Infinite Map - Better Explanation

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  • čas přidán 21. 08. 2024
  • this is a video with a better explanation of how the infinite map works since I wasn't too proud of the last explanation
    beta release: github.com/Mee...
    discord: / discord
    patreon: / meegmod

Komentáře • 418

  • @olegmoki
    @olegmoki Před rokem +948

    Explaining your technology with your other technology (infinite map with seamless portals) is kinda clever

    • @stanleybochenek1862
      @stanleybochenek1862 Před rokem +30

      yep it's like reverse engineering ufos

    • @thevoid6969
      @thevoid6969 Před rokem +3

      perfect advertising

    • @patrxgt9691
      @patrxgt9691 Před rokem +1

      Seamless portals and playing with object properties aren't really new thing. Same things were used in games like Duke Nukem 3D or first DOOM. He just took old tech and made something new with it.

    • @olegmoki
      @olegmoki Před rokem +4

      @@patrxgt9691 i mean yeah, but he used his own mod, that's what i wanted to say

    • @GTA6ReleasesDec2024
      @GTA6ReleasesDec2024 Před 7 měsíci

      its not clever, he literally stole my mod

  • @yyzttr6306
    @yyzttr6306 Před rokem +797

    Can we have a realistic simulation of Atoms and particles next?

    • @shawermus
      @shawermus Před rokem +78

      Actually this isn't *so* difficult.
      The two problems is:
      1 - to be fully "realistic" They should be so small you couldn't see them
      2 - making 2-10 atoms isn't that big of an issue. However making ENTIRE OBJECT out of them is something ridiculous for current technology

    • @yyzttr6306
      @yyzttr6306 Před rokem +33

      @@shawermus "Mee" is god, he will find a way

    • @CturiX.IREALLY
      @CturiX.IREALLY Před rokem +4

      he had the water physics, but it was pretty limited thanks to how source processes

    • @JeffarryLounder
      @JeffarryLounder Před rokem +13

      That would essentially be a 1 frame per year simulation at that point.

    • @Matu833
      @Matu833 Před rokem +3

      ​@@shawermus ☝️🤓

  • @npc_citizen9276
    @npc_citizen9276 Před rokem +332

    You should add a feature to change the player's id to teleport to another chunk so, let's say you can teleport to your friend who is a lot of chunks away.

    • @unimox3343
      @unimox3343 Před rokem +4

      use ulx

    • @npc_citizen9276
      @npc_citizen9276 Před rokem +71

      @@unimox3343 either you didn't watch the vid or you don't know how ulx works.

    • @rico-228
      @rico-228 Před rokem +29

      @@unimox3343 it will teleport to your invisible friend, in the chuck youre in

    • @alecz3843
      @alecz3843 Před rokem +13

      @@npc_citizen9276 They detoured getpos and set pos so it should work

    • @npc_citizen9276
      @npc_citizen9276 Před rokem

      @@alecz3843 doesn't work for me for some reason.

  • @gustavonomegrande
    @gustavonomegrande Před rokem +137

    Basically, you made the players loop inside the main box (cell, dimension x0 y0 z0) and stores how far from the main box to avoid colision and render on the right distance.
    Dude made turned the 3D map to 4D and stacked it to be 3D again.

    • @dadutchboy2
      @dadutchboy2 Před rokem +7

      how is that 4d

    • @gitarkatili
      @gitarkatili Před rokem +2

      ​@@dadutchboy2 if its not 4d, what d then?

    • @dadutchboy2
      @dadutchboy2 Před rokem +7

      @@gitarkatili 3d, no extra dimensions required

    • @samuels1123
      @samuels1123 Před rokem +24

      @@dadutchboy2 Well technically it might be 6D.
      You have the 3D coordinates for source physics, and 3 additional coordinates for the infmap collision logic.
      This 'additional' coordinate set could be itself considered a 3D space where shift in position moves between 'regular 3D' cubes
      A way to imagine it is to have the standard "x,y,z" and then the extra "a,b,c"
      An object at (3,7,4),(0,0,0) can collide with an object at (3,5,2),(0,0,0) but not an object at (3,5,2),(1,0,0)
      This is what Mee was getting at with the colors, representing the additional dimensions as RGB, making "(x,y,z),(r,g,b)"

    • @samuels1123
      @samuels1123 Před rokem +4

      @@dadutchboy2 Yeah modulo is a thing but you're still not using one infinite volume, space is still being wrapped in the additional dimensions

  • @chazz634
    @chazz634 Před rokem +256

    What a great explanation! You just created the biggest magic trick ever in GMOD.

  • @peluchefps
    @peluchefps Před rokem +125

    Welcome everyone to another episode of "quantum physics in GMod"

  • @amyonthenet
    @amyonthenet Před rokem +62

    This is quite literally one of the most amazing things i've seen, i cannot wait to see the things that will be achieved using this base

    • @xxxod
      @xxxod Před rokem +2

      wish we had this 7 years ago, but better than never

    • @CrAzYpotpie
      @CrAzYpotpie Před rokem +9

      @@xxxod 7 years ago? I wish source had this 16 + years ago (looks at mod I worked on for over a decade in the corner that was constantly hitting the source engine map limit with the crazy momentum possible, so much so that I modified all of the game to make the player 1/4th the size to allow for 4 times the map size.) I am sad.

    • @Erkle64
      @Erkle64 Před rokem +1

      @@CrAzYpotpie Same. Pretty much exactly 16 years, I think.

    • @JesusLopez-hb2fh
      @JesusLopez-hb2fh Před 2 měsíci

      Literally 2000+ Multiverses

  • @lizardy2867
    @lizardy2867 Před rokem +30

    Hand puppets with Mee is now my new favorite TV show.

  • @Kevdama1
    @Kevdama1 Před rokem +28

    Essentially multiple "dimensions" of the same area, and you can only interact the items in your same dimension, but it looks like those other dimensions are next door

  • @cgbreeki849
    @cgbreeki849 Před rokem +120

    This is seriously amazing. You did a good job explaining it too. Also, why are the teleporting boundaries (where the “seamless portals” are) not located at the actual boundaries of a maximum sized hammer map? Like, why is the black square not the same size as the blue square?

    • @Meetric1
      @Meetric1  Před rokem +123

      imagine a fast moving contraption passing through the portal, it needs some "wiggle room" in order to not hit the source boundary since the physics calculations run more often than the teleport calculations

    • @cgbreeki849
      @cgbreeki849 Před rokem +25

      @@Meetric1 Got it. Thanks!

  • @Gravy_Guzzler
    @Gravy_Guzzler Před rokem +62

    so basically you set a boundary that teleports you to the opisite side but when that happens data keeps counting as if you didnt teleport and then that data pulls of a super illusion

    • @taffyadam6031
      @taffyadam6031 Před rokem +1

      *off

    • @Gravy_Guzzler
      @Gravy_Guzzler Před rokem +3

      @@taffyadam6031 yeah, i just fast, not acurate

    • @ocoolwow
      @ocoolwow Před rokem +3

      @@Gravy_Guzzler spoiler no one knows or cares how fast you type, but they do notice problems...

    • @Gravy_Guzzler
      @Gravy_Guzzler Před rokem +1

      @@ocoolwow true

  • @Stefanutsu
    @Stefanutsu Před rokem +10

    Thank you so much for adding an accurate representaiton of Scotland to the popular game Garry's Mod!

  • @K-Anator
    @K-Anator Před rokem +14

    Homeboy just added layers from Photoshop to VHE.
    Damn son.

  • @fahnkymuncke7439
    @fahnkymuncke7439 Před rokem +20

    cool! me and my friend used to shoot crossbolts into the void in the earlier versions and see glimpses of it teleporting.

  • @cgbasic808
    @cgbasic808 Před rokem +4

    you make me feel younger again, explaining, and me understanding. 😊

  • @datanon3059
    @datanon3059 Před rokem +34

    I've just been describing this to friends as "It's like super mario 64's infinite parallel universes, but with a bunch of extra code to make them all different". Obviously that's not a fully apt comparison but it's close enough for most people.

    • @xproflipscarab
      @xproflipscarab Před 7 měsíci +2

      I get what you're going for but I don't think that's necessarily a close comparison other than the illusion it produces.
      Iirc M64's parallel levels are a symptom of the engines math/memory overflowing which produces "physical" or mathematical duplicates of certain properties of the geometry.
      Where in this case the infinite level is a complete illusion, the whole "infinite" level is contained in finite space. The only wizardry going on here is the ingenious way he manipulated the renderer to create the illusion.
      All of the objects within the engine are all in normal space within their own "collision groups"
      Please correct me if I'm wrong about M64 😊

  • @bostilhorrorstory
    @bostilhorrorstory Před rokem +8

    you just made a new era of possibilites to the gmod, great job, i can imagine this becoming something even more greater in future, or people transforming your idea into something like a real space where you can go from a planet to planet, simulating galaxy, maybe im dreaming too much but who knows,
    there was another dude that did the same thing a time ago but he discontinued the project sadly, again GOOD JOB alright and hope to see more updates from this

  • @dandyherdiyana
    @dandyherdiyana Před rokem +2

    It feels really good when I guess right about how it basically work

    • @mka290
      @mka290 Před rokem

      Согласен

  • @vlad980
    @vlad980 Před rokem +11

    5:17 MY MAN

  • @Resbertionist_Worker
    @Resbertionist_Worker Před rokem +7

    I would say very good work should have been quite the challenge to put all this project on stable legs. But here it is! I'm glad there's finally someone who made something like this in Gmod.

  • @AllTheOthers
    @AllTheOthers Před rokem +4

    That is somehow ridiculously simple and complicated. Code is fantastic, I bet this took forever.

  • @3Dshmish
    @3Dshmish Před 6 měsíci +1

    This is awesome work! Reminds me a lot of the "phase" system used in popular MMOs like WoW, and the teleporting system as a beautiful quad tree.

  • @user-ci2cn2hi2l
    @user-ci2cn2hi2l Před měsícem

    Honestly, this surprises me more than a truly endless map.

  • @fredspreadem5638
    @fredspreadem5638 Před rokem +128

    So in other words, this works because Source can still render objects and geometry past the physical boundary, but the Player cannot interact with any of them.
    To make Players interacting with said out-of-player bounds objects and geometry possible, you instead move the entire world, with the Player more or less remaining in the same cell/cube/chunk in which he spawned the entire time, rather than the opposite and default, a.k.a. moving the Player around in the world.
    Would this be an accurate summary?

    • @Meetric1
      @Meetric1  Před rokem +47

      sounds about right

    • @zikrizikriofficialchannel7108
      @zikrizikriofficialchannel7108 Před rokem +10

      @@Meetric1 guys if this base mod...😐
      I would wanna see all ARMA Maps ported to gmod😂😂🤣🥶😏

    • @Sir_Bone-Head
      @Sir_Bone-Head Před rokem +6

      That kind of reminds me of what people did with porting Mario from Mario 64 into Gmod and Minecraft.

    • @Pekter
      @Pekter Před rokem +1

      Futurama spaceship tech!

    • @lonelystarslibrary9326
      @lonelystarslibrary9326 Před rokem +3

      That's literally how Star Trek's Holodeck works and i love it

  • @gizyz1366
    @gizyz1366 Před rokem +10

    What happens in multiplayer and people walk in different directions... I'd imagine the "visual map" kinda changes for each and every person but while I don't know much about gmod just HOW

    • @LikeTheBirb
      @LikeTheBirb Před 4 měsíci

      So each person has a copy of each object in their cell but only the objects that match the location tag are enabled. The rest is graphics rendering

  • @Triffgits
    @Triffgits Před rokem +16

    this is a really dope idea, do you imagine expanding on this or offering tools for others to develop content that supports this?

  • @funnyguy509
    @funnyguy509 Před 6 měsíci +1

    gmod back in the day: look barney is drunk
    gmod now: look guys i recreated 1 to 1 copy of italy

  • @thefurryworld
    @thefurryworld Před rokem

    guy ! you have just created the very definition of the 4th dimension!

  • @skuxsaint_4386
    @skuxsaint_4386 Před rokem

    Bro explained this better than my physics teacher.

  • @ThomasMartin-nb8qt
    @ThomasMartin-nb8qt Před 8 měsíci

    I wanted to do this years ago for a pirates of the Caribbean type map. I had thought about doing stuff this way from the old bunny hop servers with their anti-grief mechanisms. You've really outdone yourself, this is excellent work and it honestly keeps alive a very ancient game. Good work bud!

  • @somerandomcreator7211
    @somerandomcreator7211 Před rokem +3

    incredible explanation, and im not the best at understanding this kind of stuff but you made it really easy

  • @pangake
    @pangake Před rokem +5

    Cells. Interlinked.

  • @randomcommenter10_
    @randomcommenter10_ Před 7 měsíci +1

    This really reminds me of the Tardis and Safe Space addon which also uses portals to teleport you to different parts of the map which gives the illusion of bigger on the inside

  • @tschichpich
    @tschichpich Před 6 měsíci

    That's a super smart idea. Great work

  • @chezvik
    @chezvik Před rokem +1

    me watching mee explain to me some 4d philosophy

  • @Oilcommunist
    @Oilcommunist Před rokem

    Dude you are legend, you did something no one could do. This technology is one of the biggest gmod comunity achievement. I know the technology can seem raw, but it's still beautiful.

  • @IdealIdeas100
    @IdealIdeas100 Před rokem +1

    This is kinda like the 4th Dimension.
    Everything stays in the same place but youre changing where you are in the 4th dimension

  • @NeonKrystals
    @NeonKrystals Před rokem +3

    the way you explained this was absolutely adorable :D

  • @user-mw7lp1hp8e
    @user-mw7lp1hp8e Před 9 měsíci

    Dude really made a toaster into a railgun. Like for that, for sure.

  • @itsandyfs
    @itsandyfs Před rokem

    im not even into gmod's stuff but this was a terrific explanation, this is such a crazy good project, oustanding

  • @StephenMinkin
    @StephenMinkin Před 7 měsíci

    Neat idea. Good organization concept for handling extremely large maps.

  • @adricklynn8882
    @adricklynn8882 Před rokem

    Hey this is really neat I would absolutely watch an hour long explanation of this concept with a look at the code. Really cool stuff!

  • @marioood
    @marioood Před 3 měsíci

    love this so much.... i remember wanting to make something similar to this, but just with basic teleport triggers and 3d skybox stuff instead of fancy code

  • @cuberancher4479
    @cuberancher4479 Před rokem +3

    So you are sort of like polarizing props and players so they are only interactable if they share the propety of being on that same polarized version of the map. But really all props and players reside in the same space, just selectively obscured or made visible and interactable when appropriate. However I'm wondering, if the map itself contains different geometry and places to collide, are those "polarized" too or is it limited to just props and players?

  • @Blap7
    @Blap7 Před rokem +5

    this makes a lot of sense. so if i understand, all chunks of the map are split and "consolidated (?)" into source map boundaries.
    Each chunk is rendered at an appropriate position similar to how skyboxes work, including entities, but collisions are disabled for chunks that the player is not in, and the player us teleported like kleiner and is shown different chunks and collisions.
    Did i get it right?

  • @CyrilNeko
    @CyrilNeko Před rokem

    "But first we need to talk about parallel universes"...
    ( iirc, in the pannenkoek2012 video, he was going in copy of the map where he could collide with objets without being able to see them. )

  • @Nacho_De
    @Nacho_De Před rokem

    this is freaking mind blowing

  • @RedRanger-ll7hx
    @RedRanger-ll7hx Před rokem +2

    Now you're really thinkin with portals!

  • @sak-superagentkaboom5968
    @sak-superagentkaboom5968 Před 4 měsíci +1

    Well now i forgot how physics work.

  • @fontom6402
    @fontom6402 Před rokem

    When the release comes, my friend and I will explore these vast expanses

  • @c02c02
    @c02c02 Před rokem +1

    more like a spatial hall of mirrors (which people actually usually call "infinity rooms")!

  • @calillusc4715
    @calillusc4715 Před 6 měsíci +1

    So there's like a million things inside one chunk... But each chunk we visit... The other objects have collision on.

    • @LikeTheBirb
      @LikeTheBirb Před 4 měsíci +1

      exactly only the stuff with the same chunk location tag is enabled

  • @gekinatracksuit9710
    @gekinatracksuit9710 Před rokem

    5:18
    your friends have good taste in games

  • @sec6351
    @sec6351 Před rokem +1

    The Khan Academy of GMOD

  • @chitan1362
    @chitan1362 Před rokem +1

    Kind of not related to the video, but I would love to see a sandbox game built from the complete ground up. And not even like s&box, but a custom, open-source engine built specifically for a "do whatever you want" kind of game. Just imagine the possibilities.
    there used to be something someone was making called "Pragma Engine", but I don't think that ever went anywhere, but it had really awesome native features such as softbodies, ray-traced audio, importing external assets in gameplay on the fly, and so on.

  • @nc_silly
    @nc_silly Před rokem

    In a way, this is really adorable for some reason.

  • @MathewRYF
    @MathewRYF Před rokem +1

    I'd love to take a crack at finding a way to incorporate navemesh generation into this infinite map generation. The way you described how the data was added to the 'client' in your example makes me wonder if that same data can be used to make a navmesh for each "box". At least, each box where a navmesh would be relevant.
    Take my idea with a grain of salt, though. I'm not a programmer (yet :D) so I don't have a real perspective on how this kind of thing would look in a real scenario.
    Maybe after I've gotten through my programming classes over the course of the next year I'll understand better xD

    • @Meetric1
      @Meetric1  Před rokem +4

      well since every area occupies the same place I would imagine navmeshes would break

  • @charmyzard
    @charmyzard Před rokem

    Man's gonna get hired at VALVe at this rate.

  • @FissionMetroid101
    @FissionMetroid101 Před 7 měsíci

    This is absolutely ingenious

  • @Chris-re3lv
    @Chris-re3lv Před 7 měsíci

    I have seen something like this, and thought of the concept of a spatial treadmill. You are always in the same spot, but the topography will still change.

  • @clusterflood
    @clusterflood Před rokem

    this is how i imagine the 4th dimension working; different cells with 3d slices of volume, like a 3d object having slices of 2d area
    so when you're moving through the W axis you're basically moving through these 'cells'

  • @Eles322
    @Eles322 Před rokem

    Hi from Shurikworld! You realy did a great work! :3

  • @mnichu201
    @mnichu201 Před rokem +7

    How does this work with hitscan? Can you shoot someone who is in another chunk?

    • @lennybjorowitz4256
      @lennybjorowitz4256 Před rokem +4

      it probably won't at the moment, judging from his usage of the teleporting crowbar sweep which is basically a invisible bullet that teleports you to the spot it hits.

    • @alecz3843
      @alecz3843 Před rokem +5

      Traces work across chunks but the bullet trace does not but he said he would try to make it beable to go across chunks. Projectiles however can still go across chunks

  • @Mahashiii
    @Mahashiii Před 7 měsíci +4

    oh well whatever, I bet it can't render the entire observable univer- oh wait

    • @Shnking114
      @Shnking114 Před 7 měsíci

      Yeah dude some did this in gmod... 2048 universes... each of them got an parameter of about 880.000.000.000.000.000.000.000.000.000 km
      Name of that mod which uses this mod is 1:1 Multiverse and its for gmod 😂
      So ... He fucking did it 😅

    • @Shnking114
      @Shnking114 Před 7 měsíci

      Ps: u need an NASA Computer for this shit

    • @Mahashiii
      @Mahashiii Před 7 měsíci

      @@Shnking114 well, yeah Ik
      I saw Charlie's vid and decided to see how it actually works... its crazyyy
      I saw comments saying 'I bet it can't do ____ though'
      And I wrote that comment. Crazyyy shit dude

  • @tylo.X
    @tylo.X Před 8 měsíci

    love how the players are just npc faces cubes

  • @carville767
    @carville767 Před rokem +1

    I'm a pretty abstract thinker but this here just fucked my brain pretty hard. Absolutely amazing engineering! It reminds me to the movie "Cube 2: Hypercube" for some reasons. I need some time to fully understand this, but I will spend it because it's so awesome. Well done!

  • @btarg1
    @btarg1 Před rokem

    Something about this reminds me of Super Mario 64 speedrunning videos.

  • @goon-705
    @goon-705 Před rokem +4

    Now I'm curious how this would work with npc's, probably not at all, but an interesting thought anyways.

    • @debugempty
      @debugempty Před rokem +7

      It kinda works. The main problem is that they can't move as generating a navmesh is impossible

    • @alecz3843
      @alecz3843 Před rokem

      DRBase works alright

    • @goon-705
      @goon-705 Před rokem +1

      @@debugempty Literally just echoing what I said but yeah. I imagine a different kind of navigation system could work but that would require implementing said system into source which would be a mess of it's own.

    • @debugempty
      @debugempty Před rokem +3

      @@goon-705 I think all you could do is some actual like machine learning because Source only likes when it's pre-generated.

    • @goon-705
      @goon-705 Před rokem

      @@debugempty Echoing what I said again but yeah.

  • @sandermur5613
    @sandermur5613 Před rokem

    my man's a genius, you've earnt yourself a new subscriber.

  • @Akiko_Himenokouji
    @Akiko_Himenokouji Před měsícem

    just like the holodeck in startrek ! genious!

  • @DaddyFrosty
    @DaddyFrosty Před rokem

    I was gonna do something similar to this ages ago, except I was gonna stack 4 pieces of the map on different Z positions and then seamlessly TP between them with portals but you one upped me lmao, great shit

  • @viffur
    @viffur Před rokem

    Such complex things in such simple words
    Thank you ♥

  • @dutton2666
    @dutton2666 Před rokem

    You’re a wizard harry

  • @BetaTester704
    @BetaTester704 Před rokem

    This is something ive considered adding to my own game.

  • @BayAreaPolice
    @BayAreaPolice Před rokem

    That's actually awesome and interesting

  • @hety1347
    @hety1347 Před rokem

    Short explanation: the map uses portals and makes it so your client renders props, entities, etc farther than they really are.

  • @bloomingpain-flower7074
    @bloomingpain-flower7074 Před rokem +3

    His said "Cells"?, interlinked! But if be serious, okay, I kind of get how this works, we don't really move from the objects (map) we only move from the first image of the objects (map) while in reality we walk again and again throught the invisible non-coladable objects (map), as first image stays further and further. But here is my question: if real objects can only be placed on the real (primary) map and everything else is the illusion, will you be able to place new objects in the distance (far enought from the starting point (real primary map) ) with the possibility of reaching them, because there is no distance, the map is only one. If of course I understood this correctly.

    • @Meetric1
      @Meetric1  Před rokem +1

      yes, what ive done is basically "detour" or kind of "intersect" when props are created to work with my chunk system. if you were to place a prop at position (100000,0,0) my code would interject and go "ok thats exactly 100 chunks from spawn, dont alter its actual position... only change its cell position" if u kinda get what I mean

  • @schnackebums
    @schnackebums Před rokem

    That's incredible! Really clever concept

  • @raxater
    @raxater Před rokem

    Bro single handedly created Source Engine 3

  • @ChinkyChickenxx
    @ChinkyChickenxx Před rokem

    Absolute genius

  • @damson3413
    @damson3413 Před 7 měsíci

    as someone with a very rudimentary/basic understanding of some complex physics and science, this feels like it's tickling the part of my brain that knows about relativity and stuff like higher spatial dimensions potentially existing and not being perceptible because they're "folded up"
    like, what if travelling along a geodesic in what we think is a flat spacetime, is actually travelling along a curved spacetime with a distance related phase shift that we think of as a larger distance between those points because of some equivalent phenomenon as seen in the video? when really, there's a lot of stuff occupying the same space, it's just that most of it you can't interact with directly in that way because of the difference in phase, which we perceive as distance in 3 dimensions.
    ahh, I just realized why, because hidden variables aren't a thing in reality, the information about state and configuration has to be stored somewhere and that'd be something we can observe or measure somehow.

  • @fontom6402
    @fontom6402 Před rokem +1

    Mee you genius!

  • @VirusTechKEKW
    @VirusTechKEKW Před 7 měsíci

    Send this to Neil deGrasse Tyson and watch him exploding about parallel universes

  • @sergeykizin6101
    @sergeykizin6101 Před rokem

    Nice, thanks you for explanation!

  • @1Dominic1
    @1Dominic1 Před rokem

    as someone who takes allot of interest in this kinda stuff, this is pretty neat.

  • @ottoes8098
    @ottoes8098 Před 5 měsíci +1

    Theres a problem where if you detonate a nuke in another chunk you still see and take damage from the nuke if it were in your chunk. I dont know if it can be fixed but it would be cool if you could test powerful nukes from a safe distance in an infmap because in a normal map you cant escape the blast even if the nuke and you are on opposite sides of the map.

  • @1x1boop28
    @1x1boop28 Před rokem

    This source engine magician probably can get a job at valve.

  • @Veegs.
    @Veegs. Před rokem

    soooo so hugebrain. been playing gmod since 9 and there have been a lot of really great breakthroughs but this might just take the cake.

  • @MichaelKoopa
    @MichaelKoopa Před rokem

    the fuck, you just taking is making my mind melt. holy shit your voice is great

  • @NagaGaming76
    @NagaGaming76 Před rokem

    This would be awesome for the stranded gamemode

  • @YungGeery
    @YungGeery Před 11 měsíci

    I'm so damn impressed.

  • @MrBrigadierArchived
    @MrBrigadierArchived Před 10 měsíci

    that's just "wow!" And my thoughts about terrain is that every terrain is placed in one place, but how you set up the visibility and colliding, so you do for terrain to "separate" it the same way with a possible playing with the scale of everything.... But damm, when I saw the GTA SA map, I could not believe my thoughts were actually true...

  • @ItsPorkroll
    @ItsPorkroll Před rokem

    This is such a cool concept!

  • @kean4218
    @kean4218 Před rokem +1

    Very well explained video I was just curious how does the terrain that further out seamlessly rendered if you will and how does the add-on know where the terrain(the mountains for example) is despite the player never entering the area.

  • @aikisustin3094
    @aikisustin3094 Před rokem

    Damn bro you got the full juice

  • @digsnbones
    @digsnbones Před rokem

    To be completely honest I have no idea how I got here but I enjoyed it none the less

  • @muchtoodog
    @muchtoodog Před rokem

    what really gets me is them C L O U D S

  • @mansiselyn
    @mansiselyn Před rokem

    TLDR, you recreated minecraft in GMOD, but each chunk is really big

  • @hladych3847
    @hladych3847 Před rokem

    Pure magic. Good work

  • @johnmm.
    @johnmm. Před rokem +1

    this is gonna be perfect for testing out bombs

    • @ylevision7088
      @ylevision7088 Před rokem +1

      The problem is that the particle effects of the bombs won't be offset, which means even if the bomb explodes 10 chunks away from you, it will still *appear* as if it exploded in the chunk you are in. I really hope mee or perhaps Will manages to implement particle offsets.

    • @wuspoppin6564
      @wuspoppin6564 Před rokem +2

      @@ylevision7088 ain't the thruster flame effect a particle? The one shown in the video

    • @ylevision7088
      @ylevision7088 Před rokem

      @@wuspoppin6564 Unfortunately that's an effect. My understanding is that an effect with an actual origin works, but not if it's just spawned in the world. I hope it get's fixed, as it currently feels unfinished.

    • @johnmm.
      @johnmm. Před rokem

      @@ylevision7088 the video after this has him testing out hbombs on the map and it works really good

    • @ylevision7088
      @ylevision7088 Před rokem

      @@johnmm. That's only after that video. When you wrote this comment, bombs didn't work. But yeah, that new update is really cool. Even particles work, kinda.