Infinite Map - Better Explanation

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  • Опубликовано: 5 окт 2024
  • 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/Mee...
    discord: / discord
    patreon: / meegmod

Комментарии • 423

  • @olegmoki
    @olegmoki Год назад +958

    Explaining your technology with your other technology (infinite map with seamless portals) is kinda clever

    • @stanleybochenek1862
      @stanleybochenek1862 Год назад +30

      yep it's like reverse engineering ufos

    • @thevoid6969
      @thevoid6969 Год назад +3

      perfect advertising

    • @patrxgt9691
      @patrxgt9691 Год назад +1

      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 +4

      @@patrxgt9691 i mean yeah, but he used his own mod, that's what i wanted to say

    • @TinyT1mm
      @TinyT1mm 8 месяцев назад

      its not clever, he literally stole my mod

  • @chazz634
    @chazz634 Год назад +259

    What a great explanation! You just created the biggest magic trick ever in GMOD.

  • @yyzttr6306
    @yyzttr6306 Год назад +805

    Can we have a realistic simulation of Atoms and particles next?

    • @shawermus
      @shawermus Год назад +79

      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 +33

      @@shawermus "Mee" is god, he will find a way

    • @CturiX.IREALLY
      @CturiX.IREALLY Год назад +4

      he had the water physics, but it was pretty limited thanks to how source processes

    • @JeffarryLounder
      @JeffarryLounder Год назад +13

      That would essentially be a 1 frame per year simulation at that point.

    • @Matu833
      @Matu833 Год назад +3

      ​@@shawermus ☝️🤓

  • @npc_citizen9276
    @npc_citizen9276 Год назад +336

    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 +4

      use ulx

    • @npc_citizen9276
      @npc_citizen9276 Год назад +71

      @@unimox3343 either you didn't watch the vid or you don't know how ulx works.

    • @rico-228
      @rico-228 Год назад +29

      @@unimox3343 it will teleport to your invisible friend, in the chuck youre in

    • @alecz3843
      @alecz3843 Год назад +13

      @@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.

  • @gustavonomegrande
    @gustavonomegrande Год назад +141

    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.

    • @lizzycoax
      @lizzycoax Год назад +7

      how is that 4d

    • @gitarkatili
      @gitarkatili Год назад +2

      ​@@lizzycoax if its not 4d, what d then?

    • @lizzycoax
      @lizzycoax Год назад +7

      @@gitarkatili 3d, no extra dimensions required

    • @samuels1123
      @samuels1123 Год назад +24

      @@lizzycoax 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 +4

      @@lizzycoax Yeah modulo is a thing but you're still not using one infinite volume, space is still being wrapped in the additional dimensions

  • @amyonthenet
    @amyonthenet Год назад +64

    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 +2

      wish we had this 7 years ago, but better than never

    • @CrAzYpotpie
      @CrAzYpotpie Год назад +9

      @@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 +1

      @@CrAzYpotpie Same. Pretty much exactly 16 years, I think.

    • @JesusLopez-hb2fh
      @JesusLopez-hb2fh 4 месяца назад

      Literally 2000+ Multiverses

  • @lizardy2867
    @lizardy2867 Год назад +31

    Hand puppets with Mee is now my new favorite TV show.

  • @peluchefps
    @peluchefps Год назад +126

    Welcome everyone to another episode of "quantum physics in GMod"

  • @Kevdama1
    @Kevdama1 Год назад +29

    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

  • @Gravy_Guzzler
    @Gravy_Guzzler Год назад +62

    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 +1

      *off

    • @Gravy_Guzzler
      @Gravy_Guzzler Год назад +3

      @@taffyadam6031 yeah, i just fast, not acurate

    • @ocoolwow
      @ocoolwow Год назад +4

      @@Gravy_Guzzler spoiler no one knows or cares how fast you type, but they do notice problems...

    • @Gravy_Guzzler
      @Gravy_Guzzler Год назад +1

      @@ocoolwow true

  • @cgbreeki849
    @cgbreeki849 Год назад +121

    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 +124

      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 +25

      @@Meetric1 Got it. Thanks!

  • @K-Anator
    @K-Anator Год назад +14

    Homeboy just added layers from Photoshop to VHE.
    Damn son.

  • @Stefanutsu
    @Stefanutsu Год назад +10

    Thank you so much for adding an accurate representaiton of Scotland to the popular game Garry's Mod!

  • @datanon3059
    @datanon3059 Год назад +34

    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 9 месяцев назад +2

      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 😊

  • @fahnkymuncke7439
    @fahnkymuncke7439 Год назад +20

    cool! me and my friend used to shoot crossbolts into the void in the earlier versions and see glimpses of it teleporting.

  • @cgbasic808
    @cgbasic808 Год назад +4

    you make me feel younger again, explaining, and me understanding. 😊

  • @bostilhorrorstory
    @bostilhorrorstory Год назад +8

    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

  • @fredspreadem5638
    @fredspreadem5638 Год назад +128

    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 +47

      sounds about right

    • @zikrizikriofficialchannel7108
      @zikrizikriofficialchannel7108 Год назад +10

      @@Meetric1 guys if this base mod...😐
      I would wanna see all ARMA Maps ported to gmod😂😂🤣🥶😏

    • @Sir_Bone-Head
      @Sir_Bone-Head Год назад +6

      That kind of reminds me of what people did with porting Mario from Mario 64 into Gmod and Minecraft.

    • @Pekter
      @Pekter Год назад +1

      Futurama spaceship tech!

    • @lonelystarslibrary9326
      @lonelystarslibrary9326 Год назад +3

      That's literally how Star Trek's Holodeck works and i love it

  • @Resbertionist_Worker
    @Resbertionist_Worker Год назад +7

    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.

  • @generalrubbish9513
    @generalrubbish9513 2 дня назад

    Neat! That's basically how I pictured this working when I first heard of it. The map itself is still finite and relatively small, but teleports, rendering tricks and changing level geometry all make it _seem_ like you're traveling really far. Reminds me of how Kerbal Space Program solved the problem of floating point imprecision by moving the solar system around your ship instead of moving the ship through the solar system, so that way the ship never gets too "far" from what the game considers to be the world's origin point.

  • @gizyz1366
    @gizyz1366 Год назад +10

    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 6 месяцев 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

  • @AllTheOthers
    @AllTheOthers Год назад +4

    That is somehow ridiculously simple and complicated. Code is fantastic, I bet this took forever.

  • @3Dshmish
    @3Dshmish 8 месяцев назад +1

    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 +11

    5:17 MY MAN

  • @dandyherdiyana
    @dandyherdiyana Год назад +2

    It feels really good when I guess right about how it basically work

    • @mka290
      @mka290 Год назад

      Согласен

  • @Triffgits
    @Triffgits Год назад +16

    this is a really dope idea, do you imagine expanding on this or offering tools for others to develop content that supports this?

  • @ThomasMartin-nb8qt
    @ThomasMartin-nb8qt 10 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!

  • @somerandomcreator7211
    @somerandomcreator7211 Год назад +3

    incredible explanation, and im not the best at understanding this kind of stuff but you made it really easy

  • @randomcommenter10_
    @randomcommenter10_ 8 месяцев назад +1

    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

  • @funnyguy509
    @funnyguy509 8 месяцев назад +1

    gmod back in the day: look barney is drunk
    gmod now: look guys i recreated 1 to 1 copy of italy

  • @Blap7
    @Blap7 Год назад +5

    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?

  • @IdealIdeas100
    @IdealIdeas100 Год назад +1

    This is kinda like the 4th Dimension.
    Everything stays in the same place but youre changing where you are in the 4th dimension

  • @ОчереднойШкольник-ж9я
    @ОчереднойШкольник-ж9я 3 месяца назад

    Honestly, this surprises me more than a truly endless map.

  • @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!

  • @kazaaakplethkilik3229
    @kazaaakplethkilik3229 Месяц назад

    Woah, cool that this was my first thought on how does it work

  • @chitan1362
    @chitan1362 Год назад +1

    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.

  • @NeonKrystals
    @NeonKrystals Год назад +3

    the way you explained this was absolutely adorable :D

  • @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. )

  • @fontom6402
    @fontom6402 Год назад

    When the release comes, my friend and I will explore these vast expanses

  • @itsandyfs
    @itsandyfs Год назад

    im not even into gmod's stuff but this was a terrific explanation, this is such a crazy good project, oustanding

  • @marioood
    @marioood 4 месяца 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

  • @RedRanger-ll7hx
    @RedRanger-ll7hx Год назад +2

    Now you're really thinkin with portals!

  • @StephenMinkin
    @StephenMinkin 8 месяцев назад

    Neat idea. Good organization concept for handling extremely large maps.

  • @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.

  • @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'

  • @c02c02
    @c02c02 Год назад +1

    more like a spatial hall of mirrors (which people actually usually call "infinity rooms")!

  • @pangake
    @pangake Год назад +5

    Cells. Interlinked.

  • @MathewRYF
    @MathewRYF Год назад +1

    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 +4

      well since every area occupies the same place I would imagine navmeshes would break

  • @mnichu201
    @mnichu201 Год назад +7

    How does this work with hitscan? Can you shoot someone who is in another chunk?

    • @lennybjorowitz4256
      @lennybjorowitz4256 Год назад +4

      it probably won't at the moment, judging from his usage of the teleporting crowbar sweep which is basically a invisible bullet that teleports you to the spot it hits.

    • @alecz3843
      @alecz3843 Год назад +5

      Traces work across chunks but the bullet trace does not but he said he would try to make it beable to go across chunks. Projectiles however can still go across chunks

  • @calillusc4715
    @calillusc4715 8 месяцев назад +1

    So there's like a million things inside one chunk... But each chunk we visit... The other objects have collision on.

    • @LikeTheBirb
      @LikeTheBirb 6 месяцев назад +1

      exactly only the stuff with the same chunk location tag is enabled

  • @goon-705
    @goon-705 Год назад +4

    Now I'm curious how this would work with npc's, probably not at all, but an interesting thought anyways.

    • @debugempty
      @debugempty Год назад +7

      It kinda works. The main problem is that they can't move as generating a navmesh is impossible

    • @alecz3843
      @alecz3843 Год назад

      DRBase works alright

    • @goon-705
      @goon-705 Год назад +1

      @@debugempty Literally just echoing what I said but yeah. I imagine a different kind of navigation system could work but that would require implementing said system into source which would be a mess of it's own.

    • @debugempty
      @debugempty Год назад +3

      @@goon-705 I think all you could do is some actual like machine learning because Source only likes when it's pre-generated.

    • @goon-705
      @goon-705 Год назад

      @@debugempty Echoing what I said again but yeah.

  • @carville767
    @carville767 Год назад +1

    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!

  • @bloomingpain-flower7074
    @bloomingpain-flower7074 Год назад +3

    His said "Cells"?, interlinked! But if be serious, okay, I kind of get how this works, we don't really move from the objects (map) we only move from the first image of the objects (map) while in reality we walk again and again throught the invisible non-coladable objects (map), as first image stays further and further. But here is my question: if real objects can only be placed on the real (primary) map and everything else is the illusion, will you be able to place new objects in the distance (far enought from the starting point (real primary map) ) with the possibility of reaching them, because there is no distance, the map is only one. If of course I understood this correctly.

    • @Meetric1
      @Meetric1  Год назад +1

      yes, what ive done is basically "detour" or kind of "intersect" when props are created to work with my chunk system. if you were to place a prop at position (100000,0,0) my code would interject and go "ok thats exactly 100 chunks from spawn, dont alter its actual position... only change its cell position" if u kinda get what I mean

  • @Slamboni4k
    @Slamboni4k Месяц назад

    Fascinating... this passes as 4D. I wonder if there would ever be a possibility to add a seed generator for the map. The end all-be all of Gmod

  • @thefurryworld
    @thefurryworld Год назад

    guy ! you have just created the very definition of the 4th dimension!

  • @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

  • @cuberancher4479
    @cuberancher4479 Год назад +3

    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?

  • @gekinatracksuit9710
    @gekinatracksuit9710 Год назад

    5:18
    your friends have good taste in games

  • @402.12
    @402.12 11 месяцев назад

    Dude really made a toaster into a railgun. Like for that, for sure.

  • @sak-superagentkaboom5968
    @sak-superagentkaboom5968 6 месяцев назад +1

    Well now i forgot how physics work.

  • @tschichpich
    @tschichpich 7 месяцев назад

    That's a super smart idea. Great work

  • @Mahashiii
    @Mahashiii 8 месяцев назад +4

    oh well whatever, I bet it can't render the entire observable univer- oh wait

    • @Shnking114
      @Shnking114 8 месяцев назад

      Yeah dude some did this in gmod... 2048 universes... each of them got an parameter of about 880.000.000.000.000.000.000.000.000.000 km
      Name of that mod which uses this mod is 1:1 Multiverse and its for gmod 😂
      So ... He fucking did it 😅

    • @Shnking114
      @Shnking114 8 месяцев назад

      Ps: u need an NASA Computer for this shit

    • @Mahashiii
      @Mahashiii 8 месяцев назад

      @@Shnking114 well, yeah Ik
      I saw Charlie's vid and decided to see how it actually works... its crazyyy
      I saw comments saying 'I bet it can't do ____ though'
      And I wrote that comment. Crazyyy shit dude

  • @hety1347
    @hety1347 Год назад

    Short explanation: the map uses portals and makes it so your client renders props, entities, etc farther than they really are.

  • @viffur
    @viffur Год назад

    Such complex things in such simple words
    Thank you ♥

  • @skuxsaint_4386
    @skuxsaint_4386 Год назад

    Bro explained this better than my physics teacher.

  • @angzarrpsyco
    @angzarrpsyco Год назад

    TL;DW
    It's like minecraft chunks, but all the chunks are overlapped. While in Chunk X, you don't collide or see everything in all other chunks, but you can see the other chunks past your own chunk.

  • @shadesoftime
    @shadesoftime Год назад +4

    So is the bigger box still inside the source boundaries, but acts as a margin to properly handle props being between two cells?

  • @kean4218
    @kean4218 Год назад +1

    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.

  • @btarg1
    @btarg1 Год назад

    Something about this reminds me of Super Mario 64 speedrunning videos.

  • @chezvik
    @chezvik Год назад +1

    me watching mee explain to me some 4d philosophy

  • @Chris-re3lv
    @Chris-re3lv 8 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.

  • @1Dominic1
    @1Dominic1 Год назад

    as someone who takes allot of interest in this kinda stuff, this is pretty neat.

  • @ottoes8098
    @ottoes8098 7 месяцев назад +1

    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.

  • @sandermur5613
    @sandermur5613 Год назад

    my man's a genius, you've earnt yourself a new subscriber.

  • @damson3413
    @damson3413 8 месяцев назад

    as someone with a very rudimentary/basic understanding of some complex physics and science, this feels like it's tickling the part of my brain that knows about relativity and stuff like higher spatial dimensions potentially existing and not being perceptible because they're "folded up"
    like, what if travelling along a geodesic in what we think is a flat spacetime, is actually travelling along a curved spacetime with a distance related phase shift that we think of as a larger distance between those points because of some equivalent phenomenon as seen in the video? when really, there's a lot of stuff occupying the same space, it's just that most of it you can't interact with directly in that way because of the difference in phase, which we perceive as distance in 3 dimensions.
    ahh, I just realized why, because hidden variables aren't a thing in reality, the information about state and configuration has to be stored somewhere and that'd be something we can observe or measure somehow.

  • @tylowX
    @tylowX 10 месяцев назад

    love how the players are just npc faces cubes

  • @charmyzard
    @charmyzard Год назад

    Man's gonna get hired at VALVe at this rate.

  • @1x1boop28
    @1x1boop28 Год назад

    This source engine magician probably can get a job at valve.

  • @brickwall9781
    @brickwall9781 Год назад

    Some genius going on! Would you be able to explain how you're having different terrain in each cell?

  • @StefanLopuszanski
    @StefanLopuszanski 8 месяцев назад

    This is similar to how a lot of games actually work behind the scenes. Is there a video explaining the terrain aspect?

  • @NagaGaming76
    @NagaGaming76 Год назад

    This would be awesome for the stranded gamemode

  • @abaddon2509
    @abaddon2509 Год назад +1

    So basically what you did should be mostly understandable to Minecraft players. You've created an infinite map using "chunks" which get loaded along with collision as soon as the player walks through the source map border. Really clever way of doing this I must say. I'm really curious how it works on the technical side of things as this solution must have created problems. What was the biggest one? Were there any hilarious bugs that happened?

    • @DogsRNice
      @DogsRNice Год назад +1

      Except the chunks are at different locations, they aren't just giving the illusion of it

    • @firewhite
      @firewhite 8 месяцев назад

      @@DogsRNiceyea this would only be similar if minecraft had a single chunk that changed depending on your character data which would make the game super heavy

  • @MrBrigadierArchived
    @MrBrigadierArchived Год назад

    that's just "wow!" And my thoughts about terrain is that every terrain is placed in one place, but how you set up the visibility and colliding, so you do for terrain to "separate" it the same way with a possible playing with the scale of everything.... But damm, when I saw the GTA SA map, I could not believe my thoughts were actually true...

  • @bigdiccmarty9335
    @bigdiccmarty9335 Год назад

    my goodness the audio, i can hear every molecule of saliva, you could be making a killing in a different market

  • @BetaTester704
    @BetaTester704 Год назад

    This is something ive considered adding to my own game.

  • @mansiselyn
    @mansiselyn Год назад

    TLDR, you recreated minecraft in GMOD, but each chunk is really big

  • @Eles322
    @Eles322 Год назад

    Hi from Shurikworld! You realy did a great work! :3

  • @Nacho_De
    @Nacho_De Год назад

    this is freaking mind blowing

  • @GMODISM
    @GMODISM Год назад

    Wow mate that's cool, I gotta cover the map on my channel soonish yes

  • @Akiko_Himenokouji
    @Akiko_Himenokouji 3 месяца назад

    just like the holodeck in startrek ! genious!

  • @nc_silly
    @nc_silly Год назад

    In a way, this is really adorable for some reason.

  • @schnackebums
    @schnackebums Год назад

    That's incredible! Really clever concept

  • @FissionMetroid101
    @FissionMetroid101 8 месяцев назад

    This is absolutely ingenious

  • @nicnl255
    @nicnl255 Год назад

    The noises of the mechanical keyboard in the background really is an obnoxious sound when listened through a headset.

  • @jjjames779
    @jjjames779 Год назад +1

    its seems pretty good explain, but i worried about make bunch of lag with multiple props combined like acf tank or something

    • @firewhite
      @firewhite 8 месяцев назад

      well today we see how lag reacts with this tech lol, 128 gigs of ram minimum to render the 1:1 universe recreation

  • @QuestionableSprite
    @QuestionableSprite Год назад

    imagine filling a map like this with a city, that would be crazy

  • @digsnbones
    @digsnbones Год назад

    To be completely honest I have no idea how I got here but I enjoyed it none the less

  • @zsombor_99
    @zsombor_99 Год назад

    Basically, the "infinity" map just using teleportation and visual trickery, plus somehow messing with the collisions, right? What a mind confusing thing it is... 🤯

  • @charmyzard
    @charmyzard Год назад

    Imagine what mappers will do when a plug-in is released.
    Open world in GMod, thinking with portals.

  • @coded_ragon6284
    @coded_ragon6284 Год назад

    I remember a map project like this back in gmod 12 by an unknown author. It didn't work nearly as well as your ls does as it only supported single player.
    If I had to guess about the Terrain, your generating it by populating some sort of Collision object, like a static prop that you can resize to form different types of Terrain? Hence why the shapes the terrain is so primitive?

    • @Meetric1
      @Meetric1  Год назад +1

      Not really, the terrain is generated on the fly, not resized.
      The only reason it is so low poly is because most gmod players use the 32 bit branch which is less stable. when generating collisions at this scale it can cause crashing, so to avoid instability i've kept it relatively low poly.
      Also remember this is a base and not really a map. this map is more of an example of what you can do with the base, and I didn't want to spend too much time on it

    • @coded_ragon6284
      @coded_ragon6284 Год назад

      @@Meetric1 fascinating, does that imply that the Terrain is some sort of model that you can import?

    • @Meetric1
      @Meetric1  Год назад

      no, its procedurally generated