John Leorid

John Leorid

Hey, my name is John and I am working on Games in Unity.

Feel free to follow me on
Twitter
twitter.com/Leorid4

OTA   Audio Occlusion

OTA Audio Occlusion

SoftCollion WithDebug

SoftCollion WithDebug

LD48 - Who Am I? - Gameplay

LD48 - Who Am I? - Gameplay

LD Jam 47 - WIP

LD Jam 47 - WIP

LD Jam 47 WIP

LD Jam 47 WIP

Drag Transparency

Drag Transparency

Fragile Enemies

Fragile Enemies

Weapon VFX

Weapon VFX

Unity Building Destruction

Unity Building Destruction

Dancing Physics Engine

Dancing Physics Engine

Hook Ninja Devlog 07

Hook Ninja Devlog 07

Hook Ninja Devlog 06 Blood

Hook Ninja Devlog 06 Blood

Hook Ninja Devlog 05

Hook Ninja Devlog 05

Пікірлер

  • @thinhhb8117
    @thinhhb81173 күн бұрын

    Very useful !! 😎

  • @curiouspers
    @curiouspers5 күн бұрын

    @johnleorid this was a great video, thanks! I hope you're doing so well in life that you abandoned KZread, but just wanted to let you know I'm waiting for that event system video and coding in general. Maybe you can recommend some other sources?

  • @joysally6623
    @joysally662319 күн бұрын

    Null reference exception 😂😂😂 No offense though.

  • @MadpolygonDEV
    @MadpolygonDEV26 күн бұрын

    This is one of the best videos. Bravo

  • @v.k.s.338
    @v.k.s.338Ай бұрын

    You deserve all the subs, Thank you

  • @nahuelvazquez2241
    @nahuelvazquez2241Ай бұрын

    DO you have a github or some sources i can check? Because i am working on a project that requires procedural animations for uni and i find myself lost

  • @johnleorid
    @johnleoridАй бұрын

    It's actually quite simple, there are numerous tutorials on procedural animation and this one is probably way more complicated than what you need for your uni. This system runs on DOTS, the high performance framework of unity. Coding for DOTS is very different to MonoBehavior-Code. DOTS is data orientated and MonoBehavior are Object Oriented. So even if I would provide my (uncommented and highly experimental) code, I highly doubt it would be of any use for you. I suggest looking directly on github or searching for "procedural walk animation" tutorials. ^^

  • @haroldmcbroom7807
    @haroldmcbroom7807Ай бұрын

    7 Days to Die implements "spawning npc's around the player", and it's just an immersion killer, when you know that there is no simulated "life" on the map, other than what's happening around the player, all based on some invisible mechanic called a "heatmap", which sucks, because you get the same results every time something you do triggers the spawning mechanism. It's common to walk inside your "base" shut the door, moments later you hear a "screamer". Or, ...you are standing outside somewhere, open your inventory, or map, then something just happens to spawn in game, such as a bear, or dire wolf. :( I'm 53 now, and remember games like Delta Force: Land Warrior, countless other games that got you accustomed to traveling to locations where enemies already existed. 7 Days to Die, for example, you can travel for km's, going from one city to another, from a distance NOTHING IS HAPPENING, but an empty map, until you get close enough for things to spawn, or "pop" right on in. There has to be a better solution. "Arma" incorporated a "probability" factor within the editor, which determined the probability of an "actor" being present. Was real easy to work with, though the scripting language was a bit odd, but doable given time and practice, what it did not do well is explaining everything, such as what data needs to be local, and what information needs to be transmitted to all clients. Thanks for the video. You've kind of persuaded me to uninstall Unity, because I only have a mid-range PC, and I know nothing about fine-tuning and optimizing the Unity Editor for maximum performance. PowerSpec G164 I don't know if I even got my specs right, I believe I have 16 Gigs of system memory, and 8 gigs of Video memory. Full Sail University are using "MSI GE Raider laptops". Microsoft Windows 10 Home AMD Ryzen 5 3600 6-Core Processor, ~3.59 Ghz, 6 Core(s) Processors, 12 CPU's "threads" 16GB DDR4-2666 RAM shown on Microcenter, same model Memory: 16384 MB RAM reported by "Dxdiag" Radeon RX 5500 XT, Adapter Ram (1,048,576) bytes reported by "System Information" AMD Radeon RX 5500 XT 8GB GDDR6 1750 Mhz shown online for same model Usable Memory Size: 8176 MB reported by "AMD Adrenalin Edition" Storage: 464 Gigs

  • @andersmalmgren6528
    @andersmalmgren65282 ай бұрын

    Many big games uses lightmaps. For example Half Life Alyx uses light maps. You just have to be clever with your texel budget. And in unity nothing is automated when it comes to lightmaps, its a pain literally.

  • @6IGNITION9
    @6IGNITION92 ай бұрын

    I would like a more detailed explanation about writing code for a complex game!

  • @zekenebel
    @zekenebel3 ай бұрын

    I mean , abit late here but figured I’d drop for the late comers. Well designed code bases revolve around telling the game what to do rather than asking it for something. A well designed inventory system is NEVER shifting through lists of things looking for the correct item. Take the find objects of type example and apply it to literally everything you do that requires iterating over things. Rather using special identifiers that can return specific values are going to cut ur script cost down by like 90%. This is something I learnt doing a lot of netcode where your headroom is 1% of what a clients computer can handle.

  • @ebolei
    @ebolei3 ай бұрын

    occlusion culling and static batching saved my game. Occlusion has a lot of hiccups but I'm glad I figured it out.

  • @attckDog
    @attckDog4 ай бұрын

    Subscribed !

  • @ronald124
    @ronald1245 ай бұрын

    It looks like Bethesda didn't watch your video, looking at how Starfield runs...

  • @erngkmn
    @erngkmn5 ай бұрын

    Sad but true :)

  • @johnleorid
    @johnleorid4 ай бұрын

    Idk what you mean, are you willing to explain? ^^

  • @Cloud-Yo
    @Cloud-Yo6 ай бұрын

    I am writing a comment for an explanation on how to write code for a complex game, thanks.

  • @rcdemoral1982
    @rcdemoral19826 ай бұрын

    I 100% would be interesting in learning more about an event system approach for Big Games.

  • @colincurrie7930
    @colincurrie79306 ай бұрын

    Yes please! I would love to see some videos about structuring performant code for large games...particularly the usage of ECS for batching groups of scenery into subscenes and using DOTS graphics.

  • @dgnhrd_74
    @dgnhrd_748 ай бұрын

    Thx alot for this deep dive - i would appreciate a tutorial about code best practices like the event system

  • @yunusemreagdin
    @yunusemreagdin8 ай бұрын

    you just telling us this is a problem that a big problem but not telling us any f solution what the f men

  • @Ps-od3mu
    @Ps-od3mu8 ай бұрын

    I guess I'm just dumb because it seemed like a lot of words about nothing or basic things everybody knows.

  • @KnucklesEmerald-wj9vo
    @KnucklesEmerald-wj9vo9 ай бұрын

    Thank you for the video! Would absolutely love to see more vids from you

  • @ViniciusNegrao_
    @ViniciusNegrao_9 ай бұрын

    Finally "advanced" tips. Thank you so much, those are really helpful!

  • @jcozyyt
    @jcozyyt9 ай бұрын

    I would really like to see a video diving more into the event manager and organizing your code. Great video, you held my attention the whole time and earned my subscription. Keep up the great work!

  • @sebolio
    @sebolio10 ай бұрын

    how do you learn to make games? all by yourself?

  • @johnleorid
    @johnleorid10 ай бұрын

    Jep, I started with copy&pasting code from stackoverflow. At some point it just started to make sense. Then I continued with some tutorials on pretty much anything related to game development in unity. But back then there weren't that many resources, so a lot was just trial and error. I highly suggest reading an overview of how to make games (the steps, preproduction, MVP, Content Creation & Iteration,.. ) before actually starting to make anything that takes longer than 3-4 months.

  • @ytczech2746
    @ytczech274610 ай бұрын

    I want

  • @TheSateef
    @TheSateef10 ай бұрын

    why not use pro-builder? is it just a hit on the editor or also bad for runtime? if its only in the editor, i can live with it. thanks

  • @johnleorid
    @johnleorid10 ай бұрын

    They changed it's code a few times since I made the video. It's much less critical now than it was in the past, especially in the editor but the meshes are still saved to your scenes and can't be reused (it's always a new mesh), increasing the size of the scene and reducing batching (which is good for runtime performance). The more pro builder meshes, the more problems - if you only have a few of them, it shouldn't really matter, probably.

  • @Skye-Games
    @Skye-Games10 ай бұрын

    Great video! I'd love to see a video on Big Game Coding systems

  • @Cabinet445
    @Cabinet44510 ай бұрын

    Also, don't try making gta 6 it won't work. trust me I know.

  • @knightofbrokenglass9237
    @knightofbrokenglass923710 ай бұрын

    I LOVE NO INTRO!!!

  • @musikalniyfanboichik
    @musikalniyfanboichik10 ай бұрын

    wish you made a video on game coding

  • @sidneylu7294
    @sidneylu729410 ай бұрын

    I have to said all these Plugins are cover every part you really need of a game, and you can get it for free or in a low cost. They are quite popular in Unity workspace

  • @Eagle-pe9pg
    @Eagle-pe9pg11 ай бұрын

    Thanks for this video. Some excellent advice and great delivery. Can you exlaborate on why baked is to be avoided over realtime?

  • @johnleorid
    @johnleorid11 ай бұрын

    Lightmaps for our game would have been 400GB on the disk. I don't think you can upload a game of this size to steam nor will anyone download it, even if they have enough space on their hard drive. The new probe volumes on the other hand would be suitable for baking lights, but these didn't exist when I made the video. It's still a workflow pain to bake so I'd avoid it wherever possible.

  • @BobHOofficial
    @BobHOofficial11 ай бұрын

    So, making big games on Unity is UNREAL

  • @Nuttygamer27
    @Nuttygamer2711 ай бұрын

    i got a question what hardware spec would you recommend for me to use

  • @thatguy9668
    @thatguy966811 ай бұрын

    Simple, accurate, appreciated. Thank you.

  • @Aosa-mr5vk
    @Aosa-mr5vk11 ай бұрын

    I need a tutorial for this 😮😮

  • @yashmalhotra9202
    @yashmalhotra920211 ай бұрын

    thank you for the video, soo much info in a single video.....When will the code architecture video is coming out ?

  • @chandadobra305
    @chandadobra30511 ай бұрын

    I would LOVE to see a tutorial on shifting seasons in the game environments (Winter to Summer rather than all four if all of them is too complex) because I am finding next to NOTHING on the topic - let alone a tutorial! I believe a few videos tackling this topic would go over very well since it is so untouched. Because it is so untouched, I think A LOT of creators and aspiring creators would be super drawn to it. My biggest hurtle right now, apart from the crippling fact that I know nothing about game creation let alone how to work unity, is that dynamic and shifting seasons with unity are not used much or talked about at all. I've been researching for two days and have found nothing. There is limited information on the subject. Definitely nothing that can guide me, which is... REALLY bad, since I dream for my game to be pretty heavily influenced by seasons and weather events.

  • @GhettoWxzrd
    @GhettoWxzrd11 ай бұрын

    I think baking your lighting when your open world game is COMPLETELY done could be a good idea if A. your PC is strong enough and won't burn into a flame trying, and B. if you don't mind doing other stuff while you wait a week for it to bake.

  • @johnleorid
    @johnleorid11 ай бұрын

    In my research I haven't found any larger scale game with baked lighting. I did some math and for the game that's shown in the video, lightmaps would have been 400GB of textures. I can't demand that my players buy an entire SSD just for my game. It's just too much. And the game was barely halfway done, so the full game would require 800GB just for lightmap textures. And all meshes, their textures, soundeffects, music, scripts, the engine core,. would just require about 5GB. So a total of 805GB to download on steam. I don't think that's reasonable.

  • @dragonlevel
    @dragonlevel Жыл бұрын

    tip: do not start a big game without a team. You might spend 1 whole day by yourself just getting a bug fixed. Very discouraging and it will take you 10 years to complete (and it will not even be what you want after those 10 years).

  • @johnleorid
    @johnleorid Жыл бұрын

    That really depends. It's actually quite easy to make something big enough to cause performance problems. The other thing is content. To gain play duration, you have to have some content - but it could be procedurally generated, made by users or just be very simple and generic (so you can copy/paste a lot of stuff with minor adjustments and no extra logic). It all depends on the specific game.

  • @dragonlevel
    @dragonlevel Жыл бұрын

    @@johnleorid Very true. I guess I was referring to a project with alot of unique original content that can't just be automated.

  • @RM-lh7on
    @RM-lh7on Жыл бұрын

    You sound German

  • @johnleorid
    @johnleorid Жыл бұрын

    Close - I live in Austria, the small country below Germany (same Language tho).

  • @cryptmhg66
    @cryptmhg66 Жыл бұрын

    This is a 10 years of experience and knowledge compressed into a single video. Would be great to see the video about code optimization!

  • @SethPentolope
    @SethPentolope Жыл бұрын

    How to optimize: do less stuff. Either remove what you don’t need or be more clever about only doing what you do need. Seems obvious when its said like this, but that’s how it works.

  • @LowLevelLemmy
    @LowLevelLemmy Жыл бұрын

    Are you still working on the event system video??? I need that ASAP

  • @johnleorid
    @johnleorid Жыл бұрын

    Yes, I'm working on the animations right now. ^^

  • @LowLevelLemmy
    @LowLevelLemmy Жыл бұрын

    I need more videos like this

  • @Glutymax
    @Glutymax Жыл бұрын

    I’d love an in-depth vid on coding big games!

  • @firingpin3520
    @firingpin3520 Жыл бұрын

    I couldn’t agree more, I’ve been using unity for my Halo VR fan game. It’s a great engine and it’s the one I’m most used to. But god damn am I tried of waiting 10 minutes after changing one script, or it crashing whilst saving. I’m definitely moving to unreal after this hahah

  • @zojirushi1
    @zojirushi1 Жыл бұрын

    Still waiting on the next video. This guy really just made this great video and then left for a year. 😭

  • @johnleorid
    @johnleorid Жыл бұрын

    More or less xD I prepared the next video, threw it away, rewrote it multiple times and now I'm happy with the text and I "just" have to make the animations to release it. But it will be released soon(TM). If you ring the bell, you'll get a notification as soon as it's released. And I have a few more videos planned.