Mankind looks to the sky, yet few dare to reach it. In this video, I dare to reach it... using other people, in Counter Strike 2. Generic Icon's plugin - generic_icon/stat... Goutrial's video - • Source 2's New Physics...
2:05 that laugh at the end means something completely different when you bounced a can off of his face into a trashcan. He was just laughing at how absurd what you just did was
Great foundation for L4D3 - imagine bodies of zombies stacking on top each other, and if you fill up corridors with those to get through you'd need to "love" your way throught. Please Valve.
I like how the uh... "good guys" and "lesser good guys" are having such a peaceful and family friendly sleepover. Warms my heart to see so many people all hugging each other in a big big pile. Some real good stuff, Valve!
When I was a kid I had dreams about making the biggest sleepover ever with hundreds of friends. My dream came true today! What a nice and friendly video that deserves to be monetized!
Although I can't deny the spectacular feeling of having a sleepover with buddies, doing it in a sandy and dusty environment must have it difficult for the buddies that lay at the bottom.
havok was added to SDK in 2000 and has been used in hundreds of games kinda crazy to think it might actually be the most influential physics engine ever made also kinda crazy that it stayed around for this long
I’m sure you get thousands of comments like this but really, from the bottom of my heart, thanks for making these excellent videos, they always make my day a little easier to get through!
I hope valve adds dangerzone soon. The performance in that gamemode is terrible in source1, I would love to see how source2 handles the bigger maps with more players.
Personally, I like to keep mine in a cute little drawstring bag with my initials embroidered into it. My favorite is the one with a little galaxy design inside.
Great video!! I'm a kindergarten teacher and will be showing this to them in class today, they'll love it!! Love the switch you made to more child friendly content!
idk if im more excited to play CS2, or enjoy all my fav CS content creators making fire new videos. Thanks for the vid, I suspect the first CS2 major will be INCREDIBLY hype.
Came here to watch bodies stack on top of each other, and was wowed by the nice concise summary of Havok engine and Rubikon. Got a nice summary of how this engine is different, saw a rube goldberg machine that I never imagined a physics engine could handle, and watched bodies stack up until a game crashed, all in under 8 minutes! Really impressed by this video!
By the way, the "vphysics jolt" physics mod for Garrys Mod is unbelievable crazy good. You can spawn thousands of props and even move them with explosions or in another bucket and it runs butter smooth. Did you hear about that philip?
True, but the problem is props or simple physics object is not the same as character ragdoll, ragdoll is a much more intensive to calculate, if we want to compare Apple to Apple, we need to spawn ragdoll characters using Jolt and then compare it with Rubikon
I'm delighted to witness the previously opposing teams now bonding and spending time together, even having a slumber party. This is yet another fantastic video that I can share with my kids. Kudos to Philip for creating such wholesome content!
Seeing things in a bucket not freaking out makes me hold out hope for a new version of Visera Cleanup Detail in Source 2. So many physics nightmares in that game
That Mitchell and Webb skit linked at the end was hilarious. If CS2 had female operators, I'm sure the pile could get much larger, due our interlocking "features".
Wow! This video is soo good for my kids! He loves to see sleeping friends, especially when they slide down, pretty fun! RU-vid should never demonetized Phillip, he always makes family friendly video! Unrelated; Phillip changes his channel description from CSGO to Counter Strike, with #CS2 added, seems like not everyone forgotten their channel description
you can probably increase the number by spawning in only a certain skin, as some have more dangly parts than others which also needs to be calculated by the engine.
Great video! I emailed it to all my co-workers and showed it to my family. We all had a great laugh and loved the idea of a big group sleepover! Fun for everyone of all ages :D
Hey Phil, was wondering if you could test out how the volumetric smokes interact with moving platforms (func_train) once the mapping tools are released
I remember in 2004 when big trio, Doom 3, HL2 and FarCry was compared graphically in some local gaming magazine I read, stacking bodies was a point to Doom 3, but it was mentioned in the article that in HL2 and CSS there was a console command to enable it.
I actually wonder if the framerate choppiness is just due to the rendering cost of having 200+ character models on screen at once. The reason I wonder this is that many modern physics engines run independent from framerate and will slow down the physics "framerate" dynamically to cope with the added load, and they will attempt to keep the rendering framerate stable. And it looks like what you are seeing is, at least for some portion, rendering framerate lag. Its possible that Source 2 doesn't have this feature, or that things were just so heavy that even a single physics couroutine or thread was enough to slow down the fps, or that counterstrike has these two framerates fixed together because it is a game that so heavily relies on accurate and in-time physics. Like even though the cpu and gpu weren't "maxed out" it could just be some bottleneck somewhere in the pipeline that never expected to have this many character meshes. It would be worth retrying this with the body's render meshes turned off or heavily simplified though to see if it made any difference.
As much as I love your content I simply am overwhelmed by the amount of Counter Strike Source 2 content out there. Forgive me for skipping a few of your uploads
damn physics in gaming really are amazing and get more amazing by the year. the new valve stuff, beamng drive and other racing sims, teardown, abriss, etc. this stuff was unimaginable for enduser pcs at one point.
I remember playing Jailbreak maps in CS:S. Sometimes, the armory had gun generators instead of just a limited number of guns. One could spawn 84 AK-47s into eachother and soon the physics would break, the ball of AKs being fixed and immovable. Then at 85 AKs, the server would crash.