I would like to note that I am not an expert on Floating Point Precision. These videos should not be used as a basis for an essay. Further reading should probably be done in that case, given that floating points aren't exactly set in stone. Especially since they're quite wild and unpredictable in the higher regions. My own research was not conclusive, and whilst this video does contain my own findings, they may not be factually correct.
Its innacurate to say ints are 8 bits. In reality, its typically 32, but it changes compiler to compiler, OS to OS, so while you are technically not wrong for integrated circuits, its mostly wrong. Just wanted to give you some feedback!
Talks about a "tangent", said tangent proceeds to take up most of the video. Great going, Prof. Also, I swear this is my last video on distances. It felt *right* to go into a more technical topic, but some things in this video could have been explained and recorded better. Like last week, this video was also recorded and scripted pre-hiatus, but the next few haven't been. New video's out next week! ALSOJOINMYDISCORDLINKISINTHEDESCRIPTIONKTHXBYE
Theoretically, you could subdivide the map into chunks, and use two coordinate systems. When floating point errors become big enough to cause a problem, you start using the secondary coordinate system, which would be internal to the chunk. While this wouldn’t completely fix the problem, it would at least make it more manageable.
I learned more about floating point numbers here than in my entire undergraduate run in college Granted i probably wasnt paying attention, so making this tf2/source related definitely helped
to be clear its called a float because the decimal point can float around in the number, while a double just has a decimal point after two decimal places (like dollars and cents)
1:43 Thank you so much for explaining this concept, I've seen this happen in many other games whenever you glitch yourself out of the map but I never knew how or why this happened, but it always fascinated me. Pretty much every single 3D game does this no matter the engine. It's weirdly hard to find information about anything specific these days.
sometimes only position is effected because some engines handle the position of a meshes data in local space, like instead of each vertices position being based off the distance of the worlds origin its just the distance from its own origin, so objects just get really shaky at long distances
5:19 Maybe not *binary* floating point, perhaps… decimal floating point formats are another story. The only reason we use binary floating point for everything is because the standard was based on Intel’s failed iAPX-32 processor architecture, which used a binary floating point system because it was a lot easier to implement in silicon and ran a lot faster… Intel salvaged that FPU design for use in their later processors, other people cloned those Intel processors, other architectures needed a compatible number format… and we’ve been stuck with these floating point errors ever since.
I remember back in a day, there was a game that instead of moving the player moved the entire map. So that the player is always stuck at the origin point. I think it could be somewhat of a fix
can't you "play the game" at this distance using a map leak? hastily made maps sometimes have an infinite outside area that you can move around in despite being void
That's something I considered, actually. But when a map leaks, looking at the Void causes a visual effect where the screen doesn't clear the graphics when it should do. There's a specific name for the glitch, but I forgot what it was. It made it very hard to read the values. I could probably have read the values in post recording by SourceMod logging, but another reason I chose to do it this way was because I wanted to challenge myself to conduct an experiment using SourceMod. Using the Void to do it IS a good idea, and is completely possible. But once again, SourceMod is still required as a means of seeing your distance (and stopping you when you reach the launch depth)
@@ProfessorHeavy1 I believe opening the menu by pressing ESC always removes the hall of mirrors by replacing it with black until you close it. that being said, I'm curious to see what would happen if an entity with collision was shoved closer or further out of the "boundaries" and interacted with. maybe a large prop could be placed there using the console? I'll have to try something like that
I would like to note that I am not an expert on Floating Point Precision. These videos should not be used as a basis for an essay. Further reading should probably be done in that case, given that floating points aren't exactly set in stone. Especially since they're quite wild and unpredictable in the higher regions.
My own research was not conclusive, and whilst this video does contain my own findings, they may not be factually correct.
Too much for tiniy for teeny tiny peanut brain
Its innacurate to say ints are 8 bits. In reality, its typically 32, but it changes compiler to compiler, OS to OS, so while you are technically not wrong for integrated circuits, its mostly wrong. Just wanted to give you some feedback!
What if we kissed at 340,284,346,638,528,859,811,704,183,484,516,925,440 hammer units
Sorry but my mouth's maximum range is 56,754 hammer units and I'm not gay
😳😳😳
Which direction?
So that's pretty much the Far Lands equivalent of the Source Engine. Good to know.
That's actually a good comparison for it, since the two do happen for similar reasons.
Professor Heavy's Source Shenanigans TF2 meets Minecraft Beta.
It's actually the limit for every single engine ever, I think?
this happens in a lot of other engines too
Talks about a "tangent", said tangent proceeds to take up most of the video. Great going, Prof.
Also, I swear this is my last video on distances.
It felt *right* to go into a more technical topic, but some things in this video could have been explained and recorded better. Like last week, this video was also recorded and scripted pre-hiatus, but the next few haven't been. New video's out next week! ALSOJOINMYDISCORDLINKISINTHEDESCRIPTIONKTHXBYE
Crinfe durrrrr
Theoretically, you could subdivide the map into chunks, and use two coordinate systems. When floating point errors become big enough to cause a problem, you start using the secondary coordinate system, which would be internal to the chunk.
While this wouldn’t completely fix the problem, it would at least make it more manageable.
your videos deserve more views honestly
I learned more about floating point numbers here than in my entire undergraduate run in college
Granted i probably wasnt paying attention, so making this tf2/source related definitely helped
i love this vid
to be clear its called a float because the decimal point can float around in the number, while a double just has a decimal point after two decimal places (like dollars and cents)
Interesting and informative, Awesome.
1:43 Thank you so much for explaining this concept, I've seen this happen in many other games whenever you glitch yourself out of the map but I never knew how or why this happened, but it always fascinated me. Pretty much every single 3D game does this no matter the engine. It's weirdly hard to find information about anything specific these days.
sometimes only position is effected because some engines handle the position of a meshes data in local space, like instead of each vertices position being based off the distance of the worlds origin its just the distance from its own origin, so objects just get really shaky at long distances
64bit precision will dramatically decrease the amount of warping when far from origin. It's worst in 32bit 3D games.
I was sleeping during class. What the hell is he talking about? [Love your content btw
5:19 Maybe not *binary* floating point, perhaps… decimal floating point formats are another story.
The only reason we use binary floating point for everything is because the standard was based on Intel’s failed iAPX-32 processor architecture, which used a binary floating point system because it was a lot easier to implement in silicon and ran a lot faster… Intel salvaged that FPU design for use in their later processors, other people cloned those Intel processors, other architectures needed a compatible number format… and we’ve been stuck with these floating point errors ever since.
0:32
Wait, do you have a cat? WHAT'S HIS NAME?? DID YOU FORGET TO FEED HIM???
I couldn't help but constantly think, hey its like Minecraft! despite that this is just programming stuff...
brainzoom
"Anyone else feel dizzy right now? Personally, I feel quite floaty."
Alright, where's my Unsubscribe button?
I remember back in a day, there was a game that instead of moving the player moved the entire map. So that the player is always stuck at the origin point. I think it could be somewhat of a fix
Definitely wouldn't work for an online game tho
@@Spelo1 probably
can't you "play the game" at this distance using a map leak? hastily made maps sometimes have an infinite outside area that you can move around in despite being void
That's something I considered, actually. But when a map leaks, looking at the Void causes a visual effect where the screen doesn't clear the graphics when it should do. There's a specific name for the glitch, but I forgot what it was. It made it very hard to read the values. I could probably have read the values in post recording by SourceMod logging, but another reason I chose to do it this way was because I wanted to challenge myself to conduct an experiment using SourceMod.
Using the Void to do it IS a good idea, and is completely possible. But once again, SourceMod is still required as a means of seeing your distance (and stopping you when you reach the launch depth)
@@ProfessorHeavy1 I believe opening the menu by pressing ESC always removes the hall of mirrors by replacing it with black until you close it.
that being said, I'm curious to see what would happen if an entity with collision was shoved closer or further out of the "boundaries" and interacted with. maybe a large prop could be placed there using the console? I'll have to try something like that
Me: Looks at GoldSRC
GoldSRC: Don't you even fucking dare
Such a great video, interesting topic and explained very well. Awesome job
tf2 got updated to 64 bit so is it a 64 bit float now?
I understand this because i've heard of minecraft's far lands.
My brain hurts.
Is it possible to play normal game near this boundaries? Or it is similar to Minecraft's far land
interesting
sorry teach i'm a bit late for class
m-more t-tec-chnical...? ._. ohgof
Now do source 2
Durrr