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Hopson
Великобритания
Добавлен 16 мар 2015
Old Projects - 3D Alien Cubes
Some project I made in 2016 when learning opengl.
Originally uploaded 16th May 2016 with the title and description
"OpenGL - ayy lmao Simulator 2016"
"Ayyyyyyyyyyyy LMAO"
Code is here github.com/Hopson97/3D-Alien-Cubes
GitHub: github.com/Hopson97
Discord Server: discord.gg/detzYXTXAm
Support me on Patreon: www.patreon.com/Hopson
Follow me on Twitter: Hopson1997
Follow me on Twitch: www.twitch.tv/hopsonn
Originally uploaded 16th May 2016 with the title and description
"OpenGL - ayy lmao Simulator 2016"
"Ayyyyyyyyyyyy LMAO"
Code is here github.com/Hopson97/3D-Alien-Cubes
GitHub: github.com/Hopson97
Discord Server: discord.gg/detzYXTXAm
Support me on Patreon: www.patreon.com/Hopson
Follow me on Twitter: Hopson1997
Follow me on Twitch: www.twitch.tv/hopsonn
Просмотров: 18 406
Видео
py stonks.py
Просмотров 22 тыс.4 года назад
One of those days idk, thanks for watching my how to get rich quick tutorial Source: github.com/Hopson97/Stonks LINKS: GitHub: github.com/Hopson97 Discord Server: discord.gg/DeEhUXY Support me on Patreon: www.patreon.com/Hopson Follow me on Twitter: Hopson1997 Follow me on Twich: www.twitch.tv/hopsonn Subscribe to the subreddit: www.reddit.com/r/HopsonCommunity/ Community Channel: r...
Voxel Game Mesh Optimizations
Просмотров 176 тыс.4 года назад
Howdy y'all. In this video we discuss how a voxel world can have its vertices packed into just 4 bytes, reducing video memory usage by around 85% for the information that makes up the world. DOWNLOAD: github.com/Hopson97/open-builder/releases/tag/v0.0.5-prealpha SOURCE CODE: github.com/Hopson97/open-builder RESOURCES: Cool animation: www.gedge.ca/dev/2014/08/17/greedy-voxel-meshing Greedy meshi...
My NEW Mouse Game Engine
Просмотров 31 тыс.4 года назад
made using godot and blender DOWNLOAD: drive.google.com/open?id=19t2u-2OhuEf_UbTVQ9QsusZMkelRijs- MUSIC USED: Tales of Phantasia - The Final act LINKS: GitHub: github.com/Hopson97 Discord Server: discord.gg/detzYXTXAm Support me on Patreon: www.patreon.com/Hopson Follow me on Twitter: Hopson1997 Follow me on Twitch: www.twitch.tv/hopsonn Community Channel: ruclips.net/channel/UCvP6P...
Lets Code A Voxel Game in C++ and OpenGL - World Generation I
Просмотров 145 тыс.4 года назад
Welcome back all!! In this video we explore how to use noise to create a nice little terrain generation thing ENJOY :) SOURCE CODE: github.com/Hopson97/open-builder RESOURCES: Height map image function - www.michaelfogleman.com/projects/hmm/ Understanding how to use simplex noise - cmaher.github.io/posts/working-with-simplex-noise/ MUSIC USED: Rayman 1 - Betilla The Fairy Beyond Good And Evil -...
Lets Code A Multiplayer Voxel Game in C++ - Breaking And Placing Blocks
Просмотров 85 тыс.4 года назад
In this episodewe optimize the network code a bit, and also implement voxel world editing DOWNLOAD: SOURCE CODE: github.com/Hopson97/open-builder RESOURCES: UDP Packets Being Dropped: jvns.ca/blog/2016/08/24/find-out-where-youre-dropping-packets/ MUSIC USED: Donkey Kong Country - Forest Interlude Geographer - Airline - ruclips.net/video/Yie5s6UVZfo/видео.html Final Fantasy IX - Dali Theme Donke...
Let's Code A Multiplayer Voxel Game in C++ - The Engine
Просмотров 222 тыс.4 года назад
In this new series, we will be creating a voxel multiplayer minecrafty cloney clone from the ground up using C and OpenGL, with some libraries for support such as SFML and ENET. SOURCE CODE: github.com/Hopson97/open-builder RESOURCES: Going 3D: ogldev.atspace.co.uk/www/tutorial12/tutorial12.html ogldev.atspace.co.uk/www/tutorial13/tutorial13.html Client and Server Connection - gafferongames.com...
Design Patterns Explained - Model View Controller
Просмотров 18 тыс.4 года назад
The model view controller is commonly used to create GUIs, especially for websites. This video explains how it is used and how it works from the inside out. SOURCE CODE: github.com/Hopson97/design-patterns-explained/tree/master/mvc RESOURCES: Rails scaffold video: ruclips.net/video/rBvSrWg-1G4/видео.html en.wikipedia.org/wiki/Model-view-controller blog.codinghorror.com/understanding-model-view-...
Design Patterns Explained - The Strategy Pattern
Просмотров 33 тыс.4 года назад
The strategy design pattern can help make code more readable, maintainable when you need to be able to select an algorithm during the run time of a program. This is done through the use of polymorphism. Firstly I show how code can be bad when not using it, and then show the same code, but written using the pattern in mind. SOURCE CODE: github.com/Hopson97/design-patterns-explained/tree/master/s...
Coding Minecraft In 5 Seconds - Python/ OpenGL Programming Challenge
Просмотров 419 тыс.5 лет назад
Some say it wasn't possible. I beg to differ. Here I prove that programming Minecraft in 5 seconds using python can be done. Join my discord here :) discord.gg/DeEhUXY SOURCE CODE: github.com/Hopson97/Minecraft-In-5-Seconds RESOURCES: ruclips.net/video/qdwUkYrHosk/видео.html Minecraft In One Week by Shane Beck ruclips.net/video/Xq3isov6mZ8/видео.html Minecraft Ine One Week by Myself ruclips.net...
10 Sorting Algorithms Visualized
Просмотров 51 тыс.5 лет назад
GENERAL INFO: This is a showcase of the program made in the video here: ruclips.net/video/6haL-aiE21w/видео.html Source code available down below, but bare in mind it was my first time using Java Swing and so it is not great. There is a much better visualizer which can be found here: ruclips.net/video/kPRA0W1kECg/видео.html EXPLANATION: There are 256 bars. Each bar has a height depending on the...
Coding a Simple Sort Algorithm Visualiser in Java/ Swing
Просмотров 44 тыс.5 лет назад
In this video I create a basic sort algorithm visualization program using Swing. In a few days time, I will be releasing a video which will show the algorithms working in full. :) DOWNLOAD: github.com/Hopson97/Sort-Algorithm-Visualiser/releases/tag/v0.1 SOURCE CODE: github.com/Hopson97/Sort-Algorithm-Visualiser/ RESOURCES: www.geeksforgeeks.org/bubble-sort/ www.geeksforgeeks.org/insertion-sort/...
Coding ASCIIMON in Rust - Episode 2
Просмотров 32 тыс.5 лет назад
Welcome back to Asciimon! In this episode of coding a pokemon-inspired game, I work on improving existing features such as the walking. I also add other features, such as support for portals (doors, stairs etc) and also a console. SOURCE CODE: github.com/Hopson97/Asciimon RESOURCES: Map of Hoenn Region - www.deviantart.com/jay21310/art/Hoenn-Overworld-Map-313449829 MUSIC USED: Donkey Kong - Sno...
Coding ASCIIMON in Rust (ASCII Pokemon) - Episode 1
Просмотров 42 тыс.6 лет назад
This is my first project using Rust, so I am entirely sure if the code is going to be good not, but here we go. In his (potential) series, I will be creating "ASIIMON" using Rust. Asciimon is a combination of the words "ASCII" and "POKEMON", just meaning a game inspired by Pokemon as a text-based game, rather than graphical based. Furthurmore, I also have got hold of a much better video editor ...
Coding Wireworld Cellular Automaton in C++/SFML
Просмотров 59 тыс.6 лет назад
Coding Wireworld Cellular Automaton in C /SFML
Coding Brian's Brain Cellular Automaton in C++/SFML
Просмотров 21 тыс.6 лет назад
Coding Brian's Brain Cellular Automaton in C /SFML
Coding a Game for a University Competition in Python
Просмотров 93 тыс.6 лет назад
Coding a Game for a University Competition in Python
University Python Game Competition Entry Demo
Просмотров 29 тыс.6 лет назад
University Python Game Competition Entry Demo
Coding "Langton's Ant" Cellular Automaton in C++/ SFML
Просмотров 39 тыс.6 лет назад
Coding "Langton's Ant" Cellular Automaton in C / SFML
C++ Minecraft In A Week - What Is It Like Today?
Просмотров 194 тыс.6 лет назад
C Minecraft In A Week - What Is It Like Today?
Secret Binary FIle Music - MSPaint.exe and aclui.dll
Просмотров 94 тыс.6 лет назад
Secret Binary FIle Music - MSPaint.exe and aclui.dll
Coding "Empire" Cellular Automaton in C++/SFML - Part 2
Просмотров 129 тыс.6 лет назад
Coding "Empire" Cellular Automaton in C /SFML - Part 2
Coding "Empire" Cellular Automaton in C++/SFML
Просмотров 295 тыс.6 лет назад
Coding "Empire" Cellular Automaton in C /SFML
Coding a Simple SFML Game Framework in C++/ SFML
Просмотров 78 тыс.6 лет назад
Coding a Simple SFML Game Framework in C / SFML
Coding "Conway's Game of Life" Cellular Automaton in C++/ SFML
Просмотров 64 тыс.6 лет назад
Coding "Conway's Game of Life" Cellular Automaton in C / SFML
"Minecraft in a Week" with Default Texture Pack
Просмотров 89 тыс.6 лет назад
"Minecraft in a Week" with Default Texture Pack
Coding "Predator And Prey" Cellular Automaton in C++/ SFML
Просмотров 104 тыс.6 лет назад
Coding "Predator And Prey" Cellular Automaton in C / SFML
Minecraft Week Flyover + Q&A and Future Video Discussion
Просмотров 20 тыс.6 лет назад
Minecraft Week Flyover Q&A and Future Video Discussion
Coding Minecraft in One Week - C++/OpenGL Programming Challenge
Просмотров 5 млн7 лет назад
Coding Minecraft in One Week - C /OpenGL Programming Challenge
I immediately think of Bisqwit when I hear The Final Act
@@Fezezen woah I was literally listening to that earlier for bisqwit nostalgia lol and then you suddenly comment this 👁️
Your game looks like it belongs on a retro console! I love it! :D
use binary waterfall to install it to your brain ye
Cool I didn't know about saving a template in Code::blocks. After completing this tutorial it didn't work. I found that you have to have exactly the right version for code::blocks so I had to compile from source using this tutorial ruclips.net/video/G5-8Tcz6WaU/видео.html
You can also hear with binary waterfall or whatever that program was
Music from BG&E... Thank you :D
nice brass
1:03 These sounds are the icons, like the first sounds is longer and the icons get smaller and smaller and so do the sounds
binary waterfall: am I a joke to you?
just found out about this and now im having way too much fun
1:04 sounds like Cmin-Bbmin
regedit.exe also sounds interesting
6:56 I wonder why each block's 6 faces are not multiplied. Also, I think that chunk's block count is wrong. it's 32*32 in video, but actually 32*32*32.(If 32*32, then where is Z size?) Below is my calculation result. Block count = 32*32*32 Block faces = 6 * Block count = 6*32*32*32 Vtx Per Block Face = 24byte Vtx Per Chunk = 24*6*32*32*32 bytes Chunks in Render range = 32*32*Z_max Total Vtx = 24*6*Z_max*32^5 = (32*144*Z_max) MB
In this case it's a complely flat plane, so there is only one exposed face and therefore the other 5 faces of each block are occluded from being added to the mesh
@@HopsonnThanks for reply. I couldn't even think about it.
Very interesting video! Thank you for that!
some good samples right there, and some shattered fragments of a beat.
Sound: 20 Me: AE
The music it's just the BMP icons. If you turn the EXE/DLLs into MP4 via FFMPEG you are going to hear the "music" and the icons scrolling on the screen.
16:21 a cube what now
For some reason the "dodo DOOO DOOOOO" are images, like .ico or .bmp, for some reason they sound like that, and the bigger/higher quality the image is the lower and longer the "DOOO DOOO DOOO DOOOOOOOOO" is
copywrite micr0soft
The musical bits are likely graphics data
Donk Kong song classic good choice
i wonder something: what if this was converted to audio(no compression) can it be converted back?
The mspaint one sounded like that because it was the cursor icons icons
if im not mistaken these are icon graphic files in the with different resolutions, thats why the same section sounds faster or slower
That interesting sounds are icons that are inside dll
wow!
1:52 sounds like On Sight by kanye west
What is the tempo and the (*/*) Time Signature?
These tones are icon files. The RGB data is being fed through the speakers as audio data. Images tend to repeat patterns across rows, so that's where the frequency comes from. The varying frequencies across notes are just resized images (16x16, 32x32, 48x48, 64x64, 96x96, and so on are common sizings). Older programs simply embedded the RGB data straight into the program, modern programs will either embed a compressed format like PNG which sounds more like noise, or they'll just load external files entirely, which aren't present in the raw data.
dubstep be like: 0:49
That "music" you hear is actually images.
Hey, so everyone always says to use local chunk coordinates etc, but how on earth do these get translated into the real world coordinates to be drawn? To get their real world position, they need to be added to the chunk's world position, which you don't mention a way of getting across here.
It's been a while since I made this so remembering on the top of my head, but I think what I did is offset their position in the shader So I pass in the chunk position and then offset each vertex by (chunksize * chunk position)
github.com/Hopson97/open-builder/blob/master/shaders/chunk_vertex.glsl#L23 this can be seen here
Which is set here github.com/Hopson97/open-builder/blob/master/src/client/renderer/chunk_renderer.cpp#L79 Lines 77 to to 79
That's super interesting that you are using a vao for each chunk and binding a new uniform value for each, I would've never thought to do that. I hugely appreciate you responding and digging into it, thank you
@@jacksonlevine9236 no worries :) when it comes to chunk meshes a VAO per chunk is the only way I can think of doing it, as each chunk likely has a completely different shape/mesh/voxel data.
minecraft bedrock has left the call