That is cool idea. However I would also suggest a world record score for every online track as well, just like trackmania. Would be coom to see how fast people can go!
How track mania and other games implement replays is they save the inputs and then just replay those inputs. This works because it has deterministic physics (same input = same output). Zepkist uses Unity's default physics engine, which is non-deterministic. This unfortunately makes replays non-trivial to implement.
the creation of a deterministic physics engine is difficult because you pretty much have to avoid floating point numbers entirely, cause they can differ on different architectures, but the reason common game engines often don't have deterministic physics is because its slower than non deterministic physics, and most games dont need deterministic phsyics.
@@bend.n Like you said avoiding floating point numbers is not the easies thing in the world, but it is also the logic behind it is easier because with non deterministic physics you can't just rely on randomness to make the physics feel realistic.
I actually don't think floating point numbers are that big of a problem, as two floating point numbers multiplied (even though there can be numerical inaccuracies) stay consistent. I think the main problem is the position update. A really easy way to update the position is to multiply the velocity with the frame-time and add it to position. This works quite well, but the frame-time doesn't stay constant and this gives it a very slight 'randomness' factor (Which in the long run can of course lead to a big difference). A different way is to write a physics engine that has a loop independent from the main frameloop. For example, you could write a physics engine at a constant 60 iterations per second and stream that data to the frameloop in parallel. The inputs of the keyboard/controller are streamed from the frameloop to the gameloop. This will stay 100% consistent, but it does require multithreading. This is not a huge problem if you write a physics engine from scratch, as you could just add the multithreading and re-use the already made physics code, but if you use a game engine like Unity which does the physics for you, you probably do not want to bother with the physics, so you rely on Unity having some sort of build in system for this, which I believe it hasn't.
Why is it that everyone lost their first recording or forgot to record this whole week. I feel like the last five videos have started with “This is our second attempt” and it’s from everyone’s tracks?
The week's videos are all recorded in one session, so it was just the one session of forgotten recording. But it's still interesting that it happened to both Dapper and Kosmo.
So many thoughts on this one lol: Great video Dapper I do record my runs and offered to Dapper my recording but was told he's to lazy to add it ;) Love the jj2 shoutout Kosmo
Them talking about how when they first started playing there were like 3 people online and it was them gets me thinking how funny it is that they may be the sole reason this game has players. It's very possible these guys are the only reason this game isn't abandoned.
You should do one where you start off aiming at this rail/bridge you don't even have to move for, you could cross it even AFK and it's like, "oh the big gap your crossed is actually an area you pass through later, lower down on the track, it's all aesthetic" but the shortcut is actually to fall off the rail, and part of the cliff/wall is actually a block you can pass through there's no way to see where you need to hit there's no way to survive the fall if you miss and the shortcut saves only a couple seconds?? but it's such a "why would i fall off within the first 5 seconds" when the gap/bridge is for aesthetic reasons, that no one would ever think to intentionally fall (except all the people who try to look for cheeses as soon as the map starts)
RUclips just showed me this one again, and it's giving me silly ideas. Like a long, wide, easy curve of track with a really tough technical shortcut that cuts off the whole thing, an invisible bridge that cuts off maybe a third of the distance, and a moderately hard shortcut that cuts off a little less than half. And there's 4 or 5 boosters along the "main" track to help you keep a constant speed… but also hidden boosters in the same place, dividing the width of the visible booster into 5 with different speed and power. Such that hitting the right part of every booster will let you leave the section with crazy speed, zooming past all the people who took the shortcuts.
I think it'd be fun to revisit this idea, only each time you have the clearly labeled and visible shortcut, you also hide a cheese that the sign even more accurately points to.
I remember being so disappointed at this being a redo of an unrecorded session, but it’s such a wholesome video. I never managed to get the game to run, so should have persisted and joined in.
I think one day, you should create a track, with a lot of random boosters to simply confuse people, with roads that don't go anywhere and this stuff...
okay so.. how about a shortcut where you have to actually go back the wrong way?? We've seen how on this map you can take an alternate path, a skill path, and save time and then the shortcut and long path both meet back up (and the intention is the shortcut points towards the next area, and the long path comes in from the side to join it) but now add a shortcut, where after taking the 1st shortcut, you go back along the long path, and because you have enough speed, you can jump through a hidden block or something, into a secret 2nd short cut
If all of you recorded all the time, even if one of you forgot you'd still have footage from all the rest to use. And even if you did record you'd have others views to use too.
Speaking as an actual, professionally employed software engineer, I can confirm that no work is complete if it works on the first, second, or even fifth try.
I want them to implement a top run replay at the end, so you can watch a recording of the fastest run after each session and see how it's done
Had the same thought
Yes! Best single feature they could add!
That is cool idea. However I would also suggest a world record score for every online track as well, just like trackmania. Would be coom to see how fast people can go!
How track mania and other games implement replays is they save the inputs and then just replay those inputs. This works because it has deterministic physics (same input = same output).
Zepkist uses Unity's default physics engine, which is non-deterministic. This unfortunately makes replays non-trivial to implement.
In the gtr mod (it's a work in progress) there is a ghost of your PB
I also saw that people are working on some sort of replay mod
Bribing the physics for consistent behavior is expensive.
the creation of a deterministic physics engine is difficult because you pretty much have to avoid floating point numbers entirely, cause they can differ on different architectures, but the reason common game engines often don't have deterministic physics is because its slower than non deterministic physics, and most games dont need deterministic phsyics.
@@bend.n Yea, its also much easier to code a game with non deterministic physics.
@@MegaLokopo why so?
@@bend.n Like you said avoiding floating point numbers is not the easies thing in the world, but it is also the logic behind it is easier because with non deterministic physics you can't just rely on randomness to make the physics feel realistic.
I actually don't think floating point numbers are that big of a problem, as two floating point numbers multiplied (even though there can be numerical inaccuracies) stay consistent. I think the main problem is the position update. A really easy way to update the position is to multiply the velocity with the frame-time and add it to position. This works quite well, but the frame-time doesn't stay constant and this gives it a very slight 'randomness' factor (Which in the long run can of course lead to a big difference).
A different way is to write a physics engine that has a loop independent from the main frameloop. For example, you could write a physics engine at a constant 60 iterations per second and stream that data to the frameloop in parallel. The inputs of the keyboard/controller are streamed from the frameloop to the gameloop.
This will stay 100% consistent, but it does require multithreading. This is not a huge problem if you write a physics engine from scratch, as you could just add the multithreading and re-use the already made physics code, but if you use a game engine like Unity which does the physics for you, you probably do not want to bother with the physics, so you rely on Unity having some sort of build in system for this, which I believe it hasn't.
Dapper and the crew always doing the hit record before starting the track challenge: difficulty impossible
Video showing all the fails. How bad was the previous video if it got "lost" and will never see the light of day?
Why is it that everyone lost their first recording or forgot to record this whole week. I feel like the last five videos have started with “This is our second attempt” and it’s from everyone’s tracks?
The week's videos are all recorded in one session, so it was just the one session of forgotten recording. But it's still interesting that it happened to both Dapper and Kosmo.
Yeah, it's pretty sad because I enjoy actually seeing the first reactions, and this is just less entertaining.
@@Zachafinackus I agree, I'm bummed as well when I find out we're late to the game.
Theme of the week😂
So many thoughts on this one lol:
Great video Dapper
I do record my runs and offered to Dapper my recording but was told he's to lazy to add it ;)
Love the jj2 shoutout Kosmo
Them talking about how when they first started playing there were like 3 people online and it was them gets me thinking how funny it is that they may be the sole reason this game has players. It's very possible these guys are the only reason this game isn't abandoned.
Steven he - “emotional damage” legendary
The engineering is amazing 👌
You should do one where you start off aiming at this rail/bridge you don't even have to move for, you could cross it even AFK
and it's like, "oh the big gap your crossed is actually an area you pass through later, lower down on the track, it's all aesthetic"
but the shortcut is actually to fall off the rail, and part of the cliff/wall is actually a block you can pass through
there's no way to see where you need to hit
there's no way to survive the fall if you miss
and the shortcut saves only a couple seconds??
but it's such a "why would i fall off within the first 5 seconds" when the gap/bridge is for aesthetic reasons, that no one would ever think to intentionally fall
(except all the people who try to look for cheeses as soon as the map starts)
Can you guys do themes again? That was awesone when you guys did those Zeepkist video's with themes!
Let's go! Appeltaart, stroopwafel en zeepkist
I love the videos, but i always kind of make me sad when the recording messed up so everyone already knows the track :(
kAN's just mad that he's not pro enough to do well with shortcuts, I mean the pro path
I gotta say I kinda miss the old videos too with less people, they were fun, maybe I should rewatch them...
RUclips just showed me this one again, and it's giving me silly ideas.
Like a long, wide, easy curve of track with a really tough technical shortcut that cuts off the whole thing, an invisible bridge that cuts off maybe a third of the distance, and a moderately hard shortcut that cuts off a little less than half. And there's 4 or 5 boosters along the "main" track to help you keep a constant speed… but also hidden boosters in the same place, dividing the width of the visible booster into 5 with different speed and power. Such that hitting the right part of every booster will let you leave the section with crazy speed, zooming past all the people who took the shortcuts.
Thanks!
I think it'd be fun to revisit this idea, only each time you have the clearly labeled and visible shortcut, you also hide a cheese that the sign even more accurately points to.
Here's an idea for a track theme: M. C. Escher.
Oooh that'd be awesome
I remember being so disappointed at this being a redo of an unrecorded session, but it’s such a wholesome video. I never managed to get the game to run, so should have persisted and joined in.
thank god fwogii is not in this chat or he would probably be cryin that you stole his shortcut mechanic
7:43, Dapper being the best engineer!
I think one day, you should create a track, with a lot of random boosters to simply confuse people, with roads that don't go anywhere and this stuff...
This was a fun one!
-owl
Dapper, turn back on your control visualizer so we can see your inputs.
Dapper > Super Bowl
I woan't lie I just can't even watch it when I know everyone knows the shortcuts. It takes ALL the fun outta watching it.
Re-recorded just isn’t the same I hope next week we’re back to normal
When Dapper placed 1st. 👏👏👏
"Have a day" :quote from Microwave Society
when it works, it works.
when it doesn't work, it's kAN's fault
Great to see Dapper get podium!
why is it always the second recording
All those people driving over your body at the end 😂
This was the track of the day imo
Lmao its an expensive buff for physics behaviour to remain consistent
You guys are all really funny together!
Where the CHEESE Lebowski!!!
okay so.. how about a shortcut where you have to actually go back the wrong way??
We've seen how on this map you can take an alternate path, a skill path, and save time
and then the shortcut and long path both meet back up
(and the intention is the shortcut points towards the next area, and the long path comes in from the side to join it)
but now add a shortcut, where after taking the 1st shortcut, you go back along the long path, and because you have enough speed, you can jump through a hidden block or something, into a secret 2nd short cut
If all of you recorded all the time, even if one of you forgot you'd still have footage from all the rest to use. And even if you did record you'd have others views to use too.
great video watched the whole thing
How???
Where's the cheese?
You should put a recornding of the fastest time at the end of the video
The NoobyPro track 😂
Speaking as an actual, professionally employed software engineer, I can confirm that no work is complete if it works on the first, second, or even fifth try.
WHY ARE Y'ALL LOSING RECORDINGS
It probably the shape of the car
Someone not going to name who did a terrible job with the short cuts.
Such a clean run
I bought the game because of you guys! Can't find you playing, unfortunatelly
nice crash partickles
Fun video as usual! Can we get this track on the workshop, please? My kid and I wanna play it :)
Short cuts so narrow "unity having issues is it there or not?"
Is this the third time the recording has gone wrong and you guys had to repeat it
I just watched a video with Stephen he and doctor mike and the emotional damage is Stephen he’s bit
Wait a second...so, you friends know everything about this?
nice...
Nooby pro track! Noice!
So what happened to the previous recording this time?
kinda kills the vibe of the video when everyone's already seen the track, it seems to be happening so much recently
I have a track idea don’t move so all you have to do is not move
WATCHDATA
Is it actually unity's problem? If physics might be updated every frame then there's nothing unity can do about that
who is the new voice?
Track design! too many checkpoints
Who is the other guy? I got no issues seems like a decent guy but who is he?
Add 2 minutes men.. that was cruel .. LOLZ😅
Hi 😊
where is the cheese dapper cannot see it
Who is squeaky voice?
speed
Jungle jam 2 is so mean
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You guys really aren't good at hitting the record button
FIRST!
Actually your not (no offense)
@@Timotiny really who is then?
@@NeonNijahn a person that does not care if he is first
@@Dasoysauce3001 I don't care either. It's fun though.
I have to say it.. why does every track you do looks the same? xD