Math behind shaders - Depth, Edge and Toon shading in Godot
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Tags: game-development
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The production quality could be improved; there were times where important words got cut off. The video felt rushed as well. You could take more time to explain the Sobel operator. I loved the motivation and and novelty in this video. I have not watched a math video explaining topics in computer graphics in such simple terms. Well done!
Extremely fast explanations and glitchy visuals, especially for a middle-school audience. By the time it was over, I kind of forgot what just happened?
The underlying math and explanation does seem correct, and it’s clear you have a great enthusiasm for this topic. I would primarily focus on slowing down, leading us through your explanations and examples, and letting us sit with the information you are giving us.
This video contained some interesting information about colouring in games. However it was too fast to really convey any meaningful information to the viewer.
It would benefit from being slowed down and simplified.
Nice video which gives a wide overview in the ways maths can be used in game development. I like the brevity of the video, but because it’s so short it would’ve been nice to go more in-depth on a single example. For example, I thought the “Toon shading” was really interesting, and it would be cool if you showed how the looks of things change as you vary different parameters. This would give me a better sense of how the mathematics is actually effecting the outcome.
Congrats on your entry!
I liked the animation and the motive behind the video was clear however the video is too fast and doesn’t go in depth into the math. It would be overwhelming for someone with no knowledge on graphics or image processing.