

    1 and a half weeks too late buuuuuuut very good👍 good job niv the miz

  • @nivmiz0

    @nivmiz0

    11 күн бұрын

    uhhhhh better late that never?

  • @JayDayMay

    @JayDayMay

    10 күн бұрын

    @@nivmiz0 better late than never.

  • @BARCINO-du4dg
    @BARCINO-du4dg5 күн бұрын

    you want to know why we can see past objects in a 2d game? its because a 3d being just can. same applies 4thd object

  • @post_rot
    @post_rot6 күн бұрын

    "no cost to performance"

  • @woekin
    @woekin8 күн бұрын

    isn't doom93 technically 1d for shooting then, if you only display the center horizontal pixels.

  • @nivmiz0

    @nivmiz0

    8 күн бұрын

    Sort of! It's a 2D game, which you play in first person! However, because it uses sprites and such to display things on screen, I wouldn't say it's exactly a Flatland-like accurate representation of a 2D character's view.

  • @flameofthephoenix8395
    @flameofthephoenix83958 күн бұрын

    10:16 Oh, I thought you were just simplifying it up until now to avoid going into more detail about how it would use the minimum distance from the ray and an object to step forwards.

  • @uselessdeadonez
    @uselessdeadonez10 күн бұрын

    i remember this

  • @oyoplayer
    @oyoplayer11 күн бұрын

    wolfenstein 3d but with only 1 line of pixel

  • @nivmiz0

    @nivmiz0

    11 күн бұрын

    Yeah it ended up pretty similar to those classic 3D games

  • @LizardWizard444
    @LizardWizard44410 күн бұрын

    so what wolfenstine?

  • @Johan-rm6ec
    @Johan-rm6ec4 күн бұрын

    It's about 2D movement not about the visual aspect of a game.

  • @RealTal.
    @RealTal.6 күн бұрын

    nice rober music lol

  • @biphonic
    @biphonic10 күн бұрын

    this is a lubly jubly video.

  • @raffiepro
    @raffiepro10 күн бұрын

    No, depth is actually determined by looking at the distance of the same point through both eyes. Silly!

  • @Mikee512

    @Mikee512

    10 күн бұрын

    Stereoscopic vision aids in depth perception, but it is far from the only trick the brain has for estimating depth.

  • @raffiepro

    @raffiepro

    10 күн бұрын

    @@Mikee512 I know but the brain merely falls back on those, if you have two eyes than your brain will use them

  • @nivmiz0

    @nivmiz0

    9 күн бұрын

    That's not really true! Mike is right when he says it's only a part of the puzzle. An easy way to show this is by simply closing one eye and looking around. Can you tell, generally, how far away things are? Does it feel like it takes more effort to do so? It probably doesn't, meaning you're perceiving depth without using your stereoscopic vision.

  • @raffiepro

    @raffiepro

    9 күн бұрын

    @@nivmiz0 Yes, but your brain has to guess more if you don't use both eyes 👀👀👀, it's only really guessing and you can't trust it, it also makes you have only half the fov you normally have. But what you say is partly true, even though it is harder to perceive depth and see with one eye. But I guess this doesn't really apply to your project as it is 2D so maybe it makes more sense to have one eye instead of two for depth perception

  • @post_rot
    @post_rot6 күн бұрын

    u can get the fog from the depth buffer

  • @nivmiz0

    @nivmiz0

    4 күн бұрын

    Well, in a traditionally rasterized game you would have a depth buffer, but when doing my own rendering with the ray marching algorithm that's just not available!

  • @post_rot

    @post_rot

    4 күн бұрын

    @@nivmiz0 oh right lol

  • @anixias
    @anixias10 күн бұрын

    Curious what ray tracing would look like in this perspective.

  • @nivmiz0

    @nivmiz0

    10 күн бұрын

    Hahaha, I think it might be completely unreadable to be honest All those reflections and light bounces would fill everything with a bunch of colors It's a really cool idea though, I might have to implement a version

  • @Cytoferus
    @Cytoferus8 күн бұрын

    Is it time for the flatland rpg?

  • @nivmiz0

    @nivmiz0

    8 күн бұрын

    That'd be super cool! I might have to try to make something of that nature in a follow up vid haha

  • @Uni_974

    @Uni_974

    6 күн бұрын

    ​@@nivmiz0You totally got to add a 2D finisher to your game 😂

  • @thepizzacarpizza1056
    @thepizzacarpizza10564 күн бұрын

    fun fact: this is a 3d game because time

  • @nivmiz0

    @nivmiz0

    4 күн бұрын

    Lol

  • @PeacockLover127
    @PeacockLover12710 күн бұрын

    my brain doesnt get how to tell what shape it is

  • @nivmiz0

    @nivmiz0

    10 күн бұрын

    It's trippy, isn't it? Haha.

  • @nanto6865
    @nanto68654 күн бұрын

    Wait so I wasn't the first person to think about this? Huh 🤔

  • @nanto6865

    @nanto6865

    4 күн бұрын

    The difference between you and me is that you failed, I didn't wait no it's the opposite woopsie

  • @Wojtek_1777
    @Wojtek_177710 күн бұрын

    This is a raycaster this is a pseudo 3D game

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