Great interview! I really hope to see Portal64 continued by someone someday
@thannon727 күн бұрын
Excellent. This guy knows his stuff, and is pragmatic and commercial. Rare in the AI space!
@ela_seo10 күн бұрын
What a fascinating topic, thank you for the podcast! Juli and Youssef shared so many interesting aspects.
@SoftwareDaily10 күн бұрын
Thanks for listening!
@ThatRazzyАй бұрын
Great interview! :D
@sternosaurАй бұрын
Damn this vid is underrated AF Kaze is a legend in the sm64 rom hacking space
@NoahTheRobinsonАй бұрын
Cool!
@costelinha1867Ай бұрын
On the frameworks that Noel mentioned.... I dunno much about SDL... but I DO NOT recommend Raylib, it's such a pain to get this thing to compile, like holy crap. I personally like Pygame, which is basically a wrapper of SDL for python, which means you can do most of the stuff that SDL does, but on a higher level language with garbage collection that also happens to be VERY SIMILAR to Lua at least as far as syntax is concerned. Alternatively, you could also just you know.... USE PICO-8 that thing is so barebones that it's honestly much closer to a framework like SDL than an actual game engine, you still need to code collisions and stuff by yourself. And now there's a browser based free version of it called Pico-8 Educational Edition, and yes, you can load Celeste on it, and YES you can read and alter the source code in it, it's literally the full pico-8 editor running on your browser, but without stuff like splore or multi-cart games. I think. Now of course you'll have to read Celeste's code on that very low res editor that I don't like.... but it's Celeste code nonetheless...
@costelinha1867Ай бұрын
Not gonna lie, I wasn't expecting Celeste to use AABB, I thought it was using something much more complex than that... not that AABB isn't complex, or doesn't have the potential to be complex...
@costelinha1867Ай бұрын
Me listening to this while making my own project here. Btw Noel, have you fixed the broken asset exporter you mentioned on Discord yesterday? Also, how the hell do you guys muster the patience to make these polished platformer controls, I tapped out after implementing basic coyote time and jump buffering in pico-8 on a project, lol.
@TheFreshMakerHDАй бұрын
It's so serendipitous that I stumbled upon this podcast, I've been studying gambetta's articles for my grad research on game networking and his work has been incredibly informative and insightful, he's one of the best!
@programinglive2 ай бұрын
very insightful
@involvedbutnotentangled2 ай бұрын
Turtles be like - Way down we go go go. 😂
@Luke-ef9ft2 ай бұрын
Great interview, Kaze is amazing at what he's done with Super Mario 64.
@SaaSLTDDeals4 ай бұрын
Wow, what an insightful and engaging conversation! The dedication to player feedback and iterative development is truly commendable. Can't wait to see what's next for Blasphemous 2!
@wanisz_4 ай бұрын
Andrew should've promoted this talk so it would have more views, it's really interesting
@michaelpaine88494 ай бұрын
Did .NET 4.8 have the same intensity of consideration as pre-Core versions all did?
@radhaiandgopitarur35864 ай бұрын
Interesting subject.Enjoyed the discussion.very nice.
@TheDannybrain4 ай бұрын
Very nice discussion. Didn’t know there was so much interest in AI at Snowflake !
@Studentcompanysecretary4 ай бұрын
Malayali chaya kkada , my heart is❤ ripe proudly watching it. All the Best 👍💯
@joshparsons57954 ай бұрын
Hey I recognize that last name!
@user-ex6xr1sk5b5 ай бұрын
The best!
@MrXrayez5 ай бұрын
HP is a member of the Godot Foundation Board of Directors, the Godot Project Leadership Committee (PLC), Prehensile Tales, Ramatak, and provides consulting services to The Mirror. 0:09: HP van Braam is a co-founder of Ramatak. 0:27: HP is a member of Godot Foundation Board of Directors. 2:20: HP says Ariel Manzur (co-creator of Godot) approached him with an investment opportunity for a new company (Ramatak). 2:38: HP says he rose the ranks fairly quickly. 3:19: HP summarizes that he wanted to make games and not game engines, but ended up owning game engine creation related companies. 16:51: HP admits that C# is faster than GDScript. 17:27: HP claims that there's allegedly "cultural or political thing" about needing your games to be as fast as possible (HP opposes this idea). 25:31: HP says there's a complete lack of trust in the game dev landscape and mentions Unity. At the same time, (26:52) he's trying to convince the audience he allegedly has no decision-making influence as a member of the Godot Foundation Board of Directors. 38:27: HP promotes The Mirror, the Roblox-like game development platform build with Godot. He says that The Mirror is a customer of Prehensile Tales, which is a consulting company of HP.
@taurusneil5 ай бұрын
Great convo..thanks Sayak
@pedro3365 ай бұрын
Gdscript is a trash language and so much below actual programming languages in terms of productivity for me. The typing is just so bad. They keep telling this story how GDScript allows them to optimize stuff better without any pushback on the negative points. On performance, they proceed to say GDScript is slow. Which doesn't matter because most of the time you'd use GDScript for non hot code paths. Is it optimized or not? Gdscript is nice for prototyping. But developing games? Don't do it. Afaik the C# integration is still bad. There is Swift, but it doesn't seem to have standing in the community. Disclaimer: Im just using Godot3.
@JamesT655 ай бұрын
awesome protocol which I use today
@MrXrayez5 ай бұрын
46:35: Emilio mentions that they hired Yuri Sizov.
@SoftwareDaily5 ай бұрын
🎯 Key Takeaways for quick navigation: 00:00 *🎨 Andrew Price discovered Blender in high school while searching for free 3D software, inspired by video games.* 03:10 *💡 Initially aiming to work in studios or as a freelancer, Andrew transitioned to creating Blender tutorials as a way to gain recognition and job opportunities.* 06:49 *📹 Andrew's content creation style evolved from traditional tutorials to more engaging, edutainment-focused videos due to better reception by the KZfaq algorithm.* 09:34 *💰 Andrew realized that long-form tutorial content might be more suited for paid courses, while KZfaq serves better for lead generation.* 11:11 *📚 Andrew Price founded Polygon, a library offering textures, models, and HDRIs primarily for architectural visualization, catering to artists' need for ready-made assets.* 13:05 *🛋️ Andrew discussed the challenges of modeling organic shapes like sofas and the use of photogrammetry for creating complex assets, such as the Family Guy house's couch.* 16:47 *🌐 Texture mapping involves applying 2D textures to 3D objects, typically done through UV unwrapping and manually placing seams on the 3D model.* 18:37 *🎨 Procedural texturing involves creating textures by painting directly onto a 3D mesh, eliminating the need for UV unwrapping and external software like Photoshop.* 19:30 *🖌️ Substance Painter revolutionized texture painting by combining painting directly onto a mesh with generating correct 2D texture maps, becoming an industry standard.* 20:26 *🛠️ Blender has texture painting tools similar to Substance Painter, but lacks the ability to simultaneously paint detail across different texture channels.* 24:21 *📸 Photogrammetry involves capturing real-world objects' details for 3D models, while Substance Designer allows for procedural texture creation.* 25:42 *🏞️ Substance Designer enables the creation of textures for complex materials like rammed earth when real-life acquisition is challenging.* 29:23 *🌐 HDRI (High Dynamic Range Imaging) provides 360-degree captures of real-world lighting environments, crucial for realistic lighting and reflections in 3D scenes.* 33:05 *🌐 Polygon's library includes around 8900 models, 3000 textures, and 200 HDRIs, managed by a remote team of about 30 people worldwide.* 35:38 *🔄 Polygon aimed to simplify asset acquisition by providing models in various formats compatible with different software and renderers, overcoming challenges in standardization.* 37:40 *🔮 The future of rendering technology, including advancements in AI, holds potential for unlocking new asset creation possibilities for Polygon.* 38:22 *🌐 Nerf technology, standing for Neural Radiance Fields, differs from traditional photogrammetry by creating a point cloud instead of a mesh, allowing for more realistic predictions of angles and lighting.* 42:17 *🌊 3D Gaussian Splatting (3D GS) is a novel rendering technology that replaces point clouds with gradients, enabling real-time rendering of photorealistic scenes, surpassing traditional computational limitations.* 45:01 *🖌️ Signed Distance Fields (SDF) simplify the creation of complex 3D models by automatically merging objects like clay, reducing the need for manual point alignment, particularly beneficial for intricate designs like weapons in games.* 47:33 *🎨 Achieving photorealism in computer graphics varies across different subjects, with challenges remaining in rendering realistic humans and natural phenomena like water and complex environments, suggesting there's still room for improvement.* 54:50 *🔄 Geometry nodes in Blender, introduced around two to three years ago, offer a powerful tool for creating complex effects and simulations through visual programming, with examples including intricate animations like missiles and rain effects.* Made with HARPA AI
@thescotsmantechnologyrevie21386 ай бұрын
Autism off the scale!
@johnvonleibniz6 ай бұрын
Awesome stuff. I always love a good Vijay Pande podcast/interview.
@CorbanGossett6 ай бұрын
Really nice overview... thank you both!
@HobokerDev6 ай бұрын
Anyone interested in godot should check out "Waiting for Blue Robot"
@TowerCardReader26 ай бұрын
Wow! I learned about Emilio from watching his tutorial videos, especially dialogic. Dialogic is so powerful in creating games in Godot, now he is the exec director. Wow! Great video and interview!
@developerdeveloper676 ай бұрын
Imagine prioritizing safety... lol
@pipeliner89696 ай бұрын
I am learning Godot Engine currently
@Cluxiu6 ай бұрын
🔥
@nitokoshiro59046 ай бұрын
Great podcast! Really wish we'd see something like this on regular basis for Godot, because not everyone reads every Tweet / Github thread / Discord exchange.
@p_kostic6 ай бұрын
Interesting talk !
@jna_sh6 ай бұрын
We shan’t be taking any comments about the correct pronunciation of Godot, thank you for your understanding 🙏🤪
@nollykeys22076 ай бұрын
Wow!!!
@__________________________69107 ай бұрын
Keep it up Sayak
@noadsensehere91957 ай бұрын
He is a great guy, has given 20+ talks in GDG + non- GDG events
@deveshbhatt40638 ай бұрын
Inspirational 👏💫
@shyammarjit54388 ай бұрын
Great talk.
@JohnMcclaned9 ай бұрын
temporal is a competitive advantage. Maxim is a g
@antwanwimberly17299 ай бұрын
USA 🇺🇸
@nireshmaharaj268210 ай бұрын
Mr Stroustrup should not be apologetic or suggest workarounds. Most of the spyware/malware/data stealing apps which are unsafe are on Android and not one of those are written in C++. People just download apps to their phone and it can access their location, camera, microphone, filesystem everywhere they are, including in their workplace while inside meeting rooms. So why blame a language. What will happen to Python if they took away the C++ libraries it depends on?
@brandonbayer9610 ай бұрын
This was a fun chat, thanks for having me on!
@asitabhpaul10 ай бұрын
government is only concerned of taxes (they are least concerned about what languages we use for development.. ) so it all depends upon individuals pvt. companies and industry headache (when did government pay u for playing video games)
@behii328810 ай бұрын
I love this(bjarne) from buttom of my heart from Iran
@dwylhq87410 ай бұрын
Dude what's up with your camera? looks like there's condensation on on the lens. Good interview otherwise.