Nay, he enjoys a nice bath while cuddling the toaster! Josh is immortal and the chaos of a nice warm toaster bath only feeds his madness.. wait, that got weird, I'll see myself out
Josh explained on his Twitch he has macros and auto clickers to set some of these weird things up like for fishing. Then he just leaves the game running over night. But for others things like building giant Tornados that he does himself. Basically if it's a repetitive consistent task he'll automate it depending on how far he wants to go. Also he gave you a call out in that same stream, cheers!
Fun Let's Game It Out fact: His personal record RAM ever used on his computer was (I think) 38+ gigabytes. It was achieved using thousands upon thousands of fireworks in Planet Coaster, so much to the point the game didn't render them because they were out of distance.
If you are interested in making art with various objects in Hydroneer then I suggest you check "I built a 10/10 SUSPENSION BRIDGE in Hydroneer" by Real Civil Engineer
17:25 This is my favorite part. After a while, you build up some pretty high expectation for Josh's insanity, but he always manages to exceed them. > builds 10 machines > "I'm going to build a few more of them" I'm sure he's going to build like 200 > builds 2000
If you were to consider the Pallets/Truck and the stuff stacked on them in a hierarchy, described as a tree such that: - The Base is at the bottom of the stack, say the first pallet on the ground or the truck - The first branches are sitting on the Base - The second branches are sitting on the first branches - etc... The bugged collisions would probably be third branches colliding with first branches (not including the first branch they are attached to) or the Base (in the case of the truck) So when you place a pallet on a pallet on a pallet, the items on the third pallet collide with the other items on the first pallet. To sort this out, you either need to recursively check for branched attachments to diable collisions, or as you suggested prevent any double-layer (or more) attaching. As for how the object moves during a bugged collision, my best guess would be that the object is trying to un-stuck itself and move outside of the colliding object. This doesn't work because the colliding object is attached and moves as well, resulting in this un-stuck movement being applied every frame.
Yep, this sort of bug is, in my experience, always caused by the collision resolution system pushing two objects apart only for the constraint or parenting system to put them back wrong eg. Part A gets pushed 1 unit left. Part B gets pushed 1 unit right. The the next system jumps in and moves part B 2 units to the left to fix it. Even if the second system puts them back correctly it'll probably add rounding errors and make at least a small pseudo-force.
Needed to rewatch your explanation for the flying truck at 10 mins twice since the first time i was just too focused on the Cat in the back. Keep it up!😂
I love that while you were talking about the bug with the trucks and the pallets, you could see someone playing with the cat. Pro tip: peacock feathers are great cat toys. You can wiggle them against the ground or different things, and if the surface is hard the rib of it will make a scritching noise that grabs cats' attention.
@@Krakenfall My sister works at a pet store that sells them so I had her buy 50 of them for me at one point. As they get too destroyed I just switch in new ones.
the truck demon was originally far more prevalent. it was (maybe still is) caused by the tractor tires, they have collision boxes, as does the tractor body, and the suspension "simulates" being weighed down. so when enough weight presses those two collision boxes together, they can't split because the tire has hard limits on its movement but can't escape the truck collision mesh. several versions ago the truck would do this at the drop of a hat whenever you even clipped a rock or debris while driving. nowadays its actually pretty rare unless your specifically trying to glitch the truck
21:25 I think it wasn't anything about the individual rows, he just needed to remove basically all drills - except for a single row - for the game to be even partially playable. Before the change, every single drill in that setup did its thing. I must say: I like a lot about Hydroneer, but for a game that's about automation, it's really poorly optimized (at least in those builds) to handle those physics-objects. Once you get past the early stage of digging and washing by hand, you'll naturally have more and more automation with physics-objects falling everywhere and if the game can't handle that, then that's a pretty fundamental flaw. :-\
I feel like you have been blessed by the RUclips Algorithmn because up until a month ago i didnt even know your channel existed and then all of a sudden i see a video of you on my recommended list. Honestly best thing that has happened to me. Love your Videos and your cat. I hope you get the recognition you deserve because i think you have a unique way of organizing stuff in Games and in general and i love it. Wish you all the best and greetings from austria :)
I suggest reacting to 'Real Civil Engineer'. He has hilarious commentary, and like josh as a... tendency... in his building projects. He like bridges. Anything, a ship, a building, a vehicle, will eventually be sued to make a bridge. And yes, he also did some Hydroneer videos
I It just me or when he was talking about the floating truck. All I was paying attention to was the adorable day in the background. Also I love your videos.
LGIO probably hasn't made a single video that I wouldn't want a reaction to. Planet Coaster and Planet Zoo are probably my favorites, but let's say the latter might trigger some lizard doggo PTSD. If you're looking for something completely different, you might wanna watch Internet Historian's Fall of 76 or The Engoodening of No Man's Sky. They're a bit longer, but I have a feeling you'd appreciate them from a software (& bugs) perspective. Can't wait to catch your next stream.
Thanks for the suggestions. I've been playing NMS offline while working on a video (not a let's play sadly) and it really is engoodened. I got burned by really trying to give it a chance at launch and I'm surprised to be enjoying it so much!
I want to say thank you for linking to the video you are reacting to. Far to many reactions give credit in words but can't be bothered to provide a link to those that let them do the reaction.
Josh's planet zoo videos are his funniest imo, but it isn't really a similar type of game to what you've been watching so I'm not sure if you'd have quite as much to say about them.
@@derpderpin1568 Thats what a false fan would say! /j but really, you are completely false, Planet Zoo has so much creative tools and josh is such a good story teller that each one is a completely different video.
Started watching about a month ago, the watching let's game it out got me, your personality and games you enjoy got me to stay, keep it up and keep being you.
Omg I love game grumps, my favourite lets play of theirs was super metroid, every year I boot up my snes and play along side them and enjoy the nostalgia
The truck is a buyable object, which can be attached to the pallet. The pallets can be attached to other pallets. The pipes can also be attached to pallets. Each item has collision as well, but no clips when on a single pallet. Using 2 pallets, everything is colliding and causing forced movement outside of its space
What if josh from let’s game it out is actually someone who keeps their home super neat and clean and hates dirt or things being unorganized and is a masochist so he found out he could fulfill his desires and get money through RUclips at the same time?
11:00 As a game developer, let me explain. The game is created using the Unreal Engine, which includes a built-in physics engine that calculates collisions and more. In the game, you can interact with objects by pushing them around. To achieve this, you typically place a "Rigid Body" component on the object. This component provides the object with standard collision and physics properties. I believe that all objects loaded onto the pallet become one with the pallet object which has no effect. However, when another pallet is placed in the pallet, the Rigid Bodies of both objects collide and push against each other. At this moment, the physics engine attempts to separate the objects due to the collision, which causes the glitching. The same goes for the truck it also has a Rigid body or something comparable.
The very core essence of Josh's gaming philosophy: "Ten of these worked pretty efficiently. Twenty would probably be perfect... nah, let's build seven hundred instead."
9:20 - I think it's the pallet trying to get stuck into the vehicle then it collides, tries to move away but it's fixed at the truck so it collides again and jitter happens
given what i've seen in other hydroneer vids, the glitching truck issue is when you stack a pallet so that the items on it poke into the truck's collision mesh. it can happen without a pallet. sometimes it even happens when you hit a wall wrong. it seems worse when pallets are involved, my guess it's because the pallet keeps pulling the item into the collision mesh, meaning the truck reacts to constant small collisions, that the physics can only resolve as coming from inside the truck, pushing it in a random direction, which can make for some interesting pinball physics
As a hobbyist game developer, the issue is more likely simply that the palette's hitbox and the truck's hitbox overlapped, and the items placed in the truck are parented to it, think of it like glued to each other. So the physics engine is trying to push the objects away from each other but can't, causing a constant impulse force. I don't think it has much to do with multiple palettes specifically, just that the palettes are large and are relatively easy to have clip into the truck's hitbox. The time the three palettes went flying on their own was likely for the same reason, the hitboxes of them probably were overlapping. The truck probably has it's rigidbody velocity locked when the player isn't inside of it to prevent it from being moved. In most game engines you can parent an object to another object, this effectively makes their position relative to that other object, so when the parent object moves the child object does as well. If in addition you lock the position then you stick the object to the other object at a fixed position and rotation. It's very common for this bug to occur in games, and especially during development. When parenting objects it's recommended to disable the collision or preferably the physics entirely for the child objects, if the engine supports it the parent object should instead use a composite collider which will make the parent object act as if its hitbox is the sum of itself and all it's children, but the child objects themselves have no physics by themselves. But this can be very easy to forget to do. The number of times I've had my player character pickup an item that I then set to show in the character's hands, only to have it cause the player to gain the ability of flight, is more than I can count.
Also it wasn't that the back row worked better than the first, at first he had the water hooked up to *all* rows, he removed the connection to all rows except for the last one, so it was the fact that a single row worked better than all rows at once.
I like to watch Let's game it out. His hijinks are always funny. And if you look past his shenanigans, you can see what the game is like. He's the reason I got Hydroneer, though I don't try to break the game.
I discovered Josh shortly after his partner went off to do something else. I've shared some of them with My Favorite Daughter and we both get a LOT of laughs out of his videos. I'm glad you've discovered them. Also, was fun seeing kitty getting scritches in the background. You might want to explore DarkViperAU's videos for GTAv where he does things like no hit runs and passivist runs. Those are some interesting challenges and he finds fun ways to break the game.
Want to know how he does it, for most of us we just kinda feel like he plays the game sleep deprived slowly sinking into insanity while finding ways to break the game or frame rate in the many creative ways that he can find :3
its also good to note that a lot of creators will give Lets game it out keys just so he can exploit and then they will patch it. like during the hydoneer "playthrough" he was talking with the devs
About all those shenanigans Josh experienced with flying truck and palettes filled with objects..That is not just due to Hydroneer being an early access game. In fact it has to do by which physics engine Hydroneer is using. Since Hydroneer is made with Unity game engine I'm guessing it is also using the default Physics engine that comes with unity and that is PhysX. So why is this bad? That is because PhysX is using so called single stage physics simulation. What does that mean? That means that as soon as physics engine manages to calculate forces that are acting to a specific object ti moves that object to a new position based on those forces and then proceeds calculating forces for the next object which is bad. Why is it bad? Because as soon as you have moved your first object to a new position the forces between the first object and some other object that it might have been in contact have changed. This means that the physical simulation longer follows the Newtons third law that states that if object A is acting with certain force to object B then object B is is also acting with same but opposite force to the object A. This erroneous physical calculation gets more noticeable when you have many objects interacting with each other and generally increase with the number of objects piled up. That is why you tend to see bigger piles of objects constantly jitering or spontaneously launching into air. And the thing gets a lot worse when you have multiple objects connected to each other in cyclical way. Like A connects to B, B connects to C, C connects to D and then D connects back to A. Quite often when you have objects connected in cyclical way in PhysX simulation goes haywire. Many people started calling such scenario as "Encountering the Kraken". The solution to avoid such problems is to use physical engine that uses two stage approach where in first stage it calculates all the physical forces for each object similar as single stage simulation but instead of moving the object right away it saves the future position of the object into memory. Only when forces for all objects have been calculated does the simulation actually proceeds moving these objects to new position. The main advantage of such approach is accurate physical simulation. But main disadvantage is that you are basically doubling the memory required by the simulation. And it does involves some additional processing. Sorry for long comment but it can't explain this in shorter form. And I can no longer find an old video where one of the Microsoft programmers that worked on first Forza game explained this in much greater detail.
Someone else mentioned collision detection, too, which I forgot about. Could be it! I was going off the sounds made by the pipes when they stick to the pallets. I think it's probably collision though
The floating/spinning/flying truck/pallets is caused by hit box collisions not resolving. The physics of the game says: if pipe A collides with pipe B, move pipes. But game says, if pipe is placed on pallet, pipe sticks to pallet and doesn't move. Now insert pallet into pallet, which is what happens when he managed to shove the pallet into the stack pipes on the pallet that was already there. Now pipe A collides with pipe B and the game tries to move them apart.... but pipe A and pipe B are attached to pallets that themselves are locking them in place and any movement just results in more collisions. The game keeps trying to resolve the collisions but they are really unable to resolve, so the game just keeps trying to move them, but any movement is just back into a collision. Rinse repeat ad infinitum and you get wild and crazy stuff. You can do this is Space Engineers to some really great and sometimes catastrophic effects by causing objects to collide in ways that the collision can not be resolved.
Josh previously played with a friend who he also ran the channel with. They parted ways. Said friend was the only thing keeping Josh's inner demon at bay, but now that he is gone, Josh can do whatever he wants for however long, which is why most of his Videos now are so chaotic
if you think him having the patience to put down that many drills is impressive then you should really see the things that he builds in planet zoo and planet coaster
I'm not a game designer but I am a software engineer. What I think is happening with the pallet(s) is that when things are placed in the truck or on pallets, their collision physics is "turned off". Which is to say, their acceleration is set to 0 or their position relative to their container is fixed. But the actual collision isn't disabled. So even though the components don't move, they keep having tiny collisions with the truck and each other. All those "0 speed" collisions keep accumulating every physics tick and the rounding errors accumulate creating motion. Also the n^2 collisions from all of these overlapping items in the back of the truck overload the physics engine, so it probably starts doing coarser time steps to compensate. This also causes those tiny nudges from colliding objects to be exaggerated. We see them stay in place, but what the physics engine sees is them bumping each other, moving, bumping the truck and then having their position snapped back to the truck's reference frame. I've pointed this out in other places, but the software engineer(s?) for this game doesn't fix problems at their root cause. They see a problem, they apply a patch to fix the symptom. Like when Josh stole items by putting them on the truck. The sensible strategy would be to add meta data that persists through saves, and marks the item as not owned. But in this game, the item is just deleted if it's placed on a truck or if the player, rather than the item, is outside of the store boundary. In a good game, each entity would be part of a different physics category: Items that have full collision. Items that only collide with X. Items locked to a container. Items locked to a belt. Etc. Then the physics loop would go through each of those lists and check them accordingly. But in this game everything is treated the same and then exceptions are applied later. It might be a limit of trying to work with Unreal engine without overhauling the physics. But I think for a game with such specialised physics, an overhaul is appropriate. There can be literally millions of entities being simulated at a time. They can't all be generic physics objects.
I think it was Hydroneer and similar to his truck god and pallet demon, Josh sent what seemed like hundreds of wagons loaded with pallets and items flying thru the air and i mean FLYING fast, think any kind of sci-fi movies flying traffic, it was so entertaining lol.
He went from 600 drills to maybe 60 running at the same time. Not to mention every conveyer is water powered, so all those rows of conveyer belts were shut off as well as any collision/movement of rocks
If you're just here to see the cat (Hobbes), watch until the end 😁
Cat.
Ayo hi kraken can u react to his 1st satisfactory video?
@@acat-likeandstupidanimator275 This one? ruclips.net/video/8htzrqf7G_Q/видео.html
When you went "Ohhh!" I was like "yep that is the usual lets game it out reaction".
@@Krakenfall I think he meant this one ruclips.net/video/dQw4w9WgXcQ/видео.html
Let’s Game it out can be described by this sentence. “Am I going overboard? No! I’m not going overboard enough! I will go extra overboard!”
“Only one way to find out if there's a limit.”
Josh treading water in the middle of the ocean, no boat in sight. "Overboard? Nope I'm not overboard. Hang on I got to try something......"
Instead of Plus Ultra it’s Minus Frames!
More like: "Am I going overboard? No!? Well clearly I'm not trying enough, hold please" *que funky music
That is four Sentences...
"I'm scared to see what his toaster looks like"
I'd bet you Josh microwaves his bread
It's a way to make toast faster.
Nay, he enjoys a nice bath while cuddling the toaster! Josh is immortal and the chaos of a nice warm toaster bath only feeds his madness.. wait, that got weird, I'll see myself out
No!
Nah, He is more like explode it based on cooking simulator.
Based on absolutely everything else we've ever seen Josh do, I choose to NOT think about how he makes toast.
Josh explained on his Twitch he has macros and auto clickers to set some of these weird things up like for fishing. Then he just leaves the game running over night. But for others things like building giant Tornados that he does himself. Basically if it's a repetitive consistent task he'll automate it depending on how far he wants to go.
Also he gave you a call out in that same stream, cheers!
I always suspected he at least had an auto-clicker. The RSI would be unreal.
Thank God Josh didn't click millions of times manually
Do you know what stream that was? I would like to see it.
It was ages ago, but I think he was playing the Long Drive.@@sunnyhoopes8621
9:30
While he is explaining, I was not paying attention but doing what anyone would: watching the cute cat playing
same, also when the ball fell i died inside 😭
70th Like on this comment... I'm sorry (sadge frown)
Sammmeeee
Definitely also got distracted by cat in the background lol
16:45 "What is he doing, this is legitimate"
20 seconds later. "Stunned silence"
How every Let's game it Out goes.
Fun Let's Game It Out fact:
His personal record RAM ever used on his computer was (I think) 38+ gigabytes. It was achieved using thousands upon thousands of fireworks in Planet Coaster, so much to the point the game didn't render them because they were out of distance.
He has now used, I think, 55 GB of RAM while playing a movie tycoon game.
it wasnt that the last row worked better, its that in the second test he only used the last row; to save the frame rate.
and the conveyor was visible for him to film
since when did lets game it out make any efforts to save his frame rate?
I think he might have also had the rest of the devices attached with water to the last row.
@@hystericalgd9497 only then cause it was just. Too. Bad.
No, that was the third test. Krakenfall cut out the portion of the video that was the second test.
8:08 “i wanna make an art installation with objects in the air” oh well you’re in for a treat my friend 😂😂😂
I'm dying for him to watch the next episode. 🤣
If you are interested in making art with various objects in Hydroneer then I suggest you check "I built a 10/10 SUSPENSION BRIDGE in Hydroneer" by Real Civil Engineer
17:25 This is my favorite part. After a while, you build up some pretty high expectation for Josh's insanity, but he always manages to exceed them.
> builds 10 machines
> "I'm going to build a few more of them"
I'm sure he's going to build like 200
> builds 2000
If you were to consider the Pallets/Truck and the stuff stacked on them in a hierarchy, described as a tree such that:
- The Base is at the bottom of the stack, say the first pallet on the ground or the truck
- The first branches are sitting on the Base
- The second branches are sitting on the first branches
- etc...
The bugged collisions would probably be third branches colliding with first branches (not including the first branch they are attached to) or the Base (in the case of the truck)
So when you place a pallet on a pallet on a pallet, the items on the third pallet collide with the other items on the first pallet.
To sort this out, you either need to recursively check for branched attachments to diable collisions, or as you suggested prevent any double-layer (or more) attaching.
As for how the object moves during a bugged collision, my best guess would be that the object is trying to un-stuck itself and move outside of the colliding object. This doesn't work because the colliding object is attached and moves as well, resulting in this un-stuck movement being applied every frame.
Oh yeah, collision resolution might be a cause too. Good idea
Yep, this sort of bug is, in my experience, always caused by the collision resolution system pushing two objects apart only for the constraint or parenting system to put them back wrong eg. Part A gets pushed 1 unit left. Part B gets pushed 1 unit right. The the next system jumps in and moves part B 2 units to the left to fix it.
Even if the second system puts them back correctly it'll probably add rounding errors and make at least a small pseudo-force.
The funniest episode is the one with carts, that one has the most wild physics I've ever seen
for me, the funniest episode is have his name " wanted " by Hydroneer
I nearly died of laughter when one of them swooped down just to pick up another.
Needed to rewatch your explanation for the flying truck at 10 mins twice since the first time i was just too focused on the Cat in the back. Keep it up!😂
I love that while you were talking about the bug with the trucks and the pallets, you could see someone playing with the cat. Pro tip: peacock feathers are great cat toys. You can wiggle them against the ground or different things, and if the surface is hard the rib of it will make a scritching noise that grabs cats' attention.
Yep! We've got a couple of those. Hobbes has torn them up pretty good, but he still loves them
@@Krakenfall My sister works at a pet store that sells them so I had her buy 50 of them for me at one point. As they get too destroyed I just switch in new ones.
I heard a rumor that Let's Game it Out's house heater broke and he maxes out the games to turn his computer into a space heater.
the truck demon was originally far more prevalent. it was (maybe still is) caused by the tractor tires, they have collision boxes, as does the tractor body, and the suspension "simulates" being weighed down. so when enough weight presses those two collision boxes together, they can't split because the tire has hard limits on its movement but can't escape the truck collision mesh. several versions ago the truck would do this at the drop of a hat whenever you even clipped a rock or debris while driving. nowadays its actually pretty rare unless your specifically trying to glitch the truck
The best/funniest episode of hydroneer is "I set off so many nukes it ended reality in hydroneer." For reasons not at all pertaining to nukes.
I've never ceased to be amazed by all the work that Josh puts into avoiding work.
You people talking about Josh finding bugs are so wrong. Josh doesn't find bugs, he discovers HIDDEN FEATURES.
Josh's games measured in seconds per frame
Him: explaining a complicated game mechanic.
Me: Hobbs looks like he's having fun with another human back there
I really like this channel. You've inspired me to play Satisfactory again for the first time in a year, and I haven't been able to stop.
Yo if you post vids let me know here! I don't have a pc and it would be fun to see you play bro
21:25 I think it wasn't anything about the individual rows, he just needed to remove basically all drills - except for a single row - for the game to be even partially playable. Before the change, every single drill in that setup did its thing. I must say: I like a lot about Hydroneer, but for a game that's about automation, it's really poorly optimized (at least in those builds) to handle those physics-objects. Once you get past the early stage of digging and washing by hand, you'll naturally have more and more automation with physics-objects falling everywhere and if the game can't handle that, then that's a pretty fundamental flaw. :-\
All of us (josh's fans) LOVE seeing other people's guttural reactions to his madness
Can we get a "Krakenfall Reacts to Hobbs getting all the scritches?"
the disclaimer man he actually sounds like one of those people who says the fine print super fast at the end of these medicine commercials
9:00 I couldn’t focus on anything other than the cat
Understandable, have a nice day 😂
I feel like you have been blessed by the RUclips Algorithmn because up until a month ago i didnt even know your channel existed and then all of a sudden i see a video of you on my recommended list. Honestly best thing that has happened to me. Love your Videos and your cat. I hope you get the recognition you deserve because i think you have a unique way of organizing stuff in Games and in general and i love it. Wish you all the best and greetings from austria :)
I love your reaction to lets game it out, also I'm a software developer in Seattle, WA . Keep up the great work
👋
Your videos are never boring, keep up the good work!
Glad you like them!
Fun Fact: In Hydroneer, one of the towns has a sign:
WANTED
Let's Game It Out
REWARD
c1,000,000,000
Shhh. He’ll find that sign when Josh did
Loving your reactions man, love the chill beats you have in the back too! Keep doing what you enjoy, we love the reactions for the personality man
I suggest reacting to 'Real Civil Engineer'. He has hilarious commentary, and like josh as a... tendency... in his building projects.
He like bridges. Anything, a ship, a building, a vehicle, will eventually be sued to make a bridge. And yes, he also did some Hydroneer videos
I've been hoping for more explanation since I watch for the game dev reacts part... you did awesome bro!! Love your explanations
I love your reaction videos, you talk about the technical aspect about the bug Josh exploit
Thanks!
I It just me or when he was talking about the floating truck. All I was paying attention to was the adorable day in the background. Also I love your videos.
Ah, clever. Combining interesting explanation with cat.
Results: watch part of the video twice
😁😁😁
Hydroneer is multiplayer except they couldn't get online multiplayer to work so instead it's split screen local with remote play.
when you were explaining the floating truck i spaced out and focused on your cat
When Josh puts that card up that says "11 Hours Later" he means it.
The cat’s cool, but I’m totally here for your brain going wtf as let’s game it out destroys the game.
The developer of hydroneer is working on a multiplayer format. He has a small video about it on steam
LGIO probably hasn't made a single video that I wouldn't want a reaction to. Planet Coaster and Planet Zoo are probably my favorites, but let's say the latter might trigger some lizard doggo PTSD. If you're looking for something completely different, you might wanna watch Internet Historian's Fall of 76 or The Engoodening of No Man's Sky. They're a bit longer, but I have a feeling you'd appreciate them from a software (& bugs) perspective. Can't wait to catch your next stream.
Thanks for the suggestions. I've been playing NMS offline while working on a video (not a let's play sadly) and it really is engoodened. I got burned by really trying to give it a chance at launch and I'm surprised to be enjoying it so much!
I love how your significant other/roommate is playing with the cat while editor kraken was talking
wait did we have kraken the editor in front of kraken the kat skractcher, talking about stuff while having the original kraken paused?
krakenception!
I want to say thank you for linking to the video you are reacting to. Far to many reactions give credit in words but can't be bothered to provide a link to those that let them do the reaction.
Josh's planet zoo videos are his funniest imo, but it isn't really a similar type of game to what you've been watching so I'm not sure if you'd have quite as much to say about them.
They're alright but definitely not his best. If you've seen one of them you've seen them all.
His planet coaster and food simulation are my favorite
tank mechanic is my favorite. the jeep is hilarious.
Not recommended for people who can't take the animal cruelty 😊
@@derpderpin1568 Thats what a false fan would say! /j but really, you are completely false, Planet Zoo has so much creative tools and josh is such a good story teller that each one is a completely different video.
Started watching about a month ago, the watching let's game it out got me, your personality and games you enjoy got me to stay, keep it up and keep being you.
Omg I love game grumps, my favourite lets play of theirs was super metroid, every year I boot up my snes and play along side them and enjoy the nostalgia
Very good video. Much good cat. Much good reactions and speculation about glitches.
He always goes the extra 4 parallel universes
The truck is a buyable object, which can be attached to the pallet. The pallets can be attached to other pallets. The pipes can also be attached to pallets. Each item has collision as well, but no clips when on a single pallet. Using 2 pallets, everything is colliding and causing forced movement outside of its space
I love your reaction to the scale of Josh's insanity. That's what makes it worth watching. Welcome to "Let's Game It Out"!
wait until you see pallets on carts... its magical
I can't wait to see Hobbes, and the vid of course but mainly Hobbes
What if josh from let’s game it out is actually someone who keeps their home super neat and clean and hates dirt or things being unorganized and is a masochist so he found out he could fulfill his desires and get money through RUclips at the same time?
if you've seen the physical state of his PC, you would not agree with your own hypothesis...
9:00 Who is this silly person petting Mr. Hobbes🥰 in the back round 🤔
So I just found justgameitout and yourself. You’re both legends. Keep up the good work
krakenfall: complexly explaining why the truck was gliching
in the backround: random person playing with his cat.
Dude, I don't really like reviews or reactions, but this dude makes it worth while to watch, really fun
11:00 As a game developer, let me explain.
The game is created using the Unreal Engine, which includes a built-in physics engine that calculates collisions and more. In the game, you can interact with objects by pushing them around. To achieve this, you typically place a "Rigid Body" component on the object. This component provides the object with standard collision and physics properties. I believe that all objects loaded onto the pallet become one with the pallet object which has no effect. However, when another pallet is placed in the pallet, the Rigid Bodies of both objects collide and push against each other. At this moment, the physics engine attempts to separate the objects due to the collision, which causes the glitching. The same goes for the truck it also has a Rigid body or something comparable.
I am loving the background battle around the 9-10 minute mark. =]
The very core essence of Josh's gaming philosophy: "Ten of these worked pretty efficiently. Twenty would probably be perfect... nah, let's build seven hundred instead."
Honestly the single fact that your a fan of game grumps just earned you a subscriber
If josh's computer (64gb ram) dies this much, i believe my pc can become a tactical warhead if i do this
9:20 - I think it's the pallet trying to get stuck into the vehicle then it collides, tries to move away but it's fixed at the truck so it collides again and jitter happens
I love the petting the cat in the background during editing the video 😍
Ok but the part where your explaining the pallets and truck all I was paying attention too was the kitty in the background getting love
Great video and I love the reactions, two great channels/ creators I like
given what i've seen in other hydroneer vids, the glitching truck issue is when you stack a pallet so that the items on it poke into the truck's collision mesh. it can happen without a pallet.
sometimes it even happens when you hit a wall wrong.
it seems worse when pallets are involved, my guess it's because the pallet keeps pulling the item into the collision mesh, meaning the truck reacts to constant small collisions, that the physics can only resolve as coming from inside the truck, pushing it in a random direction, which can make for some interesting pinball physics
Great videos! They make my day when I see them
As a hobbyist game developer, the issue is more likely simply that the palette's hitbox and the truck's hitbox overlapped, and the items placed in the truck are parented to it, think of it like glued to each other. So the physics engine is trying to push the objects away from each other but can't, causing a constant impulse force. I don't think it has much to do with multiple palettes specifically, just that the palettes are large and are relatively easy to have clip into the truck's hitbox. The time the three palettes went flying on their own was likely for the same reason, the hitboxes of them probably were overlapping. The truck probably has it's rigidbody velocity locked when the player isn't inside of it to prevent it from being moved.
In most game engines you can parent an object to another object, this effectively makes their position relative to that other object, so when the parent object moves the child object does as well. If in addition you lock the position then you stick the object to the other object at a fixed position and rotation. It's very common for this bug to occur in games, and especially during development. When parenting objects it's recommended to disable the collision or preferably the physics entirely for the child objects, if the engine supports it the parent object should instead use a composite collider which will make the parent object act as if its hitbox is the sum of itself and all it's children, but the child objects themselves have no physics by themselves. But this can be very easy to forget to do. The number of times I've had my player character pickup an item that I then set to show in the character's hands, only to have it cause the player to gain the ability of flight, is more than I can count.
Also it wasn't that the back row worked better than the first, at first he had the water hooked up to *all* rows, he removed the connection to all rows except for the last one, so it was the fact that a single row worked better than all rows at once.
I absolutely love Lets Game It Out and the Hydroneer series is one of my favorites. This is great.
You were really nice in the intro, you have gotten my subscription🎉
this is amazing, more devs should do this, also watching this while playing hydroneer
I like to watch Let's game it out. His hijinks are always funny. And if you look past his shenanigans, you can see what the game is like. He's the reason I got Hydroneer, though I don't try to break the game.
His face when he realizes what a bad idea the pallets were
I discovered Josh shortly after his partner went off to do something else. I've shared some of them with My Favorite Daughter and we both get a LOT of laughs out of his videos. I'm glad you've discovered them. Also, was fun seeing kitty getting scritches in the background.
You might want to explore DarkViperAU's videos for GTAv where he does things like no hit runs and passivist runs. Those are some interesting challenges and he finds fun ways to break the game.
Want to know how he does it, for most of us we just kinda feel like he plays the game sleep deprived slowly sinking into insanity while finding ways to break the game or frame rate in the many creative ways that he can find :3
Ooh it’s so cool that you’ve got a plausible theory of what happened with the pallet to make the sleep paralysis demon!
Josh always find his own way to get in the closed bar and blow it up with fried rice
8:24 man the cat is loving the scritches
its also good to note that a lot of creators will give Lets game it out keys just so he can exploit and then they will patch it. like during the hydoneer "playthrough" he was talking with the devs
I think the truck hit the roof of the world, last video he tried to see how high he could build upwards was about that high
About all those shenanigans Josh experienced with flying truck and palettes filled with objects..That is not just due to Hydroneer being an early access game. In fact it has to do by which physics engine Hydroneer is using. Since Hydroneer is made with Unity game engine I'm guessing it is also using the default Physics engine that comes with unity and that is PhysX.
So why is this bad? That is because PhysX is using so called single stage physics simulation. What does that mean? That means that as soon as physics engine manages to calculate forces that are acting to a specific object ti moves that object to a new position based on those forces and then proceeds calculating forces for the next object which is bad. Why is it bad? Because as soon as you have moved your first object to a new position the forces between the first object and some other object that it might have been in contact have changed. This means that the physical simulation longer follows the Newtons third law that states that if object A is acting with certain force to object B then object B is is also acting with same but opposite force to the object A.
This erroneous physical calculation gets more noticeable when you have many objects interacting with each other and generally increase with the number of objects piled up. That is why you tend to see bigger piles of objects constantly jitering or spontaneously launching into air.
And the thing gets a lot worse when you have multiple objects connected to each other in cyclical way. Like A connects to B, B connects to C, C connects to D and then D connects back to A. Quite often when you have objects connected in cyclical way in PhysX simulation goes haywire. Many people started calling such scenario as "Encountering the Kraken".
The solution to avoid such problems is to use physical engine that uses two stage approach where in first stage it calculates all the physical forces for each object similar as single stage simulation but instead of moving the object right away it saves the future position of the object into memory. Only when forces for all objects have been calculated does the simulation actually proceeds moving these objects to new position. The main advantage of such approach is accurate physical simulation. But main disadvantage is that you are basically doubling the memory required by the simulation. And it does involves some additional processing.
Sorry for long comment but it can't explain this in shorter form. And I can no longer find an old video where one of the Microsoft programmers that worked on first Forza game explained this in much greater detail.
"To much work josh are you ok"
Those are the exact words when i saw this video on his channel
Editing krakenfall, it’s not kinetic energy, just hitboxes going wacky
Someone else mentioned collision detection, too, which I forgot about. Could be it! I was going off the sounds made by the pipes when they stick to the pallets. I think it's probably collision though
The floating/spinning/flying truck/pallets is caused by hit box collisions not resolving. The physics of the game says: if pipe A collides with pipe B, move pipes. But game says, if pipe is placed on pallet, pipe sticks to pallet and doesn't move. Now insert pallet into pallet, which is what happens when he managed to shove the pallet into the stack pipes on the pallet that was already there. Now pipe A collides with pipe B and the game tries to move them apart.... but pipe A and pipe B are attached to pallets that themselves are locking them in place and any movement just results in more collisions. The game keeps trying to resolve the collisions but they are really unable to resolve, so the game just keeps trying to move them, but any movement is just back into a collision. Rinse repeat ad infinitum and you get wild and crazy stuff. You can do this is Space Engineers to some really great and sometimes catastrophic effects by causing objects to collide in ways that the collision can not be resolved.
Josh previously played with a friend who he also ran the channel with. They parted ways. Said friend was the only thing keeping Josh's inner demon at bay, but now that he is gone, Josh can do whatever he wants for however long, which is why most of his Videos now are so chaotic
if you think him having the patience to put down that many drills is impressive then you should really see the things that he builds in planet zoo and planet coaster
Ah good old Hydroneer vehicle physics. They were so great, and still are.
8:35 bonus points for fitting in a Hobbes petting.
Let’s game it out has sent a bunch of in the sky and just let it fly around
8:33 I am so sorry I did not hear a single world, I was tunnel visioning HARD on that cat in the back, dude is absolutely loving those scratches
I'm not a game designer but I am a software engineer. What I think is happening with the pallet(s) is that when things are placed in the truck or on pallets, their collision physics is "turned off". Which is to say, their acceleration is set to 0 or their position relative to their container is fixed. But the actual collision isn't disabled. So even though the components don't move, they keep having tiny collisions with the truck and each other. All those "0 speed" collisions keep accumulating every physics tick and the rounding errors accumulate creating motion.
Also the n^2 collisions from all of these overlapping items in the back of the truck overload the physics engine, so it probably starts doing coarser time steps to compensate. This also causes those tiny nudges from colliding objects to be exaggerated. We see them stay in place, but what the physics engine sees is them bumping each other, moving, bumping the truck and then having their position snapped back to the truck's reference frame.
I've pointed this out in other places, but the software engineer(s?) for this game doesn't fix problems at their root cause. They see a problem, they apply a patch to fix the symptom. Like when Josh stole items by putting them on the truck. The sensible strategy would be to add meta data that persists through saves, and marks the item as not owned. But in this game, the item is just deleted if it's placed on a truck or if the player, rather than the item, is outside of the store boundary.
In a good game, each entity would be part of a different physics category: Items that have full collision. Items that only collide with X. Items locked to a container. Items locked to a belt. Etc. Then the physics loop would go through each of those lists and check them accordingly. But in this game everything is treated the same and then exceptions are applied later. It might be a limit of trying to work with Unreal engine without overhauling the physics. But I think for a game with such specialised physics, an overhaul is appropriate. There can be literally millions of entities being simulated at a time. They can't all be generic physics objects.
Can’t wait for this vid
Same
Same!
Same
Same
yep! your reaction videos are the only ones i like watching! keep at it ; )
I think it was Hydroneer and similar to his truck god and pallet demon, Josh sent what seemed like hundreds of wagons loaded with pallets and items flying thru the air and i mean FLYING fast, think any kind of sci-fi movies flying traffic, it was so entertaining lol.
He went from 600 drills to maybe 60 running at the same time. Not to mention every conveyer is water powered, so all those rows of conveyer belts were shut off as well as any collision/movement of rocks
I love hearing the insight into why you think the truck was floating!