Sebastian Lague

Sebastian Lague

Hello, on this channel I explore how to create stuff out of code. I hope you find some of it interesting!


Answering Your Questions

Answering Your Questions

Coding Adventure: Chess

Coding Adventure: Chess

How Do Computers Remember?

How Do Computers Remember?

Exploring How Computers Work

Exploring How Computers Work

Coding Adventure: Atmosphere

Coding Adventure: Atmosphere

Coding Adventure: Portals

Coding Adventure: Portals

Coding Adventure: Clouds

Coding Adventure: Clouds

Coding Adventure: Boids

Coding Adventure: Boids

Пікірлер

  • @tehnanathar3674
    @tehnanathar36745 сағат бұрын

    Let me give you a coding adventure idea, a shader that represents the ultrasound visuals. I would really love that.

  • @jabbysammich
    @jabbysammich7 сағат бұрын

    I personally really liked the aesthetic of when the order of triangle vertices were messed up by the compute shader

  • @Ebenchadnezzar
    @Ebenchadnezzar9 сағат бұрын

    Crazy how the exact problem I have been banging my head against the wall trying to solve for the past couple days was in a Sebastian video the whole time. Incredible stuff!

  • @JohnJohnson-jr6hp
    @JohnJohnson-jr6hp19 сағат бұрын

    This is the solution to Navier Stokes

  • @brewdium
    @brewdiumКүн бұрын

    More plz ❤

  • @theskv21
    @theskv21Күн бұрын

    21:22 your mistakes are beautiful and I like making desktop wallpapers out of them

  • @philip-lu8yx
    @philip-lu8yxКүн бұрын

    great video man!

  • @TheAstrocricket
    @TheAstrocricketКүн бұрын

    I think it would be interesting to see a simulation of radio waves and how they interact with each other.

  • @BluePinkAndWhite
    @BluePinkAndWhiteКүн бұрын

    NICE! Not the normal video i see!

  • @boialkleptopod9165
    @boialkleptopod9165Күн бұрын

    Show all code and let me buy this from you now

  • @phoenixrahillconghaile7320
    @phoenixrahillconghaile7320Күн бұрын

    I'm just wondering why sorting the particles on the GPU is faster in this case?

  • @user-yg3ub7vx9l
    @user-yg3ub7vx9lКүн бұрын

    hi, love ur series, but there is two errors. one is Assets\Scripts\MeshGenerator.cs(15,33): error CS7036: There is no argument given that corresponds to the required formal parameter 'meshHeight' of 'MeshData.MeshData(int, int)' here is the line for that: MeshData meshData = new MeshData (width * height); and the other one: Assets\Scripts\MeshGenerator.cs(21,45): error CS0119: 'Vector2' is a type, which is not valid in the given context here is the line for that: meshData.uvs[vertexIndex] = Vector2 [x/(float)width, y/(float)height]; pls someone help i do not want to quit

  • @gamedevunlimited7834
    @gamedevunlimited7834Күн бұрын

    its a bit wild to think about how someone made all this into a library so we could have text on the screen. imagine all the time and research that has gone into making this lol.

  • @Trebrehq
    @TrebrehqКүн бұрын

    Can you expand on your old raytracing video?

  • @coreC..
    @coreC..2 күн бұрын

    You really gave the bots a lot of attention. Very good!

  • @bdcdMontage
    @bdcdMontage2 күн бұрын

    ROPE SIMULATION! Thanks sooooo much for this.

  • @comebackcs
    @comebackcs2 күн бұрын

    You really make it look easy. wow

  • @MomosHxnnz
    @MomosHxnnz2 күн бұрын

    How did you get your electrical circuit to work at 0:45? I tried copying it to test it myself but it won’t turn on the led

  • @patrickoberholzer4278
    @patrickoberholzer42782 күн бұрын

    8:20 he made the farlands.

  • @hadiseylani2265
    @hadiseylani22652 күн бұрын

    how to make a shader for this created mesh ?

  • @baconhair_force8498
    @baconhair_force84982 күн бұрын

    An idea is to make some places have dense clouds for some time before the clouds clear like when you first generated the clouds so that you have to clear the clouds yourself to find out where you are

  • @tesseract389
    @tesseract3892 күн бұрын

    This is AMAZING. The best explanation of A* so far

  • @WolfieSixteen
    @WolfieSixteen2 күн бұрын

    19:05 honestly i gitta go with the simpel Estinia

  • @KipIngram
    @KipIngram2 күн бұрын

    The history of how computer memory has worked over the years is pretty fascinating. Early on it was a real struggle. Of course the vacuum tube and transistor circuitry in early machines had "state," and that's a form of memory, but it's a very small amount of memory. Large capacity memory was a challenge. One of the first early "sizable" data storage methods actually used a phosphorescent screen - you could whack a spot on the screen with an electron beam and it would make it glow for a period of time. Then a network of light sensors could be put up against that that let you "read" a spot on the screen. You had to refresh it before the glow faded to keep the memory intact. I don't remember the name for that method at the moment, but it was used in early machines. You could get a few thousand bits of storage this way. An early 1960's electronic calculator used a coil of piano wire that would carry torsional vibrations from one end to the other in a wave-like way. They'd "twist" data into one end and could read it out again a short period of time later at the other end. That was the calculator's memory.

  • @hacxman1
    @hacxman13 күн бұрын

    Why would you name functions with capital letters? Thats a crime!

  • @secildenizozan
    @secildenizozan3 күн бұрын

    Which program that you use for these operators?

  • @flalspspsl6858
    @flalspspsl68583 күн бұрын

    wow thats crazy he made the entire starfield game in 1 video

  • @Tynach
    @Tynach3 күн бұрын

    For improving the legibility of the small text, an easy way to at least help with the inconsistent brightness is to implement gamma correction. Basically, before you actually blend the foreground and background, you convert both the foreground and background colors to linear light. Then you linearly blend them, and once that's done you convert them back into the gamma-corrected value. If you want to do it a quick-and-dirty way, converting to linear light is to perform 'pow(color.rgb, vec3(2.2))', and converting back after blending you perform 'pow(color.rgb, vec3(1.0/2.2))'. If you want to implement proper sRGB transfer characteristics, you can use functions like this (note: these are in GLSL): vec3 toLinear(vec3 color) { bvec3 cutoff = lessThan(color, vec3(0.04045)); vec3 high = pow((color + 0.055)/1.055, vec3(2.4)); vec3 low = color/12.92; return mix(high, low, cutoff); } vec3 toSrgb(vec3 color) { bvec3 cutoff = lessThan(color, vec3(0.0031308)); vec3 high = 1.055*pow(color, vec3(1.0/2.4)) - 0.055; vec3 low = color*12.92; return mix(high, low, cutoff); }

  • @Tynach
    @Tynach3 күн бұрын

    Of course, if you want to make it so that people can choose what type of display curve they want to use, you can parameterize it, which is what I usually do in my shaders on Shadertoy. I have a struct called 'transfer' which stores the power (for sRGB that would be 2.4), the offset (also how much the curved part is 'squished'; in this case 0.055), slope of the linear section (if any; for sRGB it's 12.92), and the two different 'cutoff' values (Something like 'toLinearCutoff' and 'fromLinearCutoff', which for sRGB would be 0.04045 and 0.0031308, respectively).

  • @Gaurav_Dev2515
    @Gaurav_Dev25153 күн бұрын

    2024

  • @mikefromspace
    @mikefromspace3 күн бұрын

    Watching from Nixa, Missouri USA. I've been around the world 3x and been to all 50 states here. Hiked over the Rockies and swam with the fish in Florida and California. Missouri is the cave state.

  • @mikefromspace
    @mikefromspace3 күн бұрын

    If you have not seen the Neal Adams growing earth videos, you must! Everyone should. All heavenly bodies grow from the inside. You may also find it interesting that as our own moon did this, it made a holographic copy of earth's continents. It also shows a holographic image of something else, as if it was in orbit around something before earth, or perhaps it's showing how earth was before Pangea 150million years ago. I've been researching how the plates move. There are hidden discs all spinning away from a point near Minsk Russia. I figure it may provide a way to design planets for a mining adventure game using a 64bit coordinate system and a new type of compression for mmo free roam. Have you ever considered how to compress terrain data over the web with a browser compression alg? They're the best at it. In fact, for making a game, it would be the only way to do this for mmo. The gpu compression is the biggest bottleneck ever in gaming, so by sacrificing a few ms delay, say 30 at least, it would be possible to decompress a lot more data from bigger chunks. At this point the server load is the only problem, so if that were unlimited, it could just stream a movie, but we're not there yet. What might speed things up are certain types of ram, like optical storage of dna patterns in glass which was a discovery years ago which would enable massive fast decompression if the equipment was cheap enough. A universal storage code would include simple algorithms that when used together can build anything. Not sure if you're ever used Mandelbulber.

  • @helwinter447
    @helwinter4473 күн бұрын

    When will be the next video? This is very interesting to watch.

  • @iaho1959
    @iaho19593 күн бұрын

    love it

  • @froodlenoodle
    @froodlenoodle3 күн бұрын

    this is so helpful, I couldn't get it to work after downloading it from the asset store but after getting it from the github it worked immediately, and had all the features I needed for my tower defense game - thanks so much!

  • @BillieTheGoose
    @BillieTheGoose3 күн бұрын

    The quality of this video is incredible!! Also, nice shout out to Freya who also is incredible!

  • @justchuck8408
    @justchuck84083 күн бұрын

    this was literally the coolest thing ive ever seen

  • @honor_gamer
    @honor_gamer3 күн бұрын

    It's fluiding so amazingly. :D

  • @user-qv4qh7mx7s
    @user-qv4qh7mx7s4 күн бұрын

    what is meant by "set parent of neighbour to current"? Isn't that step redundant because you assign current being the node in open with the lowest f_cost?

  • @snarkyboojum
    @snarkyboojum4 күн бұрын

    "So, I've been writing a little compute shader..." - that always gets me excited :D

  • @itse.u.r.y-0098
    @itse.u.r.y-00984 күн бұрын

    anyone from 2024?

  • @joshiifive
    @joshiifive4 күн бұрын

    Please fix the blender text

  • @Coffeemancer
    @Coffeemancer4 күн бұрын

    Hey someone named Success Games is scamming your project on Nintendo Switch eShop, called "Airplane Delivery Simulator 2024", is this open source for commercial use?

  • @Coffeemancer
    @Coffeemancer4 күн бұрын

    Hey someone named Success Games is scamming your project on Nintendo Switch eShop, called "Airplane Delivery Simulator 2024", is this open source for commercial use?

  • @Coffeemancer
    @Coffeemancer4 күн бұрын

    Hey someone named Success Games is scamming your project on Nintendo Switch eShop, called "Airplane Delivery Simulator 2024", is this open source for commercial use?

  • @Kai_Okui
    @Kai_Okui4 күн бұрын

    At the end you talked about the rendering of the fluid, and I was wondering if you could use a marching cubes algorithm. You can find the boundary of the fluid because of how densely packed they are at the edges of the fluid (well, I guess the density is equal everywhere, but the minimum distance of every particle to another is much shorter there), and from that you can calculate where the lines should be drawn so the fluid looks "smooth".

  • @skellula9923
    @skellula99234 күн бұрын

    In the current version of blender the xray mode isnt there. Any fix on this?

  • @TRAVELERVAT
    @TRAVELERVAT4 күн бұрын

    For some reason i added the path creator component to my item and i cant see the dots or lines? Im using Unity 2019

  • @owngamesgamer4030
    @owngamesgamer40304 күн бұрын

    the bitrate is DYING i wonder how this would look not compressed by youtbe

  • @yungsteezy4500
    @yungsteezy45004 күн бұрын

    Very Helpful