I Made A Physics Engine

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Zyger

Zyger

Күн бұрын

Physics Engine. I decided to make my own my goal was to create a physics engine that can handle stuff that Unity usually does for you like rigidbodies!
➤My Links:
Discord: / discord
Instagram: / gabzxd
Twitch: / officialzyger
Twitter: / zygerdesigns
Patreon: / zyger
➤Similar Videos:
jdh - Making my web game engine - • Making my web game engine
Guilherme Teres - I Made a GAME ENGINE in 30 HOURS! (from Scratch) - • I Made a GAME ENGINE i...
n8dev - I Made My Own Game Engine - • I Made My Own Game Engine
➤Ignore:
I created my own physics engine. I tried to make it as much like unity so that I can flex and show others that I can actually do something in my life. I created features like colliding objects, velocity, acceleration, gravity and much more. I spent a lot of time working on my rendering engine to allow me to draw 2D and 3D shapes on the screen. I got inspired by jdh and Dani to start making videos again so here is this. Also I ended up submitting this project for my university assignment and somehow actually passed lol.
#gamedev #zyger #gameengine

Пікірлер: 268
@CodeMonkeyUnity
@CodeMonkeyUnity Жыл бұрын
The title "I AM LOSING MY MIND" definitely sounds accurate when trying to build a physics engine from scratch
@object-official
@object-official Жыл бұрын
why are you here
@allanwernermusic
@allanwernermusic Жыл бұрын
@@object-official really isnt that weird
@dorkle9085
@dorkle9085 Жыл бұрын
@@allanwernermusic yeah it's really not
@greg77389
@greg77389 Жыл бұрын
No, just when doing it in C++. Physics engines in general are pretty easy to make conceptually.
@vincenzopanella2705
@vincenzopanella2705 Жыл бұрын
"they" actually say it takes a week to write a physics engine and one year to fine tune it
@cornelius600
@cornelius600 Жыл бұрын
Sometimes you gotta do it to appreciate game engines even more
@bladefier1954
@bladefier1954 Жыл бұрын
All the time*
@astroid-ws4py
@astroid-ws4py Жыл бұрын
Game Engines too mostly just integrate some third party solution like PhysX, Bullet etc. They definitely do not make everything themselves.
@ivymuncher
@ivymuncher Жыл бұрын
@@astroid-ws4py it's still great to have all those tools kindly bundled for you
@halfbakedproductions7887
@halfbakedproductions7887 Жыл бұрын
@astroid 5698 That's often why a lot of older games get open sourced and parts are still missing. They've used a third party library and don't have the rights to distribute that code. For that reason one of the old Civ games went open source but with no audio capabilities whatsoever.
@catsdontboot8735
@catsdontboot8735 7 ай бұрын
Unity doesn't need appreciation now
@mariovelez578
@mariovelez578 Жыл бұрын
I think you should try resolving collisions instead of pushing them or moving both apart. There are a few algorithms I would suggest like the Separating Axis Theorem or GJK. This will make it so objects don't intersect with each other. Another thing would be a spacial partitioning tree for faster collision detection. I could go on about physics engines as I made a 2D one myself and will make a 3D one in the future with all the features. For buoyancy you can check the volume of the intersection between the plane and sphere and add a buoyant force * volume.
@ZygerGFX
@ZygerGFX Жыл бұрын
I did do collision resolution. Just explained it differently in the video because I thought people would understand more easily. As for the spacial partitioning tree I'll check it put as I've never heard of it before. And that's awesome that you've made one before I might give a 2d on a go at some point 😄
@awillingham
@awillingham Жыл бұрын
@@ZygerGFXwould definitely recommend doing a 2d one. The maths are mostly the same just quite a bit simpler, and everything is just nicer to work on. You get to do all the cool physicsy stuff without the pain of OpenGL. Also spatial partitioning is awesome! I’ve used quadtrees for collision detection in my particle simulations quite a few times
@ReasonMakes
@ReasonMakes Жыл бұрын
@@ZygerGFX Octrees!
@jackdavis729
@jackdavis729 Жыл бұрын
@@ZygerGFX You might have heard of a quadtree or an octtree instead. They're comparable to binary trees
@kenan2386
@kenan2386 Жыл бұрын
I'm also making a physics engine, and I can say that the window title "I AM LOSING MY MIND" is in fact relatable
@kayraegek1856
@kayraegek1856 Жыл бұрын
I like the works you do
@WezWesley
@WezWesley Жыл бұрын
Really good video, keep this style of content going!!
@SmollShroom
@SmollShroom Жыл бұрын
this video is amazing...i love how good u explain the theory!
@boersme5482
@boersme5482 Жыл бұрын
Great video. It's interesting to see someone building physics engines from scratch. I also tried to make my own, however I never figured out how to calculate amount of torque applied to an object during collisions. I am still thinking about it from time to time...
@unraveledultimatefate
@unraveledultimatefate 2 ай бұрын
Assuming you have yours that we can use now open source, the building blocks and the intricates of physics can really overwhelm a seasoned physicists head, and yours is blown but still in there clear headed giving upper cuts to procrastinating doing something requiring this kind of effort, congratulations, liked to watch your introduction!
@kubic-c3186
@kubic-c3186 Жыл бұрын
Honestly I love this content, it may not be a super complicated physics engine, but it’s fun and simple
@anannoyingsenseofnormalcy.5677
@anannoyingsenseofnormalcy.5677 Жыл бұрын
Your voice is sooooooooo calming
@JC-jz6rx
@JC-jz6rx Жыл бұрын
I really like this, been meaning to do the same. build out some more primitive functionality from scratch to see how game engines work. But alas, as a web developer all the maths go over my head. thank you for the video documenting your experience on this.
@Illmare
@Illmare Жыл бұрын
lol same I'm an embedded systems eng and even tho I work with more obscure tech everything that goes into game dev is like arcane magic to me.
@poipoi300
@poipoi300 Жыл бұрын
As long as you can subdivide the problem into small enough parts, you can probably manage. You also don't really need to know a formula to apply it, you just need to know which one to use. Approximations and substitutions are often good enough or even better too.
@orter4030
@orter4030 Жыл бұрын
Same lol.
@aldeezy1
@aldeezy1 Жыл бұрын
i like the maple story sound effects, very nice. oh and the engine showcase was cool too I guess
@Ozown
@Ozown Жыл бұрын
That's really cool, I've been interested in trying something simliar but haven't gotten around to it. Great video!
@ZygerGFX
@ZygerGFX Жыл бұрын
thanks a lot. yeah you definitely should its a lot of fun and stress at the same time :D
@dandymcgee
@dandymcgee Жыл бұрын
Nice work! You learned a lot in a short amount of time.
@spacefishaviation276
@spacefishaviation276 Жыл бұрын
I keep making stuff like this, and its hilarious how all the engine devs are like 'No no but it doesnt help me!!!' its funny how you constantly justify when really, its fine to use libraries and stuff to do things
@papaveneti7759
@papaveneti7759 Жыл бұрын
I want to point out that if you neglect water friction, a body will oscillate if you put it in the water because of the boyancy. Maybe that is what's happening in your code
@KaustavMajumder
@KaustavMajumder 2 ай бұрын
Mad respect. You used the DirectX Logo from the DxDiag program. I do the same for my Win32 C++ DX applications as well.
@plasmarade
@plasmarade Жыл бұрын
Nice video, and nice narration.
@fckyu5440
@fckyu5440 Жыл бұрын
Glad I found your channel. Subbed!
@nickellis-gowland7982
@nickellis-gowland7982 7 ай бұрын
Great job!
@jaysistar2711
@jaysistar2711 Жыл бұрын
By the way, I like the video style, and the material. Keep it up!
@Will-Eves
@Will-Eves Жыл бұрын
Epic engine! I made something similar for my game engine video, except mine was probably worse. Good job!
@ZygerGFX
@ZygerGFX Жыл бұрын
Oh cool I'll check out your video
@tristanmisja
@tristanmisja Жыл бұрын
Not only did you make a physics engine, you made a rendering engine. Nice.
@D-ingus
@D-ingus Жыл бұрын
dude thats so freaking cool.
@Albileon
@Albileon Жыл бұрын
Oh my god this gave me ptsd flashbacks. Back in the days in university we also had to create a physics engine in 3d. Have support for slopes, spheres, cubes, rectangles and then created a 'simple' pinball game to show that the engine works. We had a deadline of 6 weeks, and you were not allowed to use any libraries or whatsoever except for DirectX or equivalent, as long as you wrote all the math yourself, and collisions, responses, et cetera. No other sources or pre-finished things were allowed, you had to understand everything you wrote, document it and then have an exam on the mathematics. Worst thing I ever had in my life. Can't believe you'd just do this for fun 🤣 Edit: I failed the class hard and redid that class a year later, after 3 months of hardcore studying before it even begins. I thankfully passed.
@ZygerGFX
@ZygerGFX Жыл бұрын
Oh that's brutal
@jkf16m96
@jkf16m96 Жыл бұрын
that's definitely brutal, 6 weeks???? and they wanted you to use the bare minimum, omg i wouldn't be able to do that, it sounds like a huge hassle.
@random_guy_on_the_internet69
@random_guy_on_the_internet69 Жыл бұрын
"ParticleModel::ParticleModel::ParticleModel()" My brain is hurting
@_jose_antonio_
@_jose_antonio_ Жыл бұрын
people doing this kind of thing from 0 is amazing, so I'm going to that side of the thing
@LethalChicken77
@LethalChicken77 Жыл бұрын
Reasons to make your own physics engine: 1. Masochism 2. ???
@ChronicoOne
@ChronicoOne Жыл бұрын
Great visual explanations in this video! I found it interesting that you chose to use Direct X for this project. I haven't worked with it myself, but I put together a crappy little game engine in C with OpenGL. So I know how much work goes into building just the graphics side of things. Great work! I might take some notes from this for future videos.
@ZygerGFX
@ZygerGFX Жыл бұрын
thanks yeah I don't know much about graphics programming and got recommended DirectX by someone so just gave it a shot. I also tried OpenGL before and yeah it can take a lot of effort to get something working. also props to you for using C and OpenGl. :D
@ChronicoOne
@ChronicoOne Жыл бұрын
@@ZygerGFX Thanks. I started reading up on C++ after that project. Not fun in C lol
@mariovelez578
@mariovelez578 Жыл бұрын
@@ZygerGFX OpenGL is a lot easier to work with but DirectX is more powerful from what I've heard
@ZygerGFX
@ZygerGFX Жыл бұрын
​@@mariovelez578 oh fair enough I had no idea.
@shadamethyst1258
@shadamethyst1258 Жыл бұрын
It was quite interesting hearing you learning those concepts. It looks like your integrator isn't correct, though, which would explain why bouncing the spheres off of each other looked janky. When things fall, you should be able to see their velocity build up over time. A simple integrator would be the leap-frog algorithm. It assumes that acceleration is only a function of position and time, but it can be written in a few lines of code and it only has a quadratic error term.
@DynestiGTI
@DynestiGTI Жыл бұрын
Verlet integrator is also good probably better even
@nitricswight
@nitricswight Жыл бұрын
welcome to low level gang >:) awesome video!
@Luredreier
@Luredreier Жыл бұрын
Thank you for sharing this. :-)
@romo3384
@romo3384 Жыл бұрын
You definitely should collab with Gonkee! You guys would be amazing together!!
@jenlifh2871
@jenlifh2871 Жыл бұрын
GG and underrated
@alighahremani4626
@alighahremani4626 Жыл бұрын
I didn't blink while seeing this video. That was sooooo interesting.
@emmettdja
@emmettdja Жыл бұрын
Sick.
@CraizyMotion
@CraizyMotion Жыл бұрын
I feel good at code then I see these videos and I’m like “oh” 😂
@Benjabenjaaaa
@Benjabenjaaaa Жыл бұрын
Really Cool ("But WHY?") how do you have the time for this stuff
@ZygerGFX
@ZygerGFX Жыл бұрын
I don't know sometimes lol. Mind you I made this a few months back haha :D
@EduardVE314
@EduardVE314 Жыл бұрын
Finding this video after struggling all day with unity physics: Why?? How do you have so much free time? And I love math and code but...
@MooImABunny
@MooImABunny Жыл бұрын
"the first step of making this physics engine is rendering things on the screen" nah, that's a renderer. You've built both a 3D renderer and a physics engine. Two huge things. Don't undersell yourself my dude
@duduken20
@duduken20 Жыл бұрын
I will like and watch later for sure!
@shibii
@shibii Жыл бұрын
that mushroom death sound from maplestory at 0:45 hahaha that triggered some nostalgia :')
@benjaminmcmullen6418
@benjaminmcmullen6418 Жыл бұрын
I need to study this
@rayanedesign5537
@rayanedesign5537 Жыл бұрын
amazing !
@JonathanZigler
@JonathanZigler Жыл бұрын
Fantastic
@tomasdougan1419
@tomasdougan1419 Жыл бұрын
Awesome video!!!
@balinthonvari7723
@balinthonvari7723 Жыл бұрын
so cool!
@iyziejane
@iyziejane Жыл бұрын
The correct model of collisions is to conserve the 3D momentum before and after, and to conserve X% of the kinetic energy incoming and outgoing to each collision (you could make X depend on the materials involved in the collision, or have some random element). Also you wrote a = v0 - v t but you probably meant v = v0 + at.
@elshadshirinov1633
@elshadshirinov1633 Жыл бұрын
Writing your own physics engine is actually a lot of fun. But doing the rendering with DirectX 11 without libs. Oh my lordy -.-
@KingJellyfishII
@KingJellyfishII Жыл бұрын
"So I now have this and I'm never gonna use it" typical programmer things
@rocket007
@rocket007 Жыл бұрын
Amen brother
@RedstoneHair
@RedstoneHair Жыл бұрын
5:54 "I AM LOOSING MY MIND" cutee
@SmollShroom
@SmollShroom Жыл бұрын
And i would love to see how you would continue with an game engine from the point where u ended your video.
@vrtex17
@vrtex17 Жыл бұрын
I have this and I'm never gonna use it again. I can relate.
@AlexBlackfrost
@AlexBlackfrost Жыл бұрын
ngl I'd watch more of these. Did you implement continuous collision detection or just discrete? Is implementing continuous collision detection way harder than discrete?
@gommito
@gommito Жыл бұрын
I dont think she coded continous its just an unnecessary complexity that only has some benefits in very specific cases. Its just not worth it and there are more interesting things about physics engines than that to focus on.
@AlexBlackfrost
@AlexBlackfrost Жыл бұрын
@@gommito thanks for pointing it out! I'm very new when it comes to game engine developement
@ZygerGFX
@ZygerGFX Жыл бұрын
no unfortunately I didn't do continuous. Would probably give it a go next time but didn't think it was necessary here. also when I read into it it required a lot more work that I didn't really want to do lol. also thanks for the feedback.
@mariovelez578
@mariovelez578 Жыл бұрын
CCD (continuous collision detection) is very difficult to implement correctly. The simplest one might be a sweep algorithm, but it gets more complex when you add in rotation or want it accurate. Erin Catto, the creator of Box2D, did a GDC talk about his physics engine where he explained in depth how he did it with a kind of binary search. Also, it's only really worth it if you have very fast-moving objects, like projectiles, and at that point it's a lot better to use a ray cast. Most tunneling problems (when an object moves fast enough to pass through another object without touching) can be solved with substeps.
@AlexBlackfrost
@AlexBlackfrost Жыл бұрын
@@mariovelez578 Thanks! I will check that GDC talk. Do you know if implementing 3D collision detection is too hard compared to 2D collision detection? (I'm just curious about it, I don't plan to craft my own physics engine)
@horstschlawutzke6645
@horstschlawutzke6645 Жыл бұрын
This hurts. A physics engine is quit a bit more than this baby stuff.
@AtomicCodeX
@AtomicCodeX Ай бұрын
Actually that is exactly what Gravity is, Space is pushing us down. but any continue continue...
@insanben07
@insanben07 Жыл бұрын
Yeah you have some guts for sure
@jebrax
@jebrax Жыл бұрын
Great video! I do exactly the same stuff in my free time :) Wait, you said you're using DirectX, but then I saw a wikipedia page about VBOs in OpenGL. So which one did you pick?
@ZygerGFX
@ZygerGFX Жыл бұрын
I ended up using DirectX. If I got the wrong wiki page my bad 😂
@Reditect
@Reditect Жыл бұрын
I'm trying to make my own physics engine for 2D & 3D. Amazing work btw. I do have a question though: why do people say x game engine has better "physics" than y engine? Wouldn't they all basically use the same equations for things? I'd love to know the difference between the most popular game engines' physics engines. Maybe there's something I don't know yet, but I think that'd be an interesting video idea.
@spiritedaway316
@spiritedaway316 4 ай бұрын
So refreshing to see a woman doing this, makes me go on. Fellow girlie here trying to make a physics simulator, and got overwhelmed by all the manly men giving manly advice and being condescending. Love ya!
@RickeyBowers
@RickeyBowers Жыл бұрын
Awe, I was hoping to see the typical chain, box pyramid, or cloth simulation - that physics engines seem to cut their teeth on.
@maxfun6797
@maxfun6797 Жыл бұрын
I am curious about the math level required and used to make this? Such as calculating the spin.
@samarthtandale9121
@samarthtandale9121 Жыл бұрын
You are Awesome 😎🤠, really !
@phostings
@phostings Жыл бұрын
Hey Zyger, I'm a software engineer but in my free time, I build applications as a hobby. I'm currently working on a graphics engine in C++ but I hit a few road blocks along the way. Do you have any resources that I should be aware of to make the process a bit easier to understand? Thanks!
@BunchOfNerdsMakingGames
@BunchOfNerdsMakingGames Жыл бұрын
I love how you just named the game "I am losing my mind"
@ZygerGFX
@ZygerGFX Жыл бұрын
haha :D
@cameleon5724
@cameleon5724 Жыл бұрын
Endless enigmatic book in all languages. You can write a book with mirrors in all languages of the world. You can speak two languages at once, you just need to find the perfect reflection, same content, different translation. Infinite Mirrors. Pi 3.14 XBooks. Hybrid language!!!!! One content, two languages. What I have now written may have a perfect mirror in another language.!!!!!!!!!!!!
@stickguy9109
@stickguy9109 Жыл бұрын
Damn impressive stuff. How long did it take to make your engine
@ZygerGFX
@ZygerGFX Жыл бұрын
This one took like a month maybe slightly longer, but I wasn't working on it all the time and took time of in between so hard to tell how long it really took.
@stickguy9109
@stickguy9109 Жыл бұрын
@@ZygerGFX Mine took just as much but I didn't even have textures or multiple objects
@reanimatedmanx
@reanimatedmanx Жыл бұрын
Composition over inheritance
@danielelaprova4119
@danielelaprova4119 Жыл бұрын
Very very nice project and impressive results but gurl why did you do it in directx and c++ (I am a linux enthusiast)
@judedavis92
@judedavis92 Жыл бұрын
Haha, I read the bio, and you are making a game called ‘Project Jude’. Thanks 4 using my name 😅
@hikaroto2791
@hikaroto2791 Жыл бұрын
That was hard to hear after that humongus amount of work "Even tho i have this i am never going to use it again"
@kkololp
@kkololp Жыл бұрын
love the idea, but you should improve your physics's skill. you should devide the force by combined mess of objects, rather than applying the same acceleration to it.
@nedboulter9187
@nedboulter9187 Жыл бұрын
Where did you go to uni in the UK where you used DirectX11??
@SamarthCat
@SamarthCat Жыл бұрын
I'm pretty sure unity uses NVIDIA PhysX (At least on my PC)
@ITR
@ITR Жыл бұрын
Nice
@SkateTube
@SkateTube Жыл бұрын
Making Your self known or saying that You did something in life with this would be putting this information out there in most readable form on some sort of blog, with all known crack perspectives, such as operating system etc
@ZygerGFX
@ZygerGFX Жыл бұрын
You can do things in life without posting online to others about it. The only reason someone would do that is to make their work more known, and let other people learn from it. But not posting about it doesn't make you not accomplish great things in life. People spend their lives on passions and don't post about it, that doesn't mean they didn't do something in life. It just means it's only known to them and that's okay. I don't care if others don't know how I did this or simple don't know I've made something like this. It was fun and that's all the validation I need.
@SkateTube
@SkateTube Жыл бұрын
@@ZygerGFX this makes me do a phylosophy about purpose of our gadgets... everyday, till next century, if You are poor or have signs of not being productive or advanced in Your life, somebody will say to You to stop wasting Your time, and move on... when it's really unbelievably unimportant, unless the goal is material wealth or status... i really like that You found this as validation for Your time, as it could be an iQ point in general conversation, due to fact, artificial is based on all kinds of computer mechanics...
@marcboss
@marcboss Жыл бұрын
It's a hard thing to do but I guess if there's a video you made it (:
@handsanitizer2457
@handsanitizer2457 Жыл бұрын
Hey, great video what website is that with the white background and all the explanations?
@ZygerGFX
@ZygerGFX Жыл бұрын
Which one ? the collision one is this one: developer.mozilla.org/en-US/docs/Games/Techniques/3D_collision_detection
@enitalp
@enitalp Жыл бұрын
Nice video; you should learn how to use reference for performance reasons, especially in a physic engine, like, bool CollisionHandler::CheckCollision(const BoundingBox &box1, const BoundingBox &box2) { const Vector3d &box1Min = box1.GetMin(); .... Ok, first, the reference, then learn the const; it's nice to have. ;) In c# class is a reference by default, and the struct is a copy. In c++, by default, class, and struct are passed as copy, which is helpful in some cases, but both class and struct should be given to another function (or returned, when possible) as a ref or pointer (ref has the advantage of having a friendlier interface . instead of ->) In the case of this function, you create (temporary) 2 copies of BoundingBox, then 4 more at the start. A lot of time is lost for a function that can be called millions of times per second ;p I hope that will help you; keep up the excellent work.
@tallbright4496
@tallbright4496 Жыл бұрын
Holy fuck, I love the comic sans
@idkidk-np8bn
@idkidk-np8bn Жыл бұрын
MapleStory sound effects I like :))
@eric-jt
@eric-jt Жыл бұрын
You should try Raylib out. It’s a library that simplifies that process
@ZygerGFX
@ZygerGFX Жыл бұрын
Oh okay ill check it out thanks
@cerulity32k
@cerulity32k Жыл бұрын
raylib is great
@Amitkumar-dv1kk
@Amitkumar-dv1kk Жыл бұрын
Tried to make a game engine in opengl and java before but soon gave up, I'll try again with rust and vulkan.
@ZygerGFX
@ZygerGFX Жыл бұрын
Oooh yeah it can be quite difficult. I heard vulkan can be hard too
@astroid-ws4py
@astroid-ws4py Жыл бұрын
You can try with WGPU, It is a cross platform graphics abstraction library for Rust, Really a high quality one.
@ic6406
@ic6406 Жыл бұрын
4:07 too complex to check if two spheres intersect. You can just check if the distance between centers is less than or equal the sum of both radii. If it's equal then there's only one point of intersection exact at both radii in the direction towards each other spheres Edit: There's an exact formula given at 3:16
@Thinzy
@Thinzy Жыл бұрын
i remember having a uni unit on this, it killed me
@kairu_b
@kairu_b Жыл бұрын
Interesting
@GabrielAguiarProd
@GabrielAguiarProd Жыл бұрын
Best. Particle. System. Ever! 😂
@noahhradek5426
@noahhradek5426 Жыл бұрын
Cool but physics is complicated lol. I wonder if you could add support for differential equations easily.
@thespontaneoustomato2676
@thespontaneoustomato2676 Жыл бұрын
You're so cool!!! 😭😭😭
@joshnel123
@joshnel123 Жыл бұрын
I may be wrong but your physics in the collisions look incorrect, are you calculating them as elastic collisions, using the conservation of energy and momentum? Also as others mentioned spatial search trees are awesome and super important, oct-trees (3d quad tree), k-d trees and R-trees all serve this purpose
@Edimartin
@Edimartin Жыл бұрын
Good job. But if you know nothing in how about physics engines works maybe you wanna make a 2D physics engine like Box 2D. It's more easy.
@sehzadeselim863
@sehzadeselim863 Жыл бұрын
You should learn higher mathematics, too. Formulas you use don't let the movements of objects be soft enough But nice start, keep going 👏
@jazzling
@jazzling Жыл бұрын
0:20 why is the S capitalised? is it just an accident?
@NickProkhorenko
@NickProkhorenko Жыл бұрын
Girl made a physics engine in code... Awesome...
@Eta_Carinae__
@Eta_Carinae__ Жыл бұрын
Bro all I wanna know is why VSCode refuses to acknowledge my g++ compiler man.
@ari_archer
@ari_archer Жыл бұрын
now do it in pure functional or imperative
@hicoop
@hicoop Жыл бұрын
Looks really cool. Is it on github?
@ZygerGFX
@ZygerGFX Жыл бұрын
No unfortunately not maybe I should at some point lol
@zy4638
@zy4638 Жыл бұрын
​@@ZygerGFX expect your project link!
@Hersonrock12
@Hersonrock12 Жыл бұрын
Do you share the code? I want to learn how something like this is done :)
@artsmit9545
@artsmit9545 Жыл бұрын
Hy ,what ide you using for this project
@ZygerGFX
@ZygerGFX Жыл бұрын
visual studio
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