Remaking My First Game in C++
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Пікірлер: 190
Thanks for watching! Hope you enjoy this new little series! ❤ Don't forget to check out brilliant.org/TheCherno/ - get started for free and hurry-the first 200 people get 20% off an annual premium subscription.
@oamioxmocliox8082
Жыл бұрын
;)
@tsalVlog
Жыл бұрын
looking forward to the rest - also, more Breville footage!
@xenon7814
Жыл бұрын
Thank you dude, your series are awesome 👌👌👌by the way what is the name of the theme u are using in visual studio ?
@Scotty-vs4lf
Жыл бұрын
you forgot to put the link think for the code review at the start 0:07
Lol, that first sentence caught me off guard
Making another version with vulkan at the end is a great idea. Hope you finish this series
@annoyingman6184
Жыл бұрын
M8 it is vulkan not "Vulcan"
@chefaku
Жыл бұрын
Vulkan is the most attractive name ever created. it is heresy to write it with c xd
@filipm133
Жыл бұрын
@@chefaku my bad
@chefaku
Жыл бұрын
@@filipm133 is ok. I was just kidding🥖
@MrHuman-iy5lw
Жыл бұрын
@@annoyingman6184 no the api called vulkan.
Please make >=40 min long videos, 20 min is too short And I'm happy to see all of these series!
@pxolqopt3597
Жыл бұрын
This video is already 40 mins
@SENTRY456123
Жыл бұрын
@@pxolqopt3597 technically it's shorter than 40 mins so he makes sense 🤓
@pxolqopt3597
Жыл бұрын
@@SENTRY456123 But its also not 20 minutes long
I remember watching the original series a couple years ago when i first started learning java and coding in school. Through this series you helped me elevate my skills way beyond the required skills to ace the course, just within a month. And now i am a graduated software engineer. Thank you so much for the help! Im really looking forward to this series after so many years of software development and experience
@filipm133
Жыл бұрын
what was the original series?
@steakiefrags1866
Жыл бұрын
@@filipm133 kzread.info/dash/bejne/eXqNtpmFodeXmJs.html there you go
I loved this video, please continue. I like the approach where you go solving the issues as they arise oppose to trying to specialize the video solving a single thing, it helps me absorb the thinking process a lot better because that way I get the context around the issue too, which helps a lot a beginner like myself understand the whole picture. I'm always saying to myself that I would make a game but never actually took the time to learn how to make one, this series seems to be exactly what I was looking for, thank you very much.
I watched the original series when I was in 6th grade, and I think it was THE thing that made me interested in programming. Back then I scratched my head on ”public static void main(String[] args)” Now I’m in uni and scratching my head to the OSI model and the winsock API. Thank you so much for all the motivation and education through the years! Both here on youtube and on twitch
I nice thing to have in this kind of series is talk a little about design patterns, maybe even a little draw about how the classes should comunicate with each other.. this is something that i strugle a lot when starting a new project. There as so many ways a could do it that i simply get stuck. Idk just an idea, during the series you could make one video only talking about the design pattern or something that would be very cool. Thanks a lot , your videos are great!
I really appreciate all of the commentary and explanations and thought process of what you're doing and thinking, helps me follow along of course but I also learn quite a lot about various things that way.
I quite enjoyed this video, definitely nice to see a real look at the thought process behind a project like this. I look forward to the upcoming episodes!
This is one of the best series i've seen on c++ game dev. It is so helpful to "hear you think". Thank you!
I definitely like the longer videos more, especially when they are uncut, because only then I can see the way you approach certain problems, your rationale along the way, and consequently how you solve the problems with all the great commentary around. It provides a very good reflection on my own thought process when I deal with similar problems and not just in C++ with Vulkan and ImGui. That kind of sneak peek in how you really approach the real issues is the most valuable takeaway for me. Keep it up, would definitely like to see more.
@dongueW
Жыл бұрын
agreed
Perfect revamping project for the channel! Looking forward to it.
looks great. This is what I want from tutorials - follow some things a bit into rabbit hole to explain what is happening and what I can try to change and have fun with! Ideally do both longer and more often episodes ;D
Great episode! Please continue this series!
It makes me feel much better to see someone who knows much more about programming than I do struggling with something turning out to be much trickier to do than expected the way I do virtually every time I write new code.
Long videos are great! :D Even if it's like a 3+ hour stream VOD upload I'd happily watch
I'm excited about this series! Looking forward to the vulkan optimizations :)
great idea for a serie!, thanks, looking forward for other episodes
I think for `m_ImageData` you can use `std::vector` (or whatever dynamic array abstraction you can have) instead of the raw pointer. That way you could avoid doing manual memory management and rely on RAII instead. Above that, whenever the screen resizes you can just call `resize` instead of writing out the deallocation, reallocation, and refilling with data. The pointer to the pixel data can then be obtained by calling `data`. Can't wait for the next episode!
@erikabutler6893
Жыл бұрын
This
@aodfr
11 ай бұрын
You can. But depending on your platform and compiler stl might not exist. Typically most commercial game engines build a core framework which implements all data structures for this issue.
@AdanosAdanosu
11 ай бұрын
@@aodfr While this is true, I don't think this project will ever run into problems for using STL.
@milasudril
9 ай бұрын
For this case, std::unique_ptr would be more appropriate. You should almost never use naked new.
Hey cherno, I get you get this a lot but thank you for making this type of content. It has helped me immensely with my C++.
I definitely like the idea of "byte sized" videos. This series is gonna be so cool!
Awesome work! I'm going to try this soon! Thx!
Wow.......... I literally just restarted following your Java/Game Programming series this past Dec 2022 (again, but in C++, in part thanks to your OpenGL series). I originally followed about 100/126 of your Java episodes starting in Aug 2014, but I remember quite a bit! This is amazing you're shedding light on how to do this, cause creating graphics-based programs has always been my interest but also my struggle. I know Unity very well, but.. doing it without a game engine? Rendering GUI/window-based applications? Cross-platform support? I've been interested in skills like these for years, but getting started can be so challenging! As always, thanks for helping light the path for people like me :).
I want to see a video where you are trying rust with wgpu for the graphics and winit for window initialization! I want to see your reaction to rust and what problems do you encounter!
I exakhly like your videos ❤❤. They are well explained step-by-step. Amazing.
Our thoughts? Videos like this are amazing! Really let's us see the thought process of a senior developer!
IMHO... Love all the details, love the 50 things in one ep, would like to see not the 'pure' recreation but... if someone *only* showed you the running game, not the java code, how you would remake this and do all the fancy improvements to modernise it.
I'm so glad that you will show how to port a walnut app to mac.
A friendly note as I haven’t looked at your framework nor vulkan, but you should grab the new memory first then deallocate the old one, so if you don’t get the memory you can still use the old one. On that note, I would consider just grabbing screen dimensions at the start of the app, allocating that much memory, then whenever you resize your app you just change where you are drawing to that buffer. I guess it’s more robust that way.
In most cases, stack objects or uniquely owned heap objects would be sufficient, instead of shared_ptr. The image data could be stored in a std::vector, or a std::unique_ptr.
This was exactly what i needed thanks
@-wokhead
Жыл бұрын
36:35 also small mistake but you didnt use m_ImageScale there
your talking is extremely helpful!
I know this will be the typical shallow question you probably don't want to see on a video like this, but I really like the color scheme you're using and can't find it anywhere... Does it have a name? Great video btw, I love that you go really in depth but still keep it watchable and entertaining!
Could you please a video comparing OpenGL, Vulkan and DirectX? What graphics API should I bother with? What are their pros and cons?
Walnut should have a resize event that fires before update if it was resized, but barring that if update is the first to care about the size of th image it should be checked in update not UI that renders on top
I think adding some improvements on the technical side is okay :)
I would suggest using static_cast instead of old c style casts. They make your intention clear
The way you are scaling is going to reveal more of the game when you make the window bigger rather than stretching the game. I think it would make more sense to used a fixed size buffer for the game and stretch the resulting image to fit the window. In other words, use a fixed image with a variable scale rather than a variable image with a fixed scale. As an added bonus, making this change means you won't need to reallocate the buffer or even care about window size changes.
I think this series is perfect for livestreaming. I prefer the long (>40min) videos.
I would keep the window at a fixed size, conveniently sidestepping a lot of complexity. I would just do a straight port for educational purposes.
good stuff!
I had that exact same problem with imgui images. It is because imgui ignores the samplers you provide. Upgrading to the latest imgui solves it.
Thinking out loud is defining part of this video as educational one, because otherwise we (viewers) might not understand what was the idea behind decisions. Otherwise this is great, thank you a lot)
Update your screen size to screen width /2 and screen height /2. This allows for resizing.
i think theres some vulkan bug where you have to turn off sampler anisotropy for vk_nearest to work
I totally lost the motivation to learn coding but I still really enjoy your videos
would love to see the port to vulkan at the end
love and respect
Well this is going to be interesting
I enjoy the longer videos.
i think an episode porting it to hazel-2d would be cool
the longer videos rock for me
Really enjoy your videos and am learning much from them. Also, a HUUUUGE thank you that you are not still having background music as you had in many past videos. I find it really distracting, so thank you for cutting that out! Sorry I can´t conribute $ to you at the moment.
Def would love to see the Vulkan version of the game.
I'll be doing all of this from scratch, wait a minute I''ll be using this entire library made by myself lol.
@McShavey
Жыл бұрын
To be fair, that's kind of how programming works.
those long videos are cool yeah
Hey Cherno , i've been thinking about buying Macbook Air m2 , will this be good for opengl and raytrcing programming ??? , let me know your thoughts.
Hi, i have a question about testing, how do u test your game engine and how do u test collisions and physics and stuff
Could you spice up the implementation with some multithreading magic?
Great video! I would like to learn cpp but i am unsure where to start? which one of your series would you recommend? thx
@mworld
10 ай бұрын
You need a goal. Make something simple.
Add support to DX11 in Wallnut, i'm interesting in working on. I don't have a AMD gpu to support vulkan :/
Cherno pls tutorial Edit: cherno pls "how tobuild ur own fstream library" like ur vectors video
@szaszm_
Жыл бұрын
It's a pain to extend iostreams. Just use std::ifstream and std::ofstream when interacting with files, or write your custom classes with a custom interface if you need new kinds of streams.
Really nice👍
How are you scaling your screen capture? is it just montage trick or some programm? Thanks in advance
What visual Studio Theme are you using?
If you are using ImGui why not just use Freetype for the font rendering as well?
Do you happen to have a video that goes over the concept of Batch Rendering, especially w/ OpenGL? Sorry to ask an unrelated question!
@TheCherno
Жыл бұрын
Yep, I have a whole series on that: kzread.info/head/PLlrATfBNZ98f5vZ8nJ6UengEkZUMC4fy5
you ask for what I want to see? Long videos? - yes plz Detailed videos? - yes plz Often? - yes plz You can assume that every time you say "let me know in the comments" the answer is always "yes" I really enjoy it all! Thank you
15:45 "not have huge 40 minute long episodes" well that didn't work out
resize AND aspect zoom ;)
You should have names this exodus😂😂
@12:49 i got cannot open source file vulkan.h e1696 and identifier VkResult is undefined
very interesting
At 18:00 why do you call emplace_back() with make_shared() inside? The latter already constructs a new object whereas emplace_back() is intended to create an object in place, so all you're really doing here is copy-constructing a temporary object, as opposed to using push_back which will either do the same thing or initiate a move-construction at the compiler's discretion.
@szaszm_
Жыл бұрын
It's all moved, and probably all moves are elided (i.e. instead of moving temporaries, constructing the same object in place), but push_back would achieve the same. I think it's down to personal preference. I prefer push_back, because it leaves less room for error: you can only pass in T with push_back, as opposed to being able to call all available constructors of T with emplace.
that you can jump to the explorer adress bar with ctrl+L and that the adress bar accepts commands is the real takeaway here
Resizeable, >40 mins, and finish the series please!
it would be a nice sorting exercise to draw each pixel only once, ie, layered sorted rendering, before going to sorted ray casting 3d rendering, same logic
@Jkauppa
Жыл бұрын
meta-programming is nice, no have to do anything yourself
@Jkauppa
Жыл бұрын
meta-programming (design) also reveals all kinds of bugs beforehand, plan well, do less work, ie, right work from the start
@Jkauppa
Жыл бұрын
walnut is absolute nuts, would you agree?
@Jkauppa
Жыл бұрын
why, nintendo!
Hey i am new here tell me which software you are using here for coding c++
Sex and Link that sounds like a pretty common theme. I'm in.
"I got a feeling that we got a chemistry Gimme what's on your mind"
I've been trying to install vulkan and getting it running in my computer but i always have driver issues, and its very dissappinting because it would be great if i could use walnut to make some projects i have in mind, my PC runs on intel hd graphics 5500, can anyone help me with this? :c (Im kind of a noob in this ive alwais programmed for console aplications)
Dumb question. My graphics card doesn't support vulkan. Are there any options for me to follow along?
It was a great idea do recreate it Thank tou
Man can you make another tutorial video for using macros? in the old video you show how to substitute std::cout into print(x).. But now what if the parameter is a pointer to an abstract class? can we do.. //#define calculateIndex(x) whichTileY(x->GetMouseY())*8+whichTileX(x->GetMouseX()) then anywhere in the source file we can pass the pointer inside the macros int main(){ olc::PixelGamEngine* pge; calculateIndex(pge); return 0; } How can we do we do like this? Of course we need a class that inherits and implement from the abstract class.. But just assume it is a pseudo code ok
Hi Cherno, Would you ever do anymore work around Java? Would be cool to see I love watching ur content but I am a Java dev haha
@lukeolesinski7439
Жыл бұрын
I am curious about this question too, as I was wondering why he does not program in Java anymore, and if it would be worth it to still follow those old tutorials...
@phusicus_404
Жыл бұрын
I think cpp is his dear and only, he doesn't need any other
Has performance improved now?
Is ray tracing series finished?
@15:44 you know that you could seperate numbers with _ like 1_000_000 or 1'000'000 to make it readable?
No way Genesis 2 dropped
Was the original game inspired by Notch's Minicraft LD submission?
why do you hardcode the scaling factor in scaledWindoWidth and scaledWindowHeight?
@randompigyt
Жыл бұрын
@@TheCherno1 ok
What extension do you use to draw over webpages?
@cal847
24 күн бұрын
For those of you with the same question, it's a program called ZoomIt
Written it in a pure functional style you wouldn't have any bugs! (Or a game. 😂 )
What is that Vs code theme?
pls show each and every step 🙏 i want to follow it allow and make my first game too with c++
What is your vscode theme?
Please show how you debug such things
A name for that could be Genesis++
can you update linux setup video to how to setup project for cpp in vs code?
@TRex266
Жыл бұрын
He uses windows
@QWERTIOX
Жыл бұрын
@@TRex266 yep, but at the start of cpp series he made 3 videos, setup for windows, linux and mac