Sebastian Lague
A Brief Introduction to Neural Networks (unfinished series)
updated
Links:
● Project files: github.com/SebLague/Fourier-Transform
● Support my work on:
-- Patreon: patreon.com/SebastianLague
-- Ko-Fi: ko-fi.com/sebastianlague
● Coding Adventures Playlist: youtube.com/playlist?
list=PLFt_AvWsXl0ehjAfLFsp1PGaatzAwo0uK&si=LQBQOcF_F0Cxnzj_
● Fluid Sim video: youtu.be/rSKMYc1CQHE?si=FtYVPLtOF85iOkMl
● @3blue1brown video: youtu.be/spUNpyF58BY?si=U5pu40UUNk-7mda0
● Music Credits: github.com/SebLague/Misc-Project-Info/blob/main/Coding-Adventures/FourierTransform
Chapters:
00:00 Intro
00:48 Dot Wav
03:05 Waveform
04:24 Playing a Sound
05:03 Wave Simulation
10:31 Speed Change
12:38 Signal Generation
17:14 Fourier Vis (single frequency)
23:31 Fourier Vis (multiple frequencies)
28:01 First Attempt at DFT
31:39 The Nyquist Rate
35:14 Frequency Resolution
37:25 DFT Implementation
39:31 Testing the DFT Function
42:41 Outro
Links:
● Source: github.com/SebLague/Ray-Tracing
● Get early access to new videos and projects by supporting on:
-- Patreon: patreon.com/SebastianLague
-- Ko-Fi: ko-fi.com/sebastianlague
● Previous Ray Tracing episode: youtube.com/watch?v=Qz0KTGYJtUk
● BVH Article: jacco.ompf2.com/2022/04/18/how-to-build-a-bvh-part-2-faster-rays
● 3D Test Models: casual-effects.com/data
● Music Credits: github.com/SebLague/Misc-Project-Info/blob/main/Coding-Adventures/BVH.txt
Chapters:
00:00 Intro
00:30 Triangle-Test Debug View
03:34 Bounding Boxes Inside of Bounding Boxes
04:41 Building a BVH
07:41 Traversing the BVH
09:13 GPU-Friendly Data
15:32 Converting Recursion to Iteration
18:06 Box-Test Debug View
21:42 Increasing the Depth of the BVH
25:11 Distance Test and Child Ordering
31:47 The Surface Area Heuristic
37:19 Speeding up the Construction
38:57 32-Byte Nodes
42:20 Transformations
45:10 Supporting Multiple Models
48:45 Some Tests and Final Thoughts
Starring: Bézier curves and (oh so many) floating point problems.
Source code: github.com/SebLague/Text-Rendering
If you'd like to support my work (and get early access to new projects) you can do so here:
patreon.com/SebastianLague
ko-fi.com/sebastianlague
Resources:
developer.apple.com/fonts/TrueType-Reference-Manual
microsoft.com/en-us/research/wp-content/uploads/2005/01/p1000-loop.pdf
wdobbie.com/post/gpu-text-rendering-with-vector-textures
Font and Music Credits:
github.com/SebLague/Misc-Project-Info/blob/main/Coding-Adventures/TextRendering
Chapters
0:00:00 Intro
0:01:58 The Font Directory
0:04:27 Loading Simple Glyphs
0:10:42 Bézier Basics
0:13:42 The Character Map
0:15:47 Implied Points
0:18:11 Compound Glyphs
0:20:25 Size and Spacing
0:21:27 Rendering Glyphs with Lots of Triangles
0:22:17 Optimized Curve Rendering (Loop-Blinn)
0:28:20 A Brief Look at SDF Rendering
0:30:33 The Counting Method
0:31:48 Ray-Bézier Intersections
0:34:09 Point in Glyph Test
0:36:35 Shader Time
0:38:37 Floating Point Problems
0:41:22 The Evil Artifact Detector
0:45:36 The Closest Curve Method
0:50:48 Curve Splitting
0:54:31 Defeating the Evil Artifacts
0:58:58 Anti-Aliasing
1:02:47 Performance and Legibility
1:05:11 The Counting Method Returns
1:09:45 Outro
(I recommend watching in 4K if you can, as video compression is not overly friendly towards all the little dots!)
Full resolution video download:
drive.google.com/u/0/uc?id=1zTmq8M0kHYqIuf72yGJvgYuWgE8aKmU3&export=download
If you'd like to learn more about the fluid simulation, take a look at this video:
youtu.be/rSKMYc1CQHE?si=Ot8kPjQejVccOCuT
And if you'd like to support my work (and get early access to the project files), you can do so via Patreon:
patreon.com/SebastianLague
Or support on Ko-Fi ko-fi.com/sebastianlague
Credits:
Music by Alstroemeria Records (feat nomico): youtube.com/watch?v=i41KoE0iMYU
Animation by あにら (Anira). Specifically, I used this version: youtube.com/watch?v=FtutLA63Cp8
If you'd like to support my work, you can do so with a recurring or one-off contribution over here:
patreon.com/SebastianLague
ko-fi.com/sebastianlague
The code for all the entries, as well PGN files for all the games played in the tournament can be found over here:
github.com/SebLague/Tiny-Chess-Bot-Challenge-Results
Play against a selection of the bots from beginner to grandmaster level. How many can you defeat?
sebastian.itch.io/tiny-chess-bots
Take a look at some videos that competitors made about their entries:
GameTechExplained (rank 78): youtu.be/5vsLmM756LA?si=gQEmQILE1NrgdQYW
MilkMindV1 (rank 108): youtube.com/watch?v=4fvfURAFw4U
Music credits
Bad Apple Remix: youtube.com/watch?v=lNm85uXR3RM
github.com/SebLague/Misc-Project-Info/blob/main/Other%20Videos/ChessResults.txt
TCEC 4K Info:
If you're interesting in taking part in the 4K tournament I mentioned, I recommend joining the TCEC discord linked on chessdom.org and enquiring about it there.
You can also read more about the event here: wiki.chessdom.org/TCEC_4k_Rules
Chapters
0:00:00 Challenge Overview
0:01:09 Some Exploits and Disqualifications
0:02:58 Beginning the Tournament
0:03:58 [Bot] Turochamp (Faithful)
0:06:28 [Bot] WhateverBot
0:08:18 [Game] Turochamp (Faithful) vs WhateverBot
0:09:35 [Game] Pawntress vs WhateverBot
0:10:30 [Bot] applemethod-orz
0:11:42 [Bot] Igris
0:13:19 [Game] applemethod-orz vs Igris
0:14:32 Token Plot
0:15:06 [Bot] BadAppleBot
0:17:30 [Bot] 200 Tokens Monstrosity
0:20:18 [Bot] Baby Squid
0:21:38 [Game] 200 Tokens Monstrosity vs Baby Squid
0:23:19 Tiebreak System
0:23:39 [Bot] TinyHugeBot
0:25:45 [Game] TinyHugeBot vs 200 Tokens Monstrosity
0:26:26 [Bot] Electric Shockwave Gambit
0:28:11 [Bot] SimpleMCTS
0:30:23 [Game] SimpleMCTS vs Electric Shockwave Gambit
0:31:30 [Game] Phoenix Chess vs SimpleMCTS
0:32:28 [Bot] ILVM
0:33:45 [Bot] Les Moutons
0:34:40 [Game] Les Moutons vs ILVM
0:35:51 [Bot] NNBot
0:38:09 [Bot] Game Tech Explained
0:38:41 [Game] NNBot vs Game Tech Explained
0:39:27 [Bot] King Gambot IV
0:41:21 [Game] King Gambot IV vs ILVM
0:41:51 [Game] King Gambot IV vs NNBot
0:42:22 Swiss Results
0:43:32 [Knockout Game] Board 1, Round of 64
0:44:27 [Knockout Game] Board 2, Round of 64
0:46:02 [Knockout Game] Board 9, Round of 64
0:47:43 [Knockout Game] Board 3, Round of 32
0:48:30 [Knockout Game] Board 4, Round of 32
0:49:31 Piece Square Table Compression
0:50:48 Round of 16 Results
0:51:14 [Bot] Tyrant’s V9
0:51:55 [Knockout Game] Board 2, Quarterfinals
0:54:40 [Knockout Game] Board 1, Semifinals
0:56:43 [Knockout Game] Board 2, Semifinals
0:58:56 [Bot] Finalist A
1:06:00 [Final Round] Game 1
1:08:56 [Bot] Finalist B
1:14:05 [Final Round] Game 2
1:15:57 Final Results and Closing Ceremony
1:16:52 [Game] Tournament Winner vs Coding Adventure Bot
Written in C# and HLSL, and running inside the Unity engine.
Source code:
github.com/SebLague/Fluid-Sim
If you'd like to support me in creating more videos like this, you can do so here:
patreon.com/SebastianLague
ko-fi.com/sebastianlague
Resources:
matthias-research.github.io/pages/publications/sca03.pdf
http://www.ligum.umontreal.ca/Clavet-2005-PVFS/pvfs.pdf
sph-tutorial.physics-simulation.org/pdf/SPH_Tutorial.pdf
web.archive.org/web/20140725014123/docs.nvidia.com/cuda/samples/5_Simulations/particles/doc/particles.pdf
Music:
github.com/SebLague/Misc-Project-Info/blob/main/Coding-Adventures/Fluid-Sim.txt
Chapters:
0:00 Intro
0:27 Gravity and Collisions
2:31 Smoothed Particles
3:55 Calculating Density
7:53 The Interpolation Equation
11:58 Gradient Calculations
15:38 The Pressure Force
19:19 Trying to Make it Work...
22:05 Optimizing Particle Lookups
26:31 Spatial Grid Code
27:48 Position Predictions
30:32 Mouse Force
33:22 Artificial Viscosity
36:46 Pressure Problems
39:51 Bugs
41:06 Parallel Sorting
43:22 Some Tests and Experiments
44:47 The Third Dimension
47:23 Outro
github.com/SebLague/Chess-Challenge
This challenge is now over. You can find the results over here!
youtu.be/Ne40a5LkK6A?si=xVjO6WsrSNLn_AAE
Chapters:
0:00 Intro
0:28 MyBot.cs
1:10 Bot Brain Capacity
2:43 The Tournament
3:08 How to Participate
5:00 Outro
Music credits:
A Gentle Pulse by Imprismed
The Cliffs by Trevor Kowalski
Forest Overture by Yehezkel Raz
You can play (or watch) the bot on lichess: lichess.org/@/CodingAdventureBot/playing
This is a sequel to: youtu.be/U4ogK0MIzqk
If you'd like to support my work (and get early access to new videos and projects) you can become a patron of the channel over here: patreon.com/SebastianLague
Source code: github.com/SebLague/Chess-Coding-Adventure
A really fun video about various algorithms for playing chess by @tom7:
youtube.com/watch?v=DpXy041BIlA
Music and other credits:
github.com/SebLague/Misc-Project-Info/blob/main/Coding-Adventures/Chess-2.txt
Chapters:
00:00 Intro
00:38 Battle of the Bots
03:18 Maybe Don’t Throw Away the Best Move?
07:13 Transposition Troubles
10:55 Search Extensions
14:01 Refactoring and Recapping
15:51 Tweaking Kings and Pawns
19:35 Bitboards!
23:54 Passed Pawns (and more)
28:32 Magic Bitboards (minus the magic)
34:40 The Magical Part of Magic Bitboards
39:00 Testing and Optimizing Move Generation
41:50 Killers, Reductions, and Repetitions
45:56 Creating a Lichess Bot
49:30 Let’s Play!
54:54 Existential Crisis
55:02 The Bot’s First Game Online
56:12 Can Our Bot Beat Stockfish? (No)
56:59 Rating Speculation
59:28 Outro
Support on Patreon: patreon.com/SebastianLague
My (very crude) video tools:
github.com/SebLague/VidTools
Godot Marching Cubes Experiment:
github.com/SebLague/Godot-Marching-Cubes
Shapes by Freya: youtube.com/@Acegikmo
acegikmo.com/shapes
Music credits:
github.com/SebLague/Misc-Project-Info/blob/main/Other%20Videos/Q%26A%20Credits.txt
Chapters:
0:00 Intro
0:13 Video Creation Process
3:53 Creating Visualizations
11:50 Unfinished Projects
15:12 Learning Godot
18:35 Compute Shaders in Godot
23:48 Favourite Number
24:02 First Game Engine
26:55 Four Quick Questions
28:38 Outro
This project was written in C# and HLSL, and uses the Unity game engine.
Source Code: github.com/SebLague/Ray-Tracing/tree/Episode01
Support the channel: patreon.com/SebastianLague
Coding Adventures Playlist: youtube.com/playlist?list=PLFt_AvWsXl0ehjAfLFsp1PGaatzAwo0uK
Learning Resources:
raytracing.github.io
blog.demofox.org/2020/05/25/casual-shadertoy-path-tracing-1-basic-camera-diffuse-emissive
Music Credits:
github.com/SebLague/Misc-Project-Info/blob/main/Coding-Adventures/Ray-Tracing.txt
Chapters:
0:00 Intro
1:08 Cameras and Rays
3:30 The Pixel Shader
5:02 Drawing a Sphere
6:59 Multiple Spheres, and Colour!
8:21 Two Types of Reflections
9:04 Experimenting with Randomness
11:14 Random Hemisphere Directions
14:11 The Trace Function
16:35 Testing Lights
17:55 Chair Thief
18:23 Progressive Rendering
19:54 A Simple Sky
20:49 Lambert’s Cosine Law
22:47 Cosine Weighted Rays
22:36 Triangles
24:52 Some Tests
27:14 Specular Reflections
29:59 Tomatoes and Glossiness
31:57 Blur and Anti-Aliasing
34:42 Depth of Field
37:14 The End
Series playlist: youtube.com/playlist?list=PLFt_AvWsXl0dPhqVsKt1Ni_46ARyiCGSq
Simulation tool (work in progress): sebastian.itch.io/digital-logic-sim
Source code: github.com/SebLague/Digital-Logic-Sim
Support the channel: patreon.com/SebastianLague
Resources and Inspiration:
youtube.com/watch?v=QzWW-CBugZo
en.wikipedia.org/wiki/Three-state_logic
en.wikipedia.org/wiki/Bus_(computing)
The Art of Electronics (3rd edition)
Music Credits:
github.com/SebLague/Misc-Project-Info/blob/main/Digital-Logic-Sim/Bus%20Video%20Credits
Chapters
0:00 Intro
1:33 Multiplexers
3:47 Making a Mess
4:45 Public Transport to the Rescue
6:09 Push-Pull Outputs
9:17 Bus Contention
10:00 Three-State Outputs
12:23 Bus Buffer
14:56 Testing the Bus
18:08 Outro
Series playlist: youtube.com/playlist?list=PLFt_AvWsXl0dPhqVsKt1Ni_46ARyiCGSq
Simulation tool (work in progress): sebastian.itch.io/digital-logic-sim
Source code: github.com/SebLague/Digital-Logic-Sim
Support the channel: patreon.com/SebastianLague
Correction for a mistake in my boolean algebra explanation: youtube.com/watch?v=A-vLRThfJ4Q
Resources and Inspiration:
en.wikipedia.org/wiki/Double_dabble
electronics.stackexchange.com/questions/499884/3-digit-of-7-segment-on-logisim/499916#499916
pdf1.alldatasheet.com/datasheet-pdf/view/5697/MOTOROLA/SN54/74LS248.html
Music:
github.com/SebLague/Misc-Project-Info/blob/main/Digital-Logic-Sim/7Seg%20Music%20Credits.txt
Chapters
0:00 Intro
0:49 Two’s Complement Refresher
1:34 Seven-Segment Display + Truth Table
2:58 Boolean Algebra Basics
5:43 Simplifying the Equation
6:48 Converting Algebra to Logic Gates
8:33 Computer-Assisted Design
11:25 Testing the Digit Display Design
12:36 A Real-World Version (the 74LS248)
14:20 Visualizing the Data in a 4-bit Register
15:14 All Ten Digits
17:22 Binary Coded Decimal
19:49 The Double Dabble Algorithm
22:58 Dabbling with Logic Gates
24:05 Implementing Double Dabble
26:39 Displaying an 8-bit Number
27:18 Ripple Blanking
29:32 Displaying Negative Numbers
32:34 Testing the Final Design
33:50 Outro
Source code: github.com/SebLague/Neural-Network-Experiments
Demo: sebastian.itch.io/neural-network-experiment
If you'd like to support me in creating more videos (and get early access to new stuff), you can join my patreon here: patreon.com/SebastianLague
The data is from:
Digits http://yann.lecun.com/exdb/mnist
Fashion github.com/zalandoresearch/fashion-mnist
Doodles github.com/googlecreativelab/quickdraw-dataset
Cifar10 https://www.cs.toronto.edu/~kriz/cifar.html
Chapters
0:00 Introduction
2:39 The decision boundary
3:49 Weights
5:42 Biases
6:45 Hidden layers
7:45 Programming the network
9:57 Activation functions
12:42 Cost
15:07 Gradient descent example
18:22 The cost landscape
19:55 Programming gradient descent
21:10 It's learning! (slowly)
23:21 Calculus example
27:34 The chain rule
29:50 Some partial derivatives
33:14 Backpropagation
39:25 Digit recognition
43:56 Drawing our own digits
47:37 Fashion
48:25 Doodles
52:00 The final challenge
Music:
Cosmic Waves - Michael FK
Amber - The Stolen Orchestra
Beyond the Horizon - Sounds Like Sander
Air - Assaf Ayalon
Purest Form - Sounds Like Sander
Hear Wide Open - Sounds Like Sander
Universal Wonder - Moments
Roman P - Moments
All In Good Time - Shimmer
It Will Come Back - The Stolen Orchestra
Frontier - Shimmer
New Moon - Cloud Wave
Sunflower - Cody Martin
Inner Peace - Moments
Enchanted - Cody Martin
Just Around The Corner - Shimmer
If you'd like to play the game, you can download it here: sebastian.itch.io/geographical-adventures
The project source is over here: github.com/SebLague/Geographical-Adventures
If you'd like to support my work (and get early access to new videos and projects), please consider becoming a patron of the channel over here:
patreon.com/SebastianLague
Project playlist: youtube.com/playlist?list=PLFt_AvWsXl0dT82XMtKATYPcVIhpu2fh6
Chapters
0:00 Intro
0:17 Creating a Compass
3:58 Making a Map
10:47 Tweaking the Terrain
13:13 Better city lights
15:40 Star Colour
16:27 Nighttime Visibility
17:26 Hot Air Balloons
19:52 Speed Control
21:34 Skywriting Experiment
24:18 The Final Result
Music:
Spread your Wings - Evgeny Bardyuzha
Immersion - Michael FK
Back Home - Max H
Icicles - Biba Dupont
Less Traveled - Hans Johnson
Let the Rains Come - We Dream of Eden
How it Was - Laurel Violet
Brightest - Ardie Son
L'Absinthe Brûle - Biba Dupont
It Will Come Back - The Stolen Orchestra
Over the Canyon - Gray North
Autumn in Paris - Jan Baars
Passion - Veaceslav Draganov
If you'd like to try running the game in its current state, there's a free download available here:
sebastian.itch.io/geographical-adventures
The project source code is available over here: github.com/SebLague/Geographical-Adventures
If you'd like to support my work (and get early access to new videos and projects), please consider becoming a patron of the channel over here:
patreon.com/SebastianLague
Project playlist: youtube.com/playlist?list=PLFt_AvWsXl0dT82XMtKATYPcVIhpu2fh6
Referenced Videos:
Orbits video: youtu.be/7axImc1sxa0
Newton's method video (by 3Blue1Brown): youtu.be/-RdOwhmqP5s
Atmosphere video: youtu.be/DxfEbulyFcY
Music:
Born to Fly - Veaceslav Draganov
Falling Through the Hourglass - Sid Archarya
Horizon - Veaceslav Dragnaov
Living - Borrtex
Another Time Another Place - Sounds Like Sander
All in Good Time - Shimmer
A Tender Heart - The David Roy Collective
In the Kitchen of the Mountain King - Ikoliks
Hourglass - Shimmer
Amber - The Stolen Orchestra
Spread Your Wings - Evgeny Bardyuzha
After the Storm - We Dream of Eden
Gibbous - Michael FK
Orbit - Hans Johnson
Orbital Anomaly - Cody Martin
Falling Stars - Michael FK
Momentum - Borrtex
Gone with the Winds - Veaceslav Draganov
Chapters:
0:00 Hello Everyone
0:20 Please Don't Crash
1:50 Enhance!
8:45 City Lights
12:21 Terrain Mesh Optimization
17:17 Wind Experiment
21:12 Kepler and the Moon
27:32 The Motion of the Sun
28:43 Stars
29:56 Atmospheric Improvements
32:48 Seeing the Sights
The next episode about this project's development is now available here: youtube.com/watch?v=UXD97l7ZT0w
The source files for this project are available here: github.com/SebLague/Geographical-Adventures.
If you'd like to support my work, and get early access to new videos and projects, please consider becoming a Patron of the channel over here: patreon.com/SebastianLague
Earth data from:
naturalearthdata.com
gebco.net/data_and_products/gridded_bathymetry_data
visibleearth.nasa.gov/collection/1484/blue-marble?page=2
Music:
Faith - Michael FK
It Will Come Back - The Stolen Orchestra
Icicle Caverns - Cast of Characters
On Earth - We Dream of Eden
Nightingale - Emorie
Heart Caligraphy - Cody Martin
Cosmic Waves - Michael FK
Living - Borrtex
Wonderland - Shimmer
Falling Through the Hourglass - Sid Acharya
The Art of Loneliness - ANBR
Another Time Another Place - Sounds Like Sander
Summit - Gray North
Parachutes - Michael FK
Chapters:
0:00 Intro (feat. Ori)
0:36 In Which a Cube Becomes a Sphere
2:06 Topography and Bathymetry
2:38 Latitude and Longitude Conversions
3:24 A Vertically Exaggerated World
6:10 Flying About the Planet
7:35 Frustum Culling Optimization
8:20 Generating a Normal Map
10:09 A Splash of Colour
10:39 Countries and Cities
12:06 Drawing Borders
13:07 Country Highlights
15:37 Drawing the Oceans
18:01 Some Gigantic Boats
20:05 Cloud Experiments
24:08 Custom Shadow Casting
25:39 Atmosphere Test
26:44 Parachuting Packages
28:00 Let's Play!
31:27 Outro (feat. Ori and Beemo)
If you'd like to support me in making more of these programming / game dev videos, I have a Patreon page over here: patreon.com/SebastianLague
Project Files:
github.com/SebLague/Super-Chore-Man
github.com/SebLague/Cloth-and-IK-Test
Music:
Super Chore Man Theme by Ario Bintang. You can find his YouTube and Fiverr page below:
youtube.com/channel/UCEVQPEZcTq58f4vdiAxuu-Q
fiverr.com/ariobintangn
Full song: youtu.be/kJgrOZ285bc?si=q8AtVRLsi-H1m7VP
The Art of Loneliness by Anbr
Into the Deep by Daniele Musto
Toony by Liberty
Bursting Splendor by Cody Martin
Newborn by Roie Shpigler
Falling Through the Hourglass by Sid Acharya
Flight of the Inner Bird by Sivan Talmor
Chapters:
0:00 Long-winded Introduction
1:33 Generating an Idea
2:45 Inverse Kinematics for Vacuuming
4:38 Rope Simulation
7:33 Cloth Simulation
8:59 Dust! (with GPU Instancing)
11:22 Procedurally Generated Floorboards
11:56 Props and Ghosts
13:13 Suction Lines and More
14:28 Playing the Game
15:50 Super Chore Man Goes Shopping
16:58 Outro
Project files are available here:
github.com/SebLague/Terraforming
If you’d like to support me in creating more videos, I have a Patreon page over here: patreon.com/SebastianLague
Have a look at these videos if you're interested in learning about how the atmosphere and clouds were created:
Atmosphere: youtu.be/DxfEbulyFcY
Clouds: youtu.be/4QOcCGI6xOU
Chapters:
0:00 Intro
1:05 Marching Cubes Algorithm Refresher
2:32 Looking at the Code
3:42 Making a Sphere!
4:53 Floating Rocks
7:20 Chunk Woes
9:48 The Mistake
11:31 Terraforming is Easy!
12:26 A Simple Water Shader
16:28 Adding Atmosphere
17:30 Some Fluffy Clouds
18:54 Terrain Colouring, and Sticky Lights!
20:23 The Expedition
21:23 Outro
Music:
Heart Calligraphy by Cody Martin
Wonderland by Shimmer
Autumn Wind by Yehezkel Raz
Hall of the Mountain King by Kevin MacLeod (composed by Edvard Grieg)
It Will Come Back by The Stolen Orchestra
Amber by the Stolen Orchestra
Nightingale by Emorie
Into the Light by Emorie
Animated Adventure by Andy Eliison
These simulations were made in Unity, and coded with C# and HLSL.
You can find the project files at the links below.
Reaction-Diffusion: github.com/SebLague/Reaction-Diffusion
Cellular Automata: github.com/SebLague/MN-Cellular-Automata
Slime mould: github.com/SebLague/Slime-Simulation
If you'd like to support my work, you can do so on Patreon: patreon.com/SebastianLague
---- 1. Reaction-Diffusion ----
This is a simulation of two chemicals (A and B). Both diffuse over time (A faster than B).
The simulation space is initially filled with A, and just a small region has some of chemical B. Over time, more A is gradually added (controlled by a parameter called feedRate), while B is gradually removed (controlled by the parameter removeRate). Finally, there's a reaction that takes place: when one particle of chemical A is in the presence of two particles of chemical B, it will be converted into B.
One could simulate the individual particles of both chemicals, but more common (and the approach I went with as well) is to just store a value for the concentrations of both chemicals at each pixel. The probability of an A particle coming into contact with two B particles can be determined by the equation: probablityOfReaction = concentrationA * concentrationB * concentrationB. Here is the tutorial I followed when creating my implementation: karlsims.com/rd.html
The colours in the simulation are mainly based on the concentrations of the two chemicals, but to spice things up I also added some colouring based on how fast the concentrations are changing at each point.
---- 2. Multiple Neighbourhood Cellular Automata ----
This is a technique developed by someone who goes by Slackermanz online (you can find many awesome examples under that name on Twitter).
In this simulation, the state of each pixel (called a cell) is initially randomized between 0 and 1. On every frame, the state of each cell is updated based on the states of all the cells inside various "neighbourhoods" around it. These neighboughhoods are ring-shaped, with each ring defined by a min and max radius, along with two min/max values called 'alive' and 'dead'. Once all the states inside a ring have been added up, the sum is compared to the ring's alive and dead ranges, and depending on which range the sum falls into, the cell's state increases or decreases by some small amount (if the sum is inside neither range, the state remains the same).
This already gives interesting results, but there are some more nuances that can be added. For example, instead of the rings directly affecting the cell's state, they can contribute to several 'potential' states, and whichever of these is most different from the cell's current state becomes the new state.
My implementation is based on Slackermanz code, which you can find here: github.com/Slackermanz/VulkanAutomata
Slackermanz also has a YouTube channel here: youtube.com/channel/UCmoNsNuM0M9VsIXfm2cHPiA
---- 3. Slime Mould Simulation ----
In this simulation we have a lot lot of particles, each of which leaves a trail behind itself as it moves. These trails diffuse and evaporate over time. Each particle also has three circular sensors arranged in an arc in front it. These are used to detect the intensity of the trail, and the particle turns towards whichever detects the highest intensity. Some randomness is added to the turning as well.
The idea for this comes from this paper: uwe-repository.worktribe.com/output/980579
I also have a video exploring it in some more depth: youtu.be/X-iSQQgOd1A
Music:
Beneath the Stars by Joshua Spacht
Nowhere I Can Go by The Stolen Orchestra
The Art of Loneliness by Anbr
Selfless by Eleven Tales
Life by Anbr
Chapters:
00:00 Reaction-Diffusion Simulation
02:50 Multi-Neighbourhood Cellular Automata
07:23 Slime Mould Simulation
Source code (slime): github.com/SebLague/Slime-Simulation
Source code (ants): github.com/SebLague/Ant-Simulation
If you'd like to get support the channel, and get early access to future projects, you can do so here: patreon.com/SebastianLague
Links to some learning resources and cool videos / projects:
Slime pattern paper uwe-repository.worktribe.com/output/980579
Slime write-up and cool examples sagejenson.com/physarum
Ant simulation video by Pezzza youtu.be/81GQNPJip2Y
Slime video by Deep Look youtube.com/watch?v=Nx3Uu1hfl6Q
Physarum project by Michael Fogleman github.com/fogleman/physarum
Chapters:
0:00 Intro
0:17 Traveling Salesperson Problem
1:36 Ant Colony Optimization
4:37 Creating a Visual Ant Simulation
9:15 Unleashing the Ants!
10:16 Side-tracked by Slime
14:07 Single Slime Experiment
16:02 Multiple Slime Species
Music:
Forest Overture by Yehezkel Raz
Honey Bee Waltz by Kadir Demir
Newborn by Roie Shpigler
Joking by Kadir Demir
Joyfulness by Kadir Demir
Wakeup Call by Ran Raiten
Anthill by Kadir Demir
Synesthesia by Michael FK
A New Horizon by Cloud Wave
Selfless by Eleven Tales
Reel by Anbr
Think you can beat it? Give it a go over here: sebastian.itch.io/chess-ai
Watch the sequel here: youtu.be/_vqlIPDR2TU
If you'd like to support the creation of more videos (and get early access to new content), I'd greatly appreciate the support here: patreon.com/SebastianLague
Project Source:
github.com/SebLague/Chess-Coding-Adventure/tree/Chess-V1-Unity
Learning Resources:
chessprogramming.org/Main_Page
web.archive.org/web/20071026090003/http://www.brucemo.com/compchess/programming/index.htm
github.com/MartinMSPedersen/Crafty-Chess
Chapters:
00:00 The Board and Pieces
03:20 Generating Moves
06:54 A Random Adversary
07:52 Optimization and Testing
12:11 Search and Evaluation
17:43 Easy Endgames
20:00 The Transposition Table
23:03 Openings
25:09 Game One
26:06 Game Two
27:01 Game Three
28:05 Game Four
Music:
Devoted Mind by Wild Colors
Intuition by Lincoln Davis
Wonderland by Shimmer
Selfless by Eleven Tales
Floating Point by Roie Shpigler
Nobility by Wicked Cinema
A Quiet Place by Jordan White
Air by Assaf Ayalon
Heart Wide Open by Sounds Like Sander
Thoughts by Anbr
Deep Blue Sea by Sivan Talmor
Flight of the Inner Bird by Sivan Talmor
Kings and Queens by Wicked Cinema
Series playlist: youtube.com/playlist?list=PLFt_AvWsXl0dPhqVsKt1Ni_46ARyiCGSq
Simulation tool (work in progress): sebastian.itch.io/digital-logic-sim
Source code: github.com/SebLague/Digital-Logic-Sim
Support the channel: patreon.com/SebastianLague
Resources and Inspiration:
youtube.com/c/BenEater
coursera.org/learn/build-a-computer
en.wikipedia.org/wiki/Flip-flop_(electronics)#SR_NOR_latch
en.wikipedia.org/wiki/Sequential_logic
electronics.stackexchange.com/questions/65463/why-edge-triggering-is-preferred-over-level-triggering
https://tams.informatik.uni-hamburg.de/applets/hades/webdemos/16-flipflops/20-dlatch/dff-enable.html
Chapters:
00:00 Intro
00:33 Set-Reset Latch
04:33 Data Latch
05:56 Race Condition!
07:32 Breadboard Data Latch
09:36 Asynchronous Register
11:41 The Clock
13:03 Edge Triggered Flip Flop
14:18 Synchronous Register
16:48 Testing 4-bit Registers
18:25 Outro
Music:
"Frontier" by Shimmer
"A Quiet Place" by Jordan White
"Constellations" by Acreage
"Beyond the Horizon" by Sounds Like Sander
"Crystal Bursts" by Cody Martin
"When Rain Comes" by Tide Electric
"Air" by Assaf Ayalon
"Mallets of Mischief" by Rhythm Scott
Images:
upload.wikimedia.org/wikipedia/commons/8/87/TTL_flip-flop.svg
Series playlist: youtube.com/playlist?list=PLFt_AvWsXl0dPhqVsKt1Ni_46ARyiCGSq
Simulation tool (work in progress): sebastian.itch.io/digital-logic-sim
Source code: github.com/SebLague/Digital-Logic-Sim
Support the channel: patreon.com/SebastianLague
Resources and Inspiration:
youtube.com/c/BenEater
coursera.org/learn/build-a-computer
en.wikipedia.org/wiki/Two%27s_complement
Chapters:
00:00 Intro
00:50 Logic Gates
03:09 The Simulation
05:06 Binary Numeral System
06:16 Binary Addition Theory
07:24 Building an Adder
12:11 Negative Numbers Theory
15:08 Building the ALU
17:43 Outro
Music:
"A Quiet Place" by Jordan White
"A New Perspective" by Ryan Smart
"Beyond the Horizon" by Sounds Like Sander
"Crystal Bursts" by Cody Martin
"Air" by Assaf Ayalon
"Elastic Vibe" by Ziv Moran
"Gotcha!" by Avocado Junkie
Images:
en.wikipedia.org/wiki/Vacuum_tube#/media/File:8863-Project-Whirlwind-CRMI.JPG
Watch the previous solar system video: here: youtu.be/lctXaT9pxA0
Some notes:
• I made a little build where you can play with the atmosphere settings yourself, which you can find over here if you're interested: sebastian.itch.io/atmosphere-experiment
• A number of knowledgeable people have pointed out in the comments that reality is not nearly as simple as my little diagram around the 4 and a half minute mark, and that light does not literally wiggle up and down like a wave, so please note that the diagram is incorrect!
• This project was inspired by the game Outer Wilds, which I highly recommend playing!
Project Files:
The project is available over here: github.com/SebLague/Solar-System
If you'd like to get early access to future project files (and support the channel!) you can find my Patreon page here: patreon.com/SebastianLague
Resources:
developer.nvidia.com/gpugems/gpugems2/part-ii-shading-lighting-and-shadows/chapter-16-accurate-atmospheric-scattering
http://nishitalab.org/user/nis/cdrom/sig93_nis.pdf
physics.stackexchange.com/questions/28895/why-is-the-sky-not-purple
en.wikipedia.org/wiki/Scattering
Music:
"Brief Respite" by Antti Luode
"When Rain Comes" by Tide Electric
"Door to Door Disco" by Bright Seed
"Reflections of Space and Time" by AEROPLANES
"In the Atmosphere" by Bad Snacks
"Reflections" by MK2
"Nidra in the Sky with Ayla" by Jesse Gallagher
"Far Away" by Antti Luode
"Frontier" by Shimmer
Sections:
00:00 Intro
00:32 Setup
02:46 Resources
03:25 Light Scattering
06:15 Coding the Shader
11:55 Initial Results
13:10 Adding Colour
15:20 Colourful Results
16:40 Optimisation
17:39 Stars
18:50 Exploration
Inspired by the (incredible!) game Outer Wilds.
Watch the next solar system video: youtu.be/DxfEbulyFcY
Previous solar system video: youtu.be/7axImc1sxa0
Project Files:
The Unity project is available on github here: github.com/SebLague/Solar-System/tree/Episode_02
If you'd like to support my work and get early access to new projects, you can do so here on Patreon: patreon.com/SebastianLague
Resources:
redblobgames.com/x/1842-delaunay-voronoi-sphere
iquilezles.org/www/articles/smin/smin.htm
medium.com/@bgolus/normal-mapping-for-a-triplanar-shader-10bf39dca05a
medium.com/game-dev-daily/four-ways-to-create-a-mesh-for-a-sphere-d7956b825db4
github.com/keijiro/KinoBloom
textures.com
Music:
"Brief Respite" by Antti Luode
"In the Clouds" by Falls
"When Rain Comes" by Tide Electric
"Reflections of Space and Time" by AEROPLANES
"Liminal" by Chelsea McGough
"Frontier" by Shimmer
"Sun and the Moon" by Moments
Sections:
0:00 Intro
0:25 Spheres
3:09 Craters
8:10 Noise
10:40 Triplanar Mapping
14:21 Planet Shape
15:28 Ocean
17:30 Planet Shading
20:06 Solar System
Watch the next solar system video here: youtu.be/lctXaT9pxA0
Project Files:
The Unity project is available on github here: github.com/SebLague/Solar-System/tree/Episode_01
If you'd like to support my work and get early access to new projects, you can do so here on Patreon: patreon.com/SebastianLague
Learning Resources:
en.wikipedia.org/wiki/Three-body_problem
arxiv.org/pdf/math/0011268.pdf
http://fabiensanglard.net/floating_point_visually_explained
Inspiration:
youtube.com/watch?v=LbY0mBXKKT0
joshworth.com/dev/pixelspace/pixelspace_solarsystem.html
Music:
"Somewhere in Outer Space", "Space Adventure 1982", "Under a Distant Star" and "Brief Respite" by Antti Luode.
"Atlantean Twighlight" and "Tango de Manzana" by Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 3.0 License
http://creativecommons.org/licenses/by/3.0
Sections:
0:00 Intro
0:27 Gravity
4:28 Solar System
7:56 Spaceship
The project is available here: github.com/SebLague/Portals/tree/master
If you'd like to get early access to new projects, or simply want to support me in creating more videos, please visit patreon.com/SebastianLague
Resources I used:
http://tomhulton.blogspot.com/2015/08/portal-rendering-with-offscreen-render.html
http://www.terathon.com/lengyel/Lengyel-Oblique.pdf
scratchapixel.com/lessons/3d-basic-rendering/perspective-and-orthographic-projection-matrix/projection-matrices-what-you-need-to-know-first
turiyaware.com/a-solution-to-unitys-camera-worldtoscreenpoint-causing-ui-elements-to-display-when-object-is-behind-the-camera
Chapters:
0:00 Introduction
0:25 Figuring out the cameras
1:41 Test world
3:09 Texture mapping
4:27 Trying to understand perspective divide
5:50 Optimization
6:50 Making a prettier test world
7:18 Teleportation, at last!
9:17 Fixing the flickering
10:00 Slicing
12:15 Oblique projection
13:31 Recursive portals
15:33 Outroduction
3D Models:
Plane: turbosquid.com/FullPreview/Index.cfm/ID/1041070
Car: turbosquid.com/FullPreview/Index.cfm/ID/1101519
Music:
"Twisting", "Lightless Dawn", "Frost Waltz", "Heart of Nowhere", "At Rest", "Spellbound", "In Your Arms", "Rynos Theme", and "The Builder" by Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 3.0 License
http://creativecommons.org/licenses/by/3.0
Music:
"The Other Side", "Hiding Your Reality", "The Deadly Roulette", "Twisting", "Phantom from Space", and "Half Mystery" by Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 3.0 License
http://creativecommons.org/licenses/by/3.0
Chapters:
0:00 Early animations
0:55 First steps with coding
2:46 The Java days
3:55 Entering the third dimension!
5:02 Discovering Unity
5:43 My first tutorial
6:21 I made some games
8:37 Back to tutorials
9:58 Coding Adventures
10:44 Outro
You can try the idea generator online here: seblague.github.io/ideagenerator
Project source:
The Unity project is available to patrons of the channel, so if you'd like to get access (or simply support me in creating more videos), you can become a patron here: patreon.com/SebastianLague
Music from filmmusic.io
"Darkling", "Twisting", "Inspired", and "Beauty Flow" by Kevin MacLeod (incompetech.com)
License: CC BY (http://creativecommons.org/licenses/by/4.0)
I was inspired to start experimenting with this after stumbling across the fascinating videos of @BenEater. If you found this video at all interesting, I'd highly recommend taking a look at his channel for some much more advanced stuff!
If you'd like to help me create more videos, you can support the channel on Patreon over here: patreon.com/SebastianLague
The source code for this project (console/game scripts + Unity music editor) is probably not of much interest to anyone, but you can take a look here if you want: github.com/SebLague/Monster-Console
LED control library:
http://www.wayoda.org/arduino/ledcontrol
Music from filmmusic.io
"Twisting" and "Perspectives" by Kevin MacLeod (incompetech.com)
License: CC BY (http://creativecommons.org/licenses/by/4.0)
Chapters:
0:00 Intro
0:17 Arduino Uno
0:37 Joystick Input
2:53 High Definition Display
3:29 Audio
4:36 Coding Some Games
6:05 Constructing the Console
7:53 It's Alive!
In this video I attempt to create clouds from code in the Unity game engine.
Project source (Unity, HLSL, C#) is now out of early access:
github.com/SebLague/Clouds
If you'd like to support the creation of more videos like this, please consider becoming a patron:
patreon.com/SebastianLague
Learning Resources:
http://killzone.dl.playstation.net/killzone/horizonzerodawn/presentations/Siggraph15_Schneider_Real-Time_Volumetric_Cloudscapes_of_Horizon_Zero_Dawn.pdf
http://www.diva-portal.org/smash/get/diva2:1223894/FULLTEXT01.pdf
http://patapom.com/topics/Revision2013/Revision%202013%20-%20Real-time%20Volumetric%20Rendering%20Course%20Notes.pdf
gamedev.net/forums/topic/680832-horizonzero-dawn-cloud-system
Assets:
Mouse flight: github.com/brihernandez/MouseFlight
Plane model: turbosquid.com/FullPreview/Index.cfm/ID/1041070
Music:
"Hypnothis" and "The Show Must Be Go" by Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 3.0 License
http://creativecommons.org/licenses/by/3.0
Notes:
I made a mistake at 2:12 in saying that the closest point is guaranteed to be inside the adjacent cells, it’s possible to get arrangements where the nearest point is two cells away orthogonally. This doesn’t seem to occur much as I never noticed any discontinuities in the result, but worth knowing.
Chapters:
0:00 Intro
0:56 Worley Noise
3:12 Image Effects
3:50 Raytracing... a Box!
5:14 Raymarching Cloud-ish Shapes
7:10 Light Scattering Theory
8:26 Mishap Montage
9:22 Final Code
9:44 Cloud Editor
11:31 Final Demo: Flying Through the Clouds
Links and Resources:
Project source: github.com/SebLague/Boids/tree/master
Boids paper: http://www.cs.toronto.edu/~dt/siggraph97-course/cwr87/
Points on a sphere: stackoverflow.com/a/44164075
Fish shader: github.com/albertomelladoc/Fish-Animation/blob/master/FishAnimation.shader and bitshiftprogrammer.com/2018/01/how-to-animate-fish-swimming-with.html
If you'd like to support the creation of more programming videos, I'd greatly appreciate your support on patreon:
patreon.com/SebastianLague
Chapters:
0:00 Intro
0:26 The three rules of being a boid
1:44 Obstacle avoidance
3:03 Getting sidetracked by spirals
6:12 Back to obstacle avoidance
6:55 Obstacle course and optimization
7:47 Swimming with the fishies
Music:
"Beauty Flow" Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 4.0 License
http://creativecommons.org/licenses/by/4.0
Links:
Compile C# at runtime: github.com/SebLague/Runtime-CSharp-Test
Project source (warning, total mess!): github.com/SebLague/Coding-Game
CRT effect - shadertoy.com/view/Ms23DR
If you'd like to support the creation of more programming videos, please consider becoming a patron here:
patreon.com/SebastianLague
Music from https://filmmusic.io:
"Half Mystery" by Kevin MacLeod (incompetech.com)
Licence: CC BY (http://creativecommons.org/licenses/by/4.0)
If you'd like to support the creation of more programming videos like this, please consider becoming a patron here:
patreon.com/SebastianLague
This video was inspired by Primer's series on evolution. I highly recommend taking a look!
youtu.be/0ZGbIKd0XrM
As many in the comments have said, if you enjoy this, you may want to check out equilinox, which is an entire game based around creating an ecosystem. It’s awesome. youtu.be/lHHpMn2UK6s
Source code:
The source for this video is a total mess, which I don't really want to share!
I'm working on a second part though, and you can find the work-in-progress code for that here: github.com/SebLague/Ecosystem-2/tree/master
Music from https://filmmusic.io:
"Inspired", "Deadly Roulette", and "Le Grande Chase" by Kevin MacLeod (incompetech.com)
Licence: CC BY (http://creativecommons.org/licenses/by/4.0)
If you'd like to support this channel, please consider becoming a patron here:
patreon.com/SebastianLague
Project files:
github.com/SebLague/Marching-Cubes
Learning resources:
http://paulbourke.net/geometry/polygonise
developer.nvidia.com/gpugems/GPUGems3/gpugems3_ch01.html
https://people.eecs.berkeley.edu/~jrs/meshpapers/LorensenCline.pdf
Chapters:
0:00 Intro
0:17 Algorithm explanation
3:27 Map editor
3:47 Procedural maps
4:30 Underwater world
Music from https://filmmusic.io:
"Hiding Your Reality" and "Floating Cities" by Kevin MacLeod (incompetech.com)
Licence: CC BY (http://creativecommons.org/licenses/by/4.0)
If you're enjoying these videos and would like to support me in creating more, you can become a patron here:
patreon.com/SebastianLague
Project files:
github.com/SebLague/Ray-Marching
Learning resources:
http://iquilezles.org/www/articles/distfunctions/distfunctions.htm
http://jamie-wong.com/2016/07/15/ray-marching-signed-distance-functions/#the-raymarching-algorithm
iquilezles.org/www/articles/smin/smin.htm
http://blog.hvidtfeldts.net/index.php/2011/09/distance-estimated-3d-fractals-v-the-mandelbulb-different-de-approximations
A little bonus visualization:
youtube.com/watch?v=0J8tKGjEE5Q
Music from https://filmmusic.io:
"Supernatural" and "Hiding Your Reality" by Kevin MacLeod (incompetech.com)
Licence: CC BY (http://creativecommons.org/licenses/by/4.0)
If you're enjoying these videos and would like to support me in creating more, you can become a patron here:
patreon.com/SebastianLague
The project is available here:
(updated version) github.com/SebLague/Hydraulic-Erosion
(version at time of this video) github.com/SebLague/Hydraulic-Erosion/tree/Coding-Adventure-E02
Raytracing article:
http://blog.three-eyed-games.com/2018/05/03/gpu-ray-tracing-in-unity-part-1
Compute shader resources I used:
reddit.com/r/Unity3D/comments/7ppldz/physics_simulation_on_gpu_with_compute_shader_in
http://kylehalladay.com/blog/tutorial/2014/06/27/Compute-Shaders-Are-Nifty.html
docs.unity3d.com/Manual/class-ComputeShader.html
Music:
"Le Grand Chase"
Kevin MacLeod (incompetech.com)
Licensed under Creative Commons: By Attribution 3.0
http://creativecommons.org/licenses/by/3.0
If you're enjoying these videos and would like to support me in creating more of them, I have a patreon page here: patreon.com/SebastianLague
Interactive demo: sebastian.itch.io/hydraulic-erosion
Full playlist here: youtube.com/playlist?list=PLFt_AvWsXl0ehjAfLFsp1PGaatzAwo0uK
The project is available here:
(updated version) github.com/SebLague/Hydraulic-Erosion
(version at time of this video) github.com/SebLague/Hydraulic-Erosion/tree/Coding-Adventure-E01
Resources:
https://www.firespark.de/resources/downloads/implementation%20of%20a%20methode%20for%20hydraulic%20erosion.pdf
http://ranmantaru.com/blog/2011/10/08/water-erosion-on-heightmap-terrain
You can get it from the asset store: assetstore.unity.com/packages/tools/utilities/b-zier-path-creator-136082
Or from github (updated more frequently): github.com/SebLague/Path-Creator
As a starting point, I used the path editor from my old tutorial series, which you can watch here: youtu.be/RF04Fi9OCPc
If you'd like to support me in creating more free stuff (tools, tutorials, etc.), you can do so here:
patreon.com/SebastianLague
ldjam.com/events/ludum-dare/43/the-resistance
Support the creation of more tutorials and get early access to new videos: patreon.com/SebastianLague
Source code: github.com/SebLague/Poisson-Disc-Sampling
Support the creation of more tutorials and get early access to new videos: patreon.com/SebastianLague
Get the project files for this episode:
http://github.com/SebLague/Procedural-Planets
Support the creation of more tutorials and get early access to new videos: patreon.com/SebastianLague
Get the project files for this episode:
http://github.com/SebLague/Procedural-Planets
Note:
Two issues have been pointed out which I'd like to address: (will add these fixes at end of next video)
1) changing resolution causes uv out of bounds error. This can be fixed by checking mesh.uv.Length == uv.Length before assigning the uvs in ConstructMesh method.
2) biome colours appearing in wrong places when zoomed out (on certain devices). To fix this, mipmaps need to be disabled on the planet texture. In the ColourGenerator, replace with:
texture = new Texture2D(textureResolution, settings.biomeColourSettings.biomes.Length, TextureFormat.RGBA32, false);
Support the creation of more tutorials and get early access to new videos: patreon.com/SebastianLague
Get the project files for this episode:
http://github.com/SebLague/Procedural-Planets
Support the creation of more tutorials and get early access to new videos: patreon.com/SebastianLague
Get the project files for this episode:
http://github.com/SebLague/Procedural-Planets
Editor scripts:
github.com/SebLague/Procedural-Planets/tree/master/Procedural%20Planet%20Hide%20Editor
Support the creation of more tutorials and get early access to new videos: patreon.com/SebastianLague
Noise script:
github.com/SebLague/Procedural-Planets/blob/master/Procedural%20Planet%20Noise/Noise.cs
Get the project files for this episode:
http://github.com/SebLague/Procedural-Planets
Support the creation of more tutorials and get early access to new videos: patreon.com/SebastianLague
Get the project files for this episode:
http://github.com/SebLague/Procedural-Planets
Support the creation of more tutorials and get early access to new videos: patreon.com/SebastianLague
Get the project files for this episode:
http://github.com/SebLague/Procedural-Planets
Please note that this series will not be covering level of detail or collisions, the goal is simply to generate some interesting-looking planets.
Support the creation of more tutorials and get early access to new videos: patreon.com/SebastianLague
Download the data here (see readme for more info on loading):
github.com/SebLague/Mnist-data-numpy-format
Code:
github.com/SebLague/Neural-Network-python
I owe a lot to this excellent online book on neural networks:
http://neuralnetworksanddeeplearning.com
Support the creation of more tutorials:
patreon.com/SebastianLague
Note: at 2:31 the second bias vector should only have two rows, not three.
Code:
github.com/SebLague/Neural-Network-python
I owe a lot to this excellent online book on neural networks:
http://neuralnetworksanddeeplearning.com
Learn more about weight initialization:
http://cs231n.github.io/neural-networks-2/#init
(note: numpy.random.randn and numpy.random.standard_normal are functionally equivalent, the latter just takes a tuple for the shape parameter).
Support the creation of more tutorials:
patreon.com/SebastianLague
paypal.me/SebastianLague