Engineer 1: So we need to make a bridge over this gap. Any ideas? Engineer 2: Yeah so I was thinking we can use some hydraulic pistons to stretch some springs connected to some steel in a star shape pattern which will generate a lifting force for some reason lol so the cars can fly over. Engineer 1: wtf?
It's not really a lifting force, my bet is that the game reads gravity, does the math for object spin (I think gravity might be calculated as objects local axis not global so object rotation would also rotate gravity) and then does velocity math therefore the angle at which gravity works gets thrown around almost randomly, it might even be possible to control that and make a "gravity drive" but that's just a theory.
@@harlisviikmae6240 If gravity's pulling force was always perpendicular to the object, flipping a car upside down (or a piece upside down) would make it go up. You don't see this. And it would actually require more work to make gravity's pulling force perpendicular to the object, so it's pretty much impossible to do that by accident, and there's no reasonable reason to do that.
@@harlisviikmae6240 That makes no sense. I've made physics engines before, and making gravity always perpendicular to an object would cause weird effects, there's no way around it. And it happening within a physics timestep at a certain time (Only possible if half the physics engine is in a separate thread than the other half, and it isn't, because that makes no sense at all.) wouldn't affect anything, unless you managed to get it so out of time as to make the calculation of forces happen after the object's position has been updated, and that would just cause half of it to completely freeze in place for a frame and negate the rotational motion of the "wheel".
This is possibly my favorite polybridge video yet, I love watching the process of you turning something seemingly uncontrollable and bizarre into a relatively stable working mechanic
So here’s what I think is happening with the slow falling engine: (This is entirely speculation, idk how Polybridge calculates physics but I am a game dev so take this as you will) Collisions are extremely annoying to calculate accurately. Even the best physics engines will usually break when objects go so fast that they pass by each-other in a single frame and the collision doesn’t have time to happen. So to fix this, a lot of games (probably including Polybridge) have a maximum velocity for moving objects. The glitch engine created here just so happens to spin so fast that parts of it hit the velocity cap. When the engine falls, the downwards velocity from gravity can’t be properly applied to any parts of the engine that are already moving downwards, since it gets eaten by the velocity cap. This essentially means that gravity doesn’t exist for any parts of the engine which are moving downwards, lowering the overall effect of gravity on the engine. (The engine still falls slowly because any parts that aren’t moving downwards still get the proper downwards velocity.)
So what you're saying is the spinning parts go so fast that all the direction components of the net force cap out at a shared fixed limit, meaning the down force is no longer greater. Although, it seems to not be going down with force, but constant velocity instead. Perhaps all the forces do cancel out as described, but only for some frames in a repeating sequence, with other frames involving gravity being dominant again, it just only gets to accelerate and then move stuff for its frames, before that speed is then reset on the glitched frames. And then for the ability to move left or right, that just seems to be a result of drag not existing and there being momentum from pushing off the ledge.
Very interesting idea. I think it checks out. It even explains why it is slowly sliding down at a constant speed rather than accelerating downward as it should.
*bing bong* this is captain Captain speaking. Please fasten your seatbelts. our engines are rotating in the right direction so we are gonna take off now
Ha! I just beat poly bridge last week and I'm slowly working through the campaign of poly bridge 2. Meanwhile RC's over here making freaking gliders by exploiting gravity glitches. Amazing stuff as usual, Captain!
My favorite quote: any dope can make a bridge, only an engineer can make a bridge that barely stands Reid: you mean a plane? Me: No a bridge Reid: So, a plane.
There's a bug that works great for this. you basically have steel beams outwards forming a ring (with the outer nodes as close as possible to each other), and then you connect as many nodes as possible with road.
My guess as to why this happens (as a game dev and glitch hunter) is that the game is trying to rotate the inertia along with the craft (you can see how it jitters along with the rotation, despite being symmetrical), and a lazy solution was implemented, that just discards part of the inertia of the object when it's rotated, instead of actually calculating how it would affect the object (probably for performance reasons, or maybe just the sanity of the devs). Well anyways that's my hypothesis, might be wrong, but eh.
I'm not 100% sure why the gravity doesn't work but I think it might have something to do with a combination of the speed limit getting implemented (if you are going 10000 speed directly up and gravity changes it to 9992 but the speed limit is 1000 it's not really going to change your speed) so you only really have the gravity of the center node pulling down on a ton of mass so it doesn't really move. There might also be something weird going on with super high restoring force from the springs just doing stuff with the how the order of physics is calculated, they might cancel out the gravity before the physics engine calculates the restoration force for the steel or something, I think it's more likely to be my first guess though.
My guess as someone who's actually made games in the past as to how the slow falling glitch works is that the speed of an object is clamped to a certain velocity and that due to the rotation of the wheel the game has basicly run out of 'speed budget' for the object and simply cannot apply the remainder of the gravity to the object. Tl;DR object ran out of speed budget, can't apply full gravity.
Have each arm hit a lever that essentially forces a hammer upwards into a platform also attached to the engine causing the platform to pull the whole thing up
theres a song that you play in the background of your videos a lot, and it sounds like a rhythm doctor song, is it from rhythm doctor, or is it some random royalty free song you found, or did you make it yourself, or what?
Does anyone know why the slow falling glitch works? My best guess is the parts hit some sort of max speed in the game and so can't move downwards much. This can't explain moving forward though. Anyone have an answer?
120+ is actually only a bit above average, he's probably closer to 180ish, but I'm not a professional IQ tester or anything so I very well might be wrong.
3:51 i mean, isn't it just floating by normal gyroscopic force? like, sure, it might be a glitch, where the game "doesn't know where to put the center of mass", but i do genuinely think that it's just a mixture of the game's center of mass mechanics and spinning, where the glitchy origin of the spinning has nothing to do with it.
works simillar to jellyfish drive from games steampunt genius, genius mechanic, scrap mechanic, trailmaker in trailmakers theres ufo engine whitch not as powerful and fast but more simpler so no1 uses jellyfish in trailmakers and poly bridge2 is only game where your using glitch to generate rotation, in other games players use powered bearing or servo to spin it