God I hope this game is a financial success. I really want other devs to be able to look at this and know that doing weird stuff is viable. Every time an innovative game succeeds, the industry gets just a little bit better.
“I rewrote the physics system based on what I made for Marble Marcher.” The Hyperbolica extended universe is coming together.
Can't wait to see the Let's Players bluescreen their brains while playing this.
As someone interested in mathematics, what I found really interesting was the dual coordinates. From how you've described it, it seems like what you're doing is taking advantage of the manifold structure of hyperbolic space. A manifold is a type of space that, among other very jargon-y conditions, is what's called "locally Euclidean", meaning that for each point, you can find a neighborhood that is homeomorphic to Euclidean space (meaning basically that if you zoom in far enough it "looks like" Euclidean space). In these neighborhoods, we use what are called local coordinates to actually do stuff like calculus on the manifolds, and the local coordinates are how the local Euclidean condition is often used. It sounds like Unity is doing the exact same thing, especially since it's only valid for a small area around each point before you get distortions. This area of math is called differential geometry and studying hyperbolic space (i.e. negatively curved space) is actually what lead me to discover Hyperbolica and your channel!
2:34 cameras also have a cullingBounds property that can replace the matrix used for culling (by default the projection matrix) with a matrix of your own. The only time I’ve seen this fail is with tilemap renderers, and that’s a bug with tilemaps themselves, not the cameras. Just replace the culling bounds with a giant one
I love watching this game unfold, can't wait to play it when it comes out!
So glad to hear of this project and know your hard work is paying off! It looks amazing, can't wait to play. Love these insights into the process.
I swear to god that projects like these are pushing the industry forward and not that hyper realistic games with gameplay from 2008. This is what i visualize when someone says "next gen". Brilliant!
Hypercore sounds like a genre of music that I need to find
I hope you realize your mechanics innovations will be as big of a deal as the first Portal when it came out. No pressure, but your robot better have the funniest personality and the best credits song ever!
You, Sebastian Lague and Code Bullet are hard carrying the face of devlog-youtube. I hope you know that these vids are therapy for people like me - they're fun, funny and just so unlike any genre of videos on YT. 🔥 video today as well, love your content!
For Frustum Culling, you can turn it off in the Inspector on the Camera.
My mind is still trying to comprehend that last bit where the fence is actually behind the windmill
Honestly this is the kind of game I'd probably use as an example of when you should just make your own custom engine. It's impressive that you got it working in Unity as well as you did.
This should hit top 10 in steam for the year. So much work and the game looks amazing.
I'll be starting university soon, IT focus, and this just always makes me hyped, seeing an actual devlog, watching how the work unfolds slowly but surely. I hope December releases won't bury this game, because it looks very cool!
cat on my knees, codeparade video, basically all i could've hoped for
Man your stuff confuses the hell outa me in the best possable way thank you.
I'm a little unsure why material property blocks would break batching. Their point is to maintain batching. If you're using an SRP the SRP batcher handles batching for material instances using the same shader and will break when using MPBs, but the built in pipeline should be fine. You can use the frame debugger to see why Unity hasn't batched things together
@40watt53