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Infinite Map - Better Explanation 

Mee
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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/Mee12345/GMod-Infi...
discord: / discord
patreon: / meegmod

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17 дек 2022

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Комментарии : 415   
@olegmoki
@olegmoki Год назад
Explaining your technology with your other technology (infinite map with seamless portals) is kinda clever
@stanleybochenek1862
@stanleybochenek1862 Год назад
yep it's like reverse engineering ufos
@thevoid6969
@thevoid6969 Год назад
perfect advertising
@patrxgt9691
@patrxgt9691 Год назад
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 Год назад
@@patrxgt9691 i mean yeah, but he used his own mod, that's what i wanted to say
@GTA6ReleasesDec2024
@GTA6ReleasesDec2024 5 месяцев назад
its not clever, he literally stole my mod
@yyzttr6306
@yyzttr6306 Год назад
Can we have a realistic simulation of Atoms and particles next?
@shawermus
@shawermus Год назад
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 Год назад
@@shawermus "Mee" is god, he will find a way
@CturiX.IREALLY
@CturiX.IREALLY Год назад
he had the water physics, but it was pretty limited thanks to how source processes
@JeffarryLounder
@JeffarryLounder Год назад
That would essentially be a 1 frame per year simulation at that point.
@Matu833
@Matu833 Год назад
​@@shawermus ☝️🤓
@chazz634
@chazz634 Год назад
What a great explanation! You just created the biggest magic trick ever in GMOD.
@gustavonomegrande
@gustavonomegrande Год назад
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 Год назад
how is that 4d
@gitarkatili
@gitarkatili Год назад
​@@dadutchboy2 if its not 4d, what d then?
@dadutchboy2
@dadutchboy2 Год назад
@@gitarkatili 3d, no extra dimensions required
@samuels1123
@samuels1123 Год назад
@@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 Год назад
@@dadutchboy2 Yeah modulo is a thing but you're still not using one infinite volume, space is still being wrapped in the additional dimensions
@npc_citizen9276
@npc_citizen9276 Год назад
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 Год назад
use ulx
@npc_citizen9276
@npc_citizen9276 Год назад
@@unimox3343 either you didn't watch the vid or you don't know how ulx works.
@rico-228
@rico-228 Год назад
@@unimox3343 it will teleport to your invisible friend, in the chuck youre in
@alecz3843
@alecz3843 Год назад
@@npc_citizen9276 They detoured getpos and set pos so it should work
@npc_citizen9276
@npc_citizen9276 Год назад
@@alecz3843 doesn't work for me for some reason.
@amyonthenet
@amyonthenet Год назад
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 Год назад
wish we had this 7 years ago, but better than never
@CrAzYpotpie
@CrAzYpotpie Год назад
@@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 Год назад
@@CrAzYpotpie Same. Pretty much exactly 16 years, I think.
@JesusLopez-hb2fh
@JesusLopez-hb2fh 25 дней назад
Literally 2000+ Multiverses
@lizardy2867
@lizardy2867 Год назад
Hand puppets with Mee is now my new favorite TV show.
@peluchefps
@peluchefps Год назад
Welcome everyone to another episode of "quantum physics in GMod"
@Stefanutsu
@Stefanutsu Год назад
Thank you so much for adding an accurate representaiton of Scotland to the popular game Garry's Mod!
@fahnkymuncke7439
@fahnkymuncke7439 Год назад
cool! me and my friend used to shoot crossbolts into the void in the earlier versions and see glimpses of it teleporting.
@ThomasMartin-nb8qt
@ThomasMartin-nb8qt 7 месяцев назад
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!
@Kevdama1
@Kevdama1 Год назад
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
@bostilhorrorstory
@bostilhorrorstory Год назад
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
@K-Anator
@K-Anator Год назад
Homeboy just added layers from Photoshop to VHE. Damn son.
@Resbertionist_Worker
@Resbertionist_Worker Год назад
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.
@cgbreeki849
@cgbreeki849 Год назад
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 Год назад
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 Год назад
@@Meetric1 Got it. Thanks!
@3Dshmish
@3Dshmish 4 месяца назад
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.
@vlad980
@vlad980 Год назад
5:17 MY MAN
@adricklynn8882
@adricklynn8882 Год назад
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!
@Gravy_Guzzler
@Gravy_Guzzler Год назад
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 Год назад
*off
@Gravy_Guzzler
@Gravy_Guzzler Год назад
@@taffyadam6031 yeah, i just fast, not acurate
@ocoolwow
@ocoolwow Год назад
@@Gravy_Guzzler spoiler no one knows or cares how fast you type, but they do notice problems...
@Gravy_Guzzler
@Gravy_Guzzler Год назад
@@ocoolwow true
@cgbasic808
@cgbasic808 Год назад
you make me feel younger again, explaining, and me understanding. 😊
@somerandomcreator7211
@somerandomcreator7211 Год назад
incredible explanation, and im not the best at understanding this kind of stuff but you made it really easy
@Oilcommunist
@Oilcommunist Год назад
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.
@viffur
@viffur Год назад
Such complex things in such simple words Thank you ♥
@dandyherdiyana
@dandyherdiyana Год назад
It feels really good when I guess right about how it basically work
@mka290
@mka290 11 месяцев назад
Согласен
@fredspreadem5638
@fredspreadem5638 Год назад
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 Год назад
sounds about right
@zikrizikriofficialchannel7108
@@Meetric1 guys if this base mod...😐 I would wanna see all ARMA Maps ported to gmod😂😂🤣🥶😏
@Sir_Bone-Head
@Sir_Bone-Head Год назад
That kind of reminds me of what people did with porting Mario from Mario 64 into Gmod and Minecraft.
@Pekter
@Pekter Год назад
Futurama spaceship tech!
@lonelystarslibrary9326
@lonelystarslibrary9326 Год назад
That's literally how Star Trek's Holodeck works and i love it
@StephenMinkin
@StephenMinkin 5 месяцев назад
Neat idea. Good organization concept for handling extremely large maps.
@itsandyfs
@itsandyfs 11 месяцев назад
im not even into gmod's stuff but this was a terrific explanation, this is such a crazy good project, oustanding
@schnackebums
@schnackebums Год назад
That's incredible! Really clever concept
@datanon3059
@datanon3059 Год назад
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 5 месяцев назад
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 😊
@AllTheOthers
@AllTheOthers Год назад
That is somehow ridiculously simple and complicated. Code is fantastic, I bet this took forever.
@Triffgits
@Triffgits Год назад
this is a really dope idea, do you imagine expanding on this or offering tools for others to develop content that supports this?
@Eles322
@Eles322 Год назад
Hi from Shurikworld! You realy did a great work! :3
@tschichpich
@tschichpich 4 месяца назад
That's a super smart idea. Great work
@marioood
@marioood Месяц назад
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
@fontom6402
@fontom6402 Год назад
When the release comes, my friend and I will explore these vast expanses
@DaddyFrosty
@DaddyFrosty Год назад
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
@hladych3847
@hladych3847 Год назад
Pure magic. Good work
@ItsPorkroll
@ItsPorkroll Год назад
This is such a cool concept!
@sandermur5613
@sandermur5613 Год назад
my man's a genius, you've earnt yourself a new subscriber.
@NodokaHanamura
@NodokaHanamura 6 месяцев назад
I used to play Gmod a lot back in the day, and this is something I dreamed of for many reasons, always longing for larger and more detailed maps. To me, being from Second Life these days, I see similarities between how SL treats crossing between regions (or servers) and how InfMap handles players moving throughout the map - each of the x/y axis borders where there is another region 'physically', a user's agent (server side presence) can move from one to another across these boundaries. The origin for floating points is reset with each region crossing, preventing FP imprecision issues. Difference here is that it's all done locally and handled across all axes, and uses tricks within Source/Hammer that honestly, go over my head at face value - mainly because I never really did any modding of source outside of just installing others' stuff back in the day. As an amateur CompSci person, I would love to learn more about how all this works.
@Nacho_De
@Nacho_De Год назад
this is freaking mind blowing
@Sxkielecior
@Sxkielecior Год назад
lovely lecture prof mee!
@sergeykizin6101
@sergeykizin6101 Год назад
Nice, thanks you for explanation!
@weenocks
@weenocks Год назад
Perfect explanation I finally understand it now
@kean4218
@kean4218 Год назад
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.
@lolygagger5991
@lolygagger5991 Год назад
amazing work!
@marcusanderson1734
@marcusanderson1734 Год назад
thanks for this really great map!
@FissionMetroid101
@FissionMetroid101 5 месяцев назад
This is absolutely ingenious
@NeonKrystals
@NeonKrystals Год назад
the way you explained this was absolutely adorable :D
@randomcommenter10_
@randomcommenter10_ 5 месяцев назад
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
@BayAreaPolice
@BayAreaPolice Год назад
That's actually awesome and interesting
@RoseMultiverse
@RoseMultiverse Год назад
This is very fascinating 🧐
@gizyz1366
@gizyz1366 Год назад
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 3 месяца назад
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
@JackpodyDK
@JackpodyDK Год назад
Very cool!
@RedRanger-ll7hx
@RedRanger-ll7hx Год назад
Now you're really thinkin with portals!
@BetaTester704
@BetaTester704 Год назад
This is something ive considered adding to my own game.
@Vindkast
@Vindkast Год назад
This is awesome!
@fontom6402
@fontom6402 Год назад
Mee you genius!
@MissFazzington
@MissFazzington Год назад
Question: What happens if i go to another chunk, don't have collisions with an object but i spawn a second object where the collision of the first (now invisible) object is? would they collide with each other anyways? or does the no collision chunk thing also applies to props?
@Akiko_Himenokouji
@Akiko_Himenokouji 8 дней назад
just like the holodeck in startrek ! genious!
@jcmottern
@jcmottern 5 месяцев назад
Amazing!
@cuberancher4479
@cuberancher4479 Год назад
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?
@fernandoott5345
@fernandoott5345 Год назад
this is dope, super smart
@erdbeerkotze5795
@erdbeerkotze5795 Год назад
this is very interesting!
@brickwall9781
@brickwall9781 Год назад
Some genius going on! Would you be able to explain how you're having different terrain in each cell?
@YungGeery
@YungGeery 9 месяцев назад
I'm so damn impressed.
@voidomega4211
@voidomega4211 Год назад
Good job
@ChinkyChickenxx
@ChinkyChickenxx Год назад
Absolute genius
@thefurryworld
@thefurryworld Год назад
guy ! you have just created the very definition of the 4th dimension!
@Drakon-sr8yk
@Drakon-sr8yk Год назад
hey thanks for every video, have you ever think about making tutorials to learn glua? just asking, I love ur content
@Blap7
@Blap7 Год назад
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?
@TheMilkiestCereal
@TheMilkiestCereal Год назад
works with e2 vectors that are outside of the original map border too? or is that not possible because of the way the addon was coded?
@pangake
@pangake Год назад
Cells. Interlinked.
@aydenneovak9240
@aydenneovak9240 Год назад
The top hasn't stopped spinning...
@1Dominic1
@1Dominic1 Год назад
as someone who takes allot of interest in this kinda stuff, this is pretty neat.
@funnyguy509
@funnyguy509 5 месяцев назад
gmod back in the day: look barney is drunk gmod now: look guys i recreated 1 to 1 copy of italy
@carville767
@carville767 Год назад
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!
@chezvik
@chezvik Год назад
me watching mee explain to me some 4d philosophy
@MathewRYF
@MathewRYF Год назад
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 Год назад
well since every area occupies the same place I would imagine navmeshes would break
@CyrilNeko
@CyrilNeko Год назад
"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. )
@Veegs.
@Veegs. Год назад
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.
@ottoes8098
@ottoes8098 4 месяца назад
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.
@nc_silly
@nc_silly Год назад
In a way, this is really adorable for some reason.
@GMODISM
@GMODISM Год назад
Wow mate that's cool, I gotta cover the map on my channel soonish yes
@dr.fredrickfreeman3293
@dr.fredrickfreeman3293 Год назад
so once you pass the boundary the data on the player walking past said boundary makes it simulate to all players that they are in different positions when (by the games standards) they are not? or
@Cris-oq4hf
@Cris-oq4hf Год назад
You are a genius
@chitan1362
@chitan1362 Год назад
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.
@StefanLopuszanski
@StefanLopuszanski 5 месяцев назад
This is similar to how a lot of games actually work behind the scenes. Is there a video explaining the terrain aspect?
@dutton2666
@dutton2666 Год назад
You’re a wizard harry
@NagaGaming76
@NagaGaming76 Год назад
This would be awesome for the stranded gamemode
@_ZimZam
@_ZimZam Год назад
Awesome
@IdealIdeas100
@IdealIdeas100 Год назад
This is kinda like the 4th Dimension. Everything stays in the same place but youre changing where you are in the 4th dimension
@clusterflood
@clusterflood Год назад
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'
@gekinatracksuit9710
@gekinatracksuit9710 Год назад
5:18 your friends have good taste in games
@Singleraxis
@Singleraxis Год назад
You're a goddamn genius.
@kleiner851
@kleiner851 Год назад
Wow! Look at this map!
@Chris-re3lv
@Chris-re3lv 5 месяцев назад
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.
@skuxsaint_4386
@skuxsaint_4386 Год назад
Bro explained this better than my physics teacher.
@c02c02
@c02c02 Год назад
more like a spatial hall of mirrors (which people actually usually call "infinity rooms")!
@user-mw7lp1hp8e
@user-mw7lp1hp8e 8 месяцев назад
Dude really made a toaster into a railgun. Like for that, for sure.
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