The Cherno discusses the future direction of Hazel 2D, focusing on building a comprehensive 2D game engine instead of 3D.
Key Takeaways
- Hazel 2D focuses exclusively on 2D game engine development, dropping 3D rendering and physics.
- The full Hazel engine remains 3D and is developed separately with a team.
- The game engine series aims to deliver a complete, production-ready 2D engine for shipping games.
- Teaching full 3D engine development in a video series is impractical due to complexity and time.
- Benchmarking against high-quality 2D games like Hollow Knight guides the engine's feature set.
Summary
- The Cherno explains the shift in focus for the Hazel game engine series to Hazel 2D, emphasizing 2D over 3D development.
- Hazel 2D will not include 3D rendering or physics, but will retain 3D space concepts like coordinates and camera control.
- The full Hazel engine developed with a team remains 3D and available to patrons, separate from the game engine series.
- The decision is motivated by the complexity and time required to teach and develop a full 3D engine in a video series format.
- The goal is to create a polished, production-quality 2D game engine capable of shipping complete games.
- The Cherno references games like Celeste and Hollow Knight as benchmarks for the quality and complexity of 2D games he aims to support.
- The series will cover all major systems needed for a 2D engine, including rendering, scripting, physics, and audio.
- The scope reduction aims to make the series more manageable and useful for viewers interested in 2D game development.
- The video is structured with chapters for easy navigation and detailed planning of the remaining series content.
- The Cherno addresses potential viewer concerns and explains the rationale behind the strategic shift.
Chapters
- 00:00Introduction and Future Direction of Hazel
- 04:07Scope and Focus on 2D vs 3D
- 08:27Goals for Hazel 2D and Benchmark Games
- 12:39Rendering and Asset Management
- 20:42Scripting and ECS Integration
- 24:49Physics and Mathematical Foundations
- 33:42Editor Features and Undo/Redo Systems
- 38:20Save Systems and Game Progress
- 45:46Audio and Sound Integration
- 50:11Hardware Support and Optimization











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