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GUYS. IF YOU WANT TO BE UP TO DATE ON COMPUTE SHADERS: INVEST YOUR TIME LEARNING WGSL (WebGPU's Compute Shader). one of the advantages is that the text (ascii file) with the shader code can be run instantly (with an html helper) in anyone's browser without needing any compiler. -- if you were wondering, the "native" code you're writing now (c++ + opengl) can be already ported "in full" to typescript + webgpu (ie, a web app
Ответитьi hit the 1k like, haha. Also very great video! I really couldnt find anything useful online for learning compute shader, but this really helped me understand it. Thanks
ОтветитьHow to provide input as nxn matrix and n size vector and multiply then output
ОтветитьWill there be a step-by-step video about how to make one of these from scratch in, say, VS 2022 and C++ (in keeping with your earlier shader programming series)?
ОтветитьGreat explanation, thanks! I decided that maybe I was ready for compute shaders, but now I know that's still a bit of a ways away, but within reach, and this helps with understanding when I may actually need them, however experimentation is warranted! Thanks again.
ОтветитьKeep up the good work
ОтветитьVery nice of you to put a like counter in the description of your video! :)
Ответитьwhy webgl 1.0 has to be so stupid formatted
ОтветитьThank you soo much for these compute shader videos!! They are absolutely amazing and by far the best resource I've found for making compute shaders :D
ОтветитьSo how does OpenGL compare to Vulkin? Also OpenGL does not run on Apple products right? Must be annoying to a certain extent.
ОтветитьEvery time I come back to the channel the production just keeps getting better and better! I have always wondered how to do animation within OpenGL. Would animation or something along those lines be possible as a tutorial in the future? Thank you for your hard work!
Ответитьthis is a terrible video
ОтветитьAmazing video! Covered everything I needed!
ОтветитьThanks. I was missing one line: glUseProgram() and a small eternity later I figured that out thanks to this video
ОтветитьGod bless!
ОтветитьLove your work Victor, i can still hear your voice when im doing my opengl :)
ОтветитьCould you please do a tutorial on how to make a grass shader which doesnt only repeat the texture but brings in variation with multiple textures
I think the key is noise maps
Hey can you please show us how to make a galaxy shader
Should worl similar to endportal shader in minecraft if possiblr
I've just subscribe!! Awesome video!
btw, which video editor do you use?
thanks for sharing
@VictorGordan , I'm stuck on the 5th tutorial, the only way I could get you to see is to comment on your latest video, whenever I run the program the triangle is white, could you help me with this?(The shader files and code is perfect)
Ответитьs/o to you from china bro, working absolutely well
ОтветитьThank you so much, i've struggled getting my compute shaders to work and with the help of you, they now work :)
ОтветитьA good example where this is extremely useful is if you have to do n-body gravity simulations, that is, calculate a value between every object and every other object in the game world, and in the end add up all the values for each object (to find the force applied to each object by gravity). Where normal CPUs can handle a few 100 objects before losing framerate, i bet compute shaders can handle thousands of these
Ответитьvery good job 👍
ОтветитьHey, thank you for the great tutorial.
I finnaly got to make a working compute shader.
One question though, it seems like the more invocations and the less work groups, the better the performace is.
For example, i get the best performance with x=32 y=32. Why exactly is that?
When 3d physics?
ОтветитьWill it support ARM devices like raspberry pi and cheap SoC like Allwinner h6?
Ответить@Victor this is awesome!
Where do you learn these things from?
Thanks for the content.
ОтветитьPerfect timing. I was just starting to play around with compute shaders this week.
ОтветитьThanks! I will.
ОтветитьEpic. Thank you Victor.
ОтветитьInteresting tutorial for some of the more modern capabilities of OpenGL, you definitely become better at making such videos!
ОтветитьAs usual, another banger video. Love to see it, keep up the great work!!
ОтветитьYou are simply amazing. Even a person like me gets everything (when explained by you).
Ответитьgood visuals i am enjoying it
ОтветитьFeels good seeing high quality content on modern (not the 3.x modern) OpenGL. Thanks!
One thing about the shader group vote: It's 4.6 core functionality so you dont have to append the "ARB" suffix. Otherwise it would be using the ARB extension instead of core and somtimes their specification is different. You can then even remove the requiring of the extensions.
Awesome tutorial
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