Тёмный

Infinite Map - Basic Explanation 

Mee
Подписаться 20 тыс.
Просмотров 52 тыс.
50% 1

I tried my best lol
discord: / discord
patreon: / meegmod

Опубликовано:

 

4 окт 2022

Поделиться:

Ссылка:

Скачать:

Готовим ссылку...

Добавить в:

Мой плейлист
Посмотреть позже
Комментарии : 224   
@yyzttr6306
@yyzttr6306 Год назад
First its working computers in Minecraft now its quantum physics in source
@ron133.
@ron133. Год назад
soon human possessed sentient zombies
@nou9800
@nou9800 10 месяцев назад
Soon it will be real black holes in blender
@NCRP710
@NCRP710 10 месяцев назад
Soon it will be possible to have the entire observable universe in Source
@altgeditz
@altgeditz Месяц назад
@@NCRP710 already done
@samuels1123
@samuels1123 Год назад
Theoretically this could solve a lot of floating point issues in games that do not use a 'moving origin' already
@caps_lock
@caps_lock Год назад
i thought about this possibility a lot but its harder than just using higher detail (but more expensive) float numbers (usually named doubles)
@caps_lock
@caps_lock Год назад
@@h..h floating points are very convenient, powerful, and the double precision variant is precise enough for literally anything (think games about space exploration) and performs fine
@samuels1123
@samuels1123 Год назад
@@h..h would result in a major reduction to maximum distance from center with accuracy lost at proximity to center if floats were not used
@greenlemon9155
@greenlemon9155 Год назад
floating point used for rendering are always normalized between -1 and 1 for the video adapter, if not then something is wrong
@samuels1123
@samuels1123 Год назад
@@greenlemon9155 This is generally false, floats are a number with a movable decimal point but fixed number of digits 0.000001 183.0023 134973.2 999999.9 as value increases, precision decreases, leading to weird rounding issues at great distances, like how the minecraft player begins having position snapping to grid or how roblox character becomes pixelated as their vertices snap to grid
@natcracken
@natcracken Год назад
So what you've implimented here is an established gamedev technique called a "floating origin". All open world games do it in some capacity to avoid floating precision artificats, however multiplayer games do it differently. Everything that happens on the server is stored in double precision and exsists "in their real position". Its only on the client where everything is converted to floats in order to speed up rendering and thus requires a *local* floating origin. Having the telleports happen on the server as well is something we *desperatly* try to avoid, however it seems you've got a really good system working with masking out the collisions and wrapping everyone back around on the server as well. Very impressive system.
@Meetric1
@Meetric1 Год назад
thanks
@Jova
@Jova Год назад
i visualized this method, but i never thought anyone would actually do it in gmod. good stuff
@stanleybochenek1862
@stanleybochenek1862 Год назад
Yea
@An1mat0rz
@An1mat0rz Год назад
Cap
@notreallyokay9355
@notreallyokay9355 Год назад
@@An1mat0rz unlikely that they’re first but very believable that they could have thought up of it lol
@xaosan
@xaosan Год назад
This is awesome! You did a great job! I create maps since my childhood in Warcraft 3 as a hobby, and a year ago I created a prototype of a coop map for multiple players that uses the very same method that you described. So basically my map is infinite. I created another set of coordinates and data storage for this. When players leave chunk - I save all parameters of objects that are left behind (2 sets of coordinates, type of object, life, etc.) and delete objects. But when players come back I create those objects back and restore their parameters, so players will see those objects again. My method is more primitive than yours because the players on my map always stay close to each other. There is an explanation for this - all the players on the board of the spaceship. And the spaceship itself moves between the chunks. Players take on the role of its crew and can only move inside the ship, or if they use a shuttle to only fly nearby. Still, you did an amazing job. Thank you for the new ideas and for the proof that this is a good method.
@peon2980
@peon2980 Год назад
Map name?
@joebolts2934
@joebolts2934 Год назад
Sounds interesting, could perhaps share this prototype map? like a video or screenshots.
@jarredeagley1748
@jarredeagley1748 Год назад
The creators of the localized physics tool made a map called gm_infinigrass a while back that used a similar technique. I remember it being really buggy, but quite fun
@Pacca64
@Pacca64 Год назад
That bit where you need to create a duplicate object to ensure collision works across boundaries has actually been done in source before; portal uses that system to allow collisions through portals! There's a hidden entity called physicsshadowclone that acts as a secondary hitbox before the object has reached reached the other side!
@ExtemTheHedgehogLol
@ExtemTheHedgehogLol Год назад
It would've been hilarious if at 1:07 when you said "it's legitimately impossible to go past the hammer map size", you followed it up with "anyways..." and then walked past it XD
@LandonLaCross
@LandonLaCross Год назад
It is awesome seeing you work on any project, and even cooler to see some techniques/ideas thrown in to help new projects turn out smoother
@Cotton_Door42
@Cotton_Door42 Год назад
I love how much you explain things for everybody, not Gmod map maker experts, you explain for EVERYBODY.
@OfficialXSaken
@OfficialXSaken Год назад
Mirror mirror on the wall, who will be the earliest of them all? Edit: I just watched the entire explanation, really cool and easy to understand explanation
@Jamie_Slyman
@Jamie_Slyman Год назад
I do remember a gravity hull mod that also allowed for infinite maps, but it had the issue of not isolating the players properly, and the physgun glow was still rendered where the players really were. I do also remember that it had limited random generation support if I recall correctly, and the gravity hulls worked in a similar way to the Safe Space addon. lots of source trickery, which is always cool to see :P
@Waffles_Syrup
@Waffles_Syrup Год назад
I imagine the only way to make "terrain" past the chunk boundaries is with props, so are you gonna try combining your terrain tool with this when you get it all working correctly?
@Aspect12
@Aspect12 Год назад
This is sick. Can't wait to see what people do with this. By the way, you can change the far z during the map creation process.
@Meetric1
@Meetric1 Год назад
Ah ok, i didnt make the map
@Sierra410
@Sierra410 Год назад
Does 3D skybox have the same render distance limit? It makes everything look 16x bigger, so, perhaps, it might be a way to essentially multiply the default far Z value by 16?
@octo4676
@octo4676 Год назад
wait this is really cool. Good job with working on this
@halflingbandkid
@halflingbandkid 10 месяцев назад
This was a good explanation, it's just a bunch of layers sitting in the same chunk, but with a little math and visual magic you can make it look like it's on a grid. You could also probably do this up and down, which is a cool concept.
@OfficialJanky
@OfficialJanky Год назад
Mee, you are an absolute legend. I barely knew you on SSC but holy crap this is cool. You continue to blow my mind with source engine. Have a good one man!
@TheSmallBlue
@TheSmallBlue Год назад
This is super cool, though if I understand correctly then when it comes to making detailed maps bigger than a normal source map you're still limited to the original size, so you'll have the same repeating map over and over and over and over, so the best you could do is an infinite flatgrass. I guess you could solve it if it were possible to superimpose objects in hammer and make them appear only on depending chunk coordinates, maybe something like that could be done with only props
@patrlim
@patrlim Год назад
Brushes would work but lighting would be wonky
@solar9137
@solar9137 Год назад
i don't know...
@solar9137
@solar9137 Год назад
@@patrlim oh ok
@kitlith
@kitlith Год назад
EDIT: I'm dumb, you're referring to terrain, the video is probably just working with props. Original comment left untouched, though. From what I understand from the video, it spends most of it's time explaining the superimposing of objects within a single chunk. The offset applied to rendering is handled based on what chunk the player is in, as is "whether collision is enabled". Grain of salt, though, I have zero experience with the source engine, so perhaps I misunderstood what you were referring to.
@beansoupboyboy7610
@beansoupboyboy7610 Год назад
immediately after i said i had no idea what chunks were in gmod, he uploads this vid, nice.
@ApertureAce
@ApertureAce Год назад
This is just brilliant. Very impressive!
@farquhaad3209
@farquhaad3209 Год назад
Well explained, nice concept too!
@Tinkuwu
@Tinkuwu Год назад
This is genius. You are very talented, my friend.
@RedHedDes
@RedHedDes Год назад
Great implementation. I think I could take a swing at animating this explanation. Your visual aids were pretty good tho!
@the_stray_cat
@the_stray_cat Год назад
i dont know much about g mod but this is actualy really intresting info. gives me ideas for other things.
@gregtheidiot
@gregtheidiot Год назад
This is extremely smart! The simplest wat to put it is that its like going into the upside down in stranger things. It is 2 places merged but not visible or interactive
@the_infinity_
@the_infinity_ Год назад
this is amazing, i need this
@PaLaS0
@PaLaS0 Год назад
We do it somewhat similar, have a specific position on the map to store objects physical state (but invisible) and store all other data on server itself and handle everything that way(everything is fake in sense but from stored data there are comparisons to be made that allow it to function), for shots we also do a TraceRay onto compensated position and match it within entity bounds so the hitbox wouldnt be off and that the fake location wouldn't be accidentally hittable, still trying to figure out sounds properly seems like it's better to just tell clients to play sound locally but haven't tested much with directions Also if you apply damage via serverside don't forget to add some sort of directional weak knockback as well cause it looks odd otherwise during pvp sessions. By messing around with sending data to players we seem to have managed to cause nullpointers on multiple cheats that don't have much sanity checks, so that's funny, but never reliable of course.
@zombie.gaming
@zombie.gaming Год назад
Nice explanation, didn't realise how small hammer maps were. This addon seems like it'll be very useful!
@DiceRobo
@DiceRobo Год назад
So it's kind of like how super mario 64's "parallel universes" work, so one question I have is what is the current map you're using? Is it just a sky map? Would a flat water only map work too?
@IAhmadGT
@IAhmadGT Год назад
oh this is very clever good job my dude!
@rasmusstevn8744
@rasmusstevn8744 Год назад
You should do a video where you allow multiple people to try it out on a server (If it's possible/works in multiplayer). See what kind of concepts or ideas people can make out of this. By using and testing it it's limits
@Meetric1
@Meetric1 Год назад
it does work in multiplayer, discord has some more videos if you want to see multiplayer in action
@Nikotheleepic
@Nikotheleepic Год назад
@@Meetric1 Does it handle each player as their own origin and teleports everything else clientside? or how does that work in the server where multiple people can't be the center?
@lambert_the_reckless993
@lambert_the_reckless993 Год назад
Dude you have like the biggest brain ever, your idea is incredible P.s. If I understand it correctly the explosions and bullets will do all sorts of whacky things
@wasabithumbs6294
@wasabithumbs6294 Год назад
The center "main" chunk can actually be much larger. You only need the other chunks to occupy a tiny fringe of the map in order for the teleport trigger to be hit, if you get creative with rendering
@khgamerof3899
@khgamerof3899 Год назад
I found this out while toying with bombs on some infinit maps and now I know I was right thank you
@lofis07a
@lofis07a Год назад
I actually had proposed the exact concept to my friend Its gonna be neat to see if contraptions can withstand the teleport
@Meetric1
@Meetric1 Год назад
most can like wac and simphys, some dont
@lofis07a
@lofis07a Год назад
@@Meetric1 was thinking like ACF cars and planes
@elliot9634
@elliot9634 Год назад
you are awesome man
@Kippykip
@Kippykip Год назад
LOL I came up with the same method 2 months ago for my own engine project, I think it'll work great aside from NPCs deactivating outside the 9 loaded chunks
@samuels1123
@samuels1123 Год назад
Another way to explain would be to show actual entities in wireframe material clicking back as they travel away from a player
@tetotetotetotetotetotetoteto
so does it just store the perceived offset from the world origin for each object in an array, and then iterate through that to offset the rendering each frame? very very cool stuff, excited to see final product
@JimBimBum
@JimBimBum Год назад
every boundry is like another dimension. like w,x,y,z where w is a different layer. x,y when escaping the max or minimum limits you get it kind of flipped in a way while updating w to which ever chunk you're in. but the problem is intersecting objects with chunk borders so he duplicates it to make it. the issue i see is bigger maps, map chunks, weapons, vehicles and physics props.
@kotorybeusz7246
@kotorybeusz7246 Год назад
This is so cool I wish I could play on a map like that!
@iceypino1086
@iceypino1086 Год назад
started up this video and thought i was watching a khan academy video or something with the way you talked
@Rih4rd_dota
@Rih4rd_dota Год назад
what a maaagic. btw, you can cut the ummm eeeeem ummm part in the editor, so more people would understand you, I guess. but I like it even with ummm eeeeem
@DarthMendorian
@DarthMendorian Год назад
warning: there is alot of things to read in this comment and can cause confusion, misunderstanding and bad engelish can't you make it so your playermodel is smaller so there is alot more space but keep the chunks and have some sort of way to make textures "smaller" but not in resolution. this would make it feel even more infinite. make the chunks about half of the size of the map. so it gives you some sort of space idk. if you arr planning on adding this to other maps or even a way as a mod make it infinite for every gmod addon map. make it so your player doesn't clip through any of the walls and if the ground is lower or higher from the ground make sure it does not teleport players above or below the map and teleport them to a space where they can walk without any issues. it's confusing to tell what i mean but something with smaller player, bigger chunks, addon map support, don't tp player underneath or overneath the map you were playing on, tp player to a lower/higher space if the space on the otherside of the map is in a lower or higher altitude (sorry for my bad engelish) and teleport player to a suiteable place where you can walk and not get tped into a wall. my last thing i want you to add is if you are playing on a backrooms map or something like that. make it so the enviroment the player is in without an outside has endless rooms and hallways edit: make it so it's like a randomly generated backrooms map, like a script where it generates rooms based on the rooms from the previous chunk.. unload previous chunk however keep the previous chunk but with only portions that are visible from the next chunk. ray cast only the part that are visible from the other chunk so it doesn't look like an empty space when you enter the other chunk. idk how to describe it. what i try to say is like an infinite but random generated map themed chunks for indoor maps edit edit: make another addon for randomly generated but also infinite maps and for out doors maps make it infinite but randomly generated chunks with same theme as the first chunk however it's completely different and creates as an example: if the map is some sort of hills or whatever it generates chunks in that theme but it's differently. it generates suiteable chunks that fit with the actual map theme.
@Bebeu4300
@Bebeu4300 Год назад
The visuals and explanation remind me of Pannen's explanation of PUs in SM64
@Todija
@Todija Год назад
What about NPC pathfinding, do they go to the player's rendered position as supposed to or do they go to the player's legitimate position (npcs do not exit centre chunk)?
@Meetric1
@Meetric1 Год назад
npcs are just completely fried
@scotta.boutzis3235
@scotta.boutzis3235 Год назад
I have two questions, can this work with the Zeta players and other nextbots like Drg and 2D Sanic clones, and with vehicles (WAC, LFS, Simfphys etc.)? PS: The explanation is grate, and the visuals are clever.
@viktoriatheskinnynerd2674
@viktoriatheskinnynerd2674 Год назад
I tried testing what happens if you try to generate a nav_mesh for the nextbot to use, but it immediatly resets the map and no mesh is generated. The way the infinite map is made probably does not allow for a nav mesh to exist.
@jakekarreofficial
@jakekarreofficial Год назад
that's so cool oh my god
@solar9137
@solar9137 Год назад
wow, that's pretty useful
@mnichu201
@mnichu201 Год назад
Very interesting
@orangequill1645
@orangequill1645 Год назад
My brain hurts from the chunk explanation
@SilvercattoOsom
@SilvercattoOsom Год назад
I played something similar to this on GMod where a map is basically one infinitely going flat grassland. You can't really drive vehicles past a certain point as an invisible wall will stop it in its tracks while you're driving it, though. Which begs the question... do props despawn when you go far enough from the "center origin" of the map?
@SparrettCrow
@SparrettCrow Год назад
9:38 Cat meow moment.
@A_very_tinly_can
@A_very_tinly_can Год назад
Mee is just a bored omnipotent source god at this point lol
@SewerOverlord
@SewerOverlord Год назад
Holy shit, this is like how game makers found shortcuts and stuff to push old consoles to the limit
@thatpixelpainter8082
@thatpixelpainter8082 Год назад
how will explosives and damage work? do bullets still hit said invisible objects like they do when an object has "disable collisions" enabled? won't explosives be a major issue?
@Greenlittesmug
@Greenlittesmug Год назад
Cute little teeny tiny baby props
@Cubekid10.
@Cubekid10. Год назад
Cool
@Chilli_ix
@Chilli_ix Год назад
how do hitboxes work? if someone goes far away can you still shoot them? and what about explosions? if you took a bomb far away would it damage everything because it is technically still in the center chunk with everything else?
@tauon_
@tauon_ Год назад
that's cool
@PsychorGames
@PsychorGames Год назад
But first, we need to talk about parallel universes.
@heret1c385
@heret1c385 Год назад
for the first second i thought i was watching a garbaj video lol
@kieranmilner4208
@kieranmilner4208 Год назад
G Bombs is gonna even more fun now
@swolefrogzilla7352
@swolefrogzilla7352 Год назад
This reminds me of the summoning salt video of super Mario 64 when there’s this glitch to go super fast and teleport to another copy dimension in the game
@ovaoswa
@ovaoswa Год назад
i thought youbwere gonna say "hello everyone, this is your daily dose of internet" for a second
@ceres_mars8137
@ceres_mars8137 Год назад
this must have been a headache to design, nonetheless put into practice. huge props.
@zt64
@zt64 Год назад
Do raycasts properly go between chunks? like can you shoot a weapon from one chunk into another?
@Meetric1
@Meetric1 Год назад
Not yet
@avroo
@avroo Год назад
imagine this man making source 2 on source 1 with gmod
@vizzypop2094
@vizzypop2094 Год назад
Great idea! but how exactly would maps that arent seamless work?
@milkyway_9217
@milkyway_9217 Год назад
Since portals work on this map, Tardi should as well, other than the possibility of the tardis not loading when it's to far
@user-sv6zn4vg6z
@user-sv6zn4vg6z Год назад
Would it work with the sticky gel mod? (im talking about that one video where you showed that water can be sticky)
@Meetric1
@Meetric1 Год назад
Working on it
@4Bakers
@4Bakers Год назад
So basically you have every chunk loaded in the same position, but things in other chunks are offset clientside to give the illusion that they're not overlapping?
@kehi1809
@kehi1809 Год назад
The small map size in Gmod was the main reason I was looking forward to S&box, but now that that issue has been resolved, the possibilities are limitless! People can RP on a real GTA style map! Spaceships flying through fast expanses, planet to planet! All of those Wind Waker maps could finally be combined! You could have 50 people all playing in VR on a map the size of Skyrim!
@Meetric1
@Meetric1 Год назад
Performance would be atrocious, but yeah
@hekkn
@hekkn Год назад
man plays with dolls for 7-8 minutes explaining a complex concept
@carpotunnel
@carpotunnel Год назад
what about weapons, i believe the revolver is hit-scan, how'd that work, or the crossbow, which i believe has a physical bullet. let's say you for example shoot the rendered enemy which has teleported to the other side, wouldn't that brake the hit-scan, with the crossbow, lets say it works but in front of the invisible real version of the enemy there is another one visible, wouldn't that make the crossbow hit the wrong target?
@ThatOneDudeWhoPostsStuff
@ThatOneDudeWhoPostsStuff Год назад
This sounds like the whole parallel universes thing in Mario 64.
@sunnysideeggs
@sunnysideeggs Год назад
I've been dreaming of creating a map where I could fly a plane in a straight line without having to turn erratically for 2 years, hopefully that dream will come true.
@ytuser0110
@ytuser0110 Год назад
So it renders visiblity of chunks differently, depending on where players are supposed to be seen for each other.
@tusk1142
@tusk1142 Год назад
Hey uh question regarding the map (seriously) You ever played daggerfall?
@EricZethVT
@EricZethVT Год назад
i would love to see like farlands reference after walking like 10 hours straight in one direction lol
@Meetric1
@Meetric1 Год назад
sounds cool, sure
@greenlemon9155
@greenlemon9155 Год назад
its a neat idea, but it kinda destroy the BSP tree efficiency tho
@lithopsiouu
@lithopsiouu Год назад
So if I put a bomb in the "main chunk" where the invisible player is supposed to be, would it still kill the player?
@Samoan64
@Samoan64 Год назад
What happens in the case that an object is huge enough/is comprised of enough constrained objects to span multiple chunks?
@Meetric1
@Meetric1 Год назад
unfortunately unsolvable because the prop would need to be outside of the maps bounds in order to accurately represent where it is in the chunk the flat plane is an illusion of 1 big plate but in reality its only the size of 1 chunk
@commisioned
@commisioned Год назад
bros a gmod scientist but man youre great
@timeTegus
@timeTegus Год назад
in s&box they also made it posible but with edeting source 2 sourcecode
@vexxo5559
@vexxo5559 Год назад
Would voice chat work across chunks?
@RB-ej8wk
@RB-ej8wk Год назад
we definitely live in a simulation
@SharkVil
@SharkVil Год назад
I understand correctly that this has a lot of problems with collision detection, shots, lighting, mechanisms?
@jajoothecoolman
@jajoothecoolman Год назад
man visualizes expert coding skills inside of gmod, breaking news
@TriumVee
@TriumVee Год назад
4D space, i get it 💯
@KingPOF
@KingPOF Год назад
This is groundbreaking
@arcionek
@arcionek Год назад
So essentially, geocentrism has been implemented in gmod.
@azde6909
@azde6909 Год назад
Now i wonder if it's kinda the same chunk system (if i can call it a system) as it's in minecraft
@tronikin3025
@tronikin3025 Год назад
this is fucking insane
@MOLDA_
@MOLDA_ Год назад
sooo.. essentially you could have a ship addon like a spaceship or a TARDIS let's say , assuming they'd add auto-pilot to fly forwards while you're walking around, you could make infinite space to fly through? that's mad
@thehalflifeguy368
@thehalflifeguy368 Год назад
this guy made kerbal space program in gmod
@Hervoo
@Hervoo Год назад
make an infinitly destructable city with wood props
@blues1111
@blues1111 Год назад
Now you just have to wait to get a job at Valve
@aaronlink127
@aaronlink127 Год назад
Wouldn't increasing the far z make the engines depth calculation less accurate ? like if you have 2 far away objects in front of eachother it might struggle to know which one should be in front.
@Meetric1
@Meetric1 Год назад
yes but its only inaccurate for far away objects
Далее
The Worst, Most Broken Map in TF2
9:10
Просмотров 171 тыс.
Seamless portals in Garrys Mod
8:52
Просмотров 26 тыс.
Guess The Drawing! ✍️✨🧐 #shortsart
00:14
Просмотров 2,6 млн
Кто понял тот понял
00:24
Просмотров 287 тыс.
Giving Personality to Procedural Animations using Math
15:30
Why Stairs Suck in Games... and why they don't have to
11:24
Infinite Map - Addon support, LOD, and ALPHA release
9:38
Reaching The END of The INFINITE Map
4:45
Просмотров 3,6 тыс.
I Didn't Know This Was A Thing Until Recently
1:29
Просмотров 329 тыс.
Pixel Art Animation. Reinvented - Astortion Devlog
4:41