HAPPY HOLIDAYS AND MERRY FRICKIN CHRISTMAS EVERYONE!!! This video was really fun to make! I hope you all enjoy it too and I hope you all have a great weekend! Thank you for watching! 😁
I've done a bit of game development myself and i have a couple of ideas as far as the carts flying around. I'm guessing when an object is placed on top of another object, it's made static, moves with the other object, and collision is disabled between the two objects. In this case, I think that collision is disabled between the cart and the pallet and that collision is disabled between the item on the pallet and the pallet, but not between the item on the pallet and the cart. Since the cart is dynamic and the object attached to it and constantly colliding with it is static, that produces a constant force that makes the cart go crazy.
Oh, that makes sense. It puts the object and cart collision boxes slightly within each other, causing the repulsive velocity. Then, the speed would be determined by the amount of collision box overlap. The cart is faster because the overlap is probably greater. Good call!
@@Karatemaster-fq5pi i think its call the osmosis learning! that or you are able to understand enough by context. trust me, few people have either skill
@@abiean222 idk tbh but I was just amazed I understood what they said like I wouldn’t understand the problem as code but the I guess in the “in game” way that someone like josh tests the game is how I understood it that and I actually have something else for the theory why this happens So objects in hydroneer actually have very odd hit boxes they aren’t completely flat on what is visual kind of like a carpet of spikes or something around the item which is why say when josh or the player runs into an object not “placed” or used in the build menu/ dropped the object looks like it has been kicked or something and since each item has a different shape like the pipes more or less of those “spikes” are colliding with the cart as Kracken said but instead of how much hit box there is I also think how many of those spikes though they would also cause the crazy velocity I think the spikes kind of cause direction because item like the bookcase/ shelf only flew away from the cart though it did turn when it hit another object it didn’t go absolutely ballistic when something like the nuke was being used
"Not going to judge their code" Considering this velocity is only happening because of a very strange bug, I think we could forgive the code for not being able to handle what looks like hundreds of collisions a second, since it's not supposed to be happening like that in the first place.
Krakenfall, I have a horrible confession. For the very first time, I watched your video before watching Josh's. I will now make up for my crime by watching his video.
A tester test stuff for the purpose of finding and fixing flaws. Josh test things with the purpose of generating the maximum amount of chaos possible, and a few crimes against humanity if possible. Josh is the fifth Chaos God. Khorne, Slaneesh, Nurgle, Tzeentch and Josh.
@@rokkraljkolesa9317 Josh is the reason there is 5. Josh filled out the whole LGIO bingo on them and sent them to the realm of deletion that Horus resides in.
I figure Josh has some of the push the limits testing mindset but since he’s doing it for entertainment purposes, if he doesn’t get amusing results, he can just move on. Sure he’s pushing into corner cases and discovering unexpected interactions among multiple systems, but he isn’t tasked with verifying ALL possible combinations or trying to pinpoint what systems are going wrong.
10:04 it's body collision. The character, pallet, and card are always constant. If you look you will see that whenever he gets off the cart the character pops up on top of the handles...but if there's a pallet in the way the game has to make a choice on what to move and in this case it's that cart. Why it flips out is not something I wouldn't know but the easy fix would be to just add no clipping to the card handles
I found some people who play games with Josh offline they say he does this stuff all the time they've said there's not really any reason why other than why not I think he just really likes chaos
What is really happening is that the pallet bug still hasn't been fixed and whenever something hits something else really hard and fast it'll create a hole for a few seconds and then fixes itself and then continues until the game slows down to a point where the game crashes
6:50 The best explaination i got is, The Pallet is trying to Grab the cart, And the cart is trying to grab the pallet so since it will always change the position it will glitch and make it fly
It looks like the pallet is attaching to the cart which is attaching to the pallet. So each time the pallet updates position it updates the cart position which updates the pallet in an endless cycle.
Regarding those fast moving objects and collision checks, wasn´t there a way to prevent those skipped collisions? I once read something about objects checking not only if they collide at their current position, but if there would be a collision in their path from the position from the last frame to their position in the current frame. So if there was an object in that path because the object moved to fast, then the game would set it back to that position, where it should have happened between those frames.
Yes, that is possible, but intensive to do, as raycast-mesh collisions happening every frame for every single moving object is not something the CPU likes.
Yes, there are two ways of doing collision handling: Discrete and Continuous collision detection. Discrete collision detection checks on each frame to see if an object is intersecting with another object at its position, but if an object is moving fast enough (as shown in this video) it's possible for it to move through other objects. The other method is Continuous collision detection, which involves casting rays for each object as it moves to prevent it from passing through another object. However the downside is that this physics system requires way more calculations and a more powerful system to run effectively, so most games use Discrete as it is usually good enough for 99% of cases. I've also seen some games use a Stepped Discrete system to provide more accurate collisions without needing full Continuous detection. e.g. Super Mario 64 uses a 4 step Discrete collision detection for Mario. The game will check each quarter step of Mario's movement for collisions
What you are telling about ticks and calculations, with going through a wall sounds like the youtuber DocM77 did on the HErmitcraft server: Accelerationg an arrow to about 1000 blocks per tick, then shot it in the direction of an enderman, to make it fly through almost 1000 blocks of solid minecraft world, because the calculation already did one colision test in that tick.
When you were talking about the problems of high velocity in games that reminded me of one of the things I encountered in the Forza Motorsport franchise where certain parts of the track wouldn’t be able to load/render in fast enough by the time you were driving over them, resulting in you driving over an invisible track
I forgot to comment on this one sorry Hobbs (and person). In seriousness though I really enjoy watching you reacting to videos, you really contribute something other than funny faces when you talk about logic and try to trouble shoot.
the fix for the group collision is as simple as attaching another part to the carts etc that gets reconstructed each time items are added/removed, then the items themselves are partially deleted, just their details like weight etc is recorded in a list attached the carts etc, that way only the collision for the carts etc and their reconstructed static parts are processed. As for the explosions, the simplest performance solution is to just set a limit to the chain reaction, beyond that just treat it all as one big explosion
Hmmm, so it seems that certain items dampen the effect of the cart glitch, so is there an item that still goes fast but can be controlled? And if so, how can we turn it into a working aircraft?
Been watching for a moment and I like how you break down the logic. I subbed when you started talking about how the beehive of carts was working and how it could be expanded upon with better hardware. Absolutely unnecessary but hilarious and informative.
@2:49 - From this I can see that the developers still haven't added brakes to the vehicles. Oh wait! Josh drives (or more precisely, *stops* driving) like this in pretty much every game that gives him something to drive.
The fast moving carts inside the box wouldn't slow the game down, because the rate at which the collisions register is still the same, but as far as I know from my experience with vertex handling and collision detection (Clonk Rage, look it up) there's no way for a game engine to know if two objects collide with each other multiple times per tick, unless the developer specifically gave it the ability to, so there's a limited amount of collisions per tick that can happen inside the box (and that btw is the difference between a quantized universe with finite precision and a continuous universe with infinite precision. We live in the former and so do game engines). I'm guessing that the game crashed the second time due to a floating point or overflow error, like the collisions in confined space caused the carts to move faster than the engine can mathematically resolve and it crashed. The first crash with the nuke was probably a null pointer exception, as in, a cart tried to collide with a tile that blew up during the same tick or the one before, the collision handler tried to grab data that was no longer available and the devs didn't account for that to happen (because it's a weird, unlikely precedent, so I don't blame them) I could be completely wrong, but that's my take on this.
The thing about game testing, you don't just mess around, you also fill out paperwork on the bug you find etc, so I can understand why Josh doesn't want to do it
True, but you can automate that! I get where he's coming from, though. I definitely would prefer to use the tools of software development to make bomb content instead instead of running sprints, arguing with devs and managers, diagnosing phantom defects, and running regression scenarios.
Simple explanation, Josh is insane with play throughs. Like throw logic out the window, and just break the game. He does it every time. He is a master at the craft of breaking games. It's late for me so let continute the video. Enjoy.
I think there are at least 13 developers watching let's game it out because they work on a game that he plays and want to make sure that he can't break it
I wish software testers were like Josh, that would be a lot less buggy software around. Basically watching LGIO videos should be mandatory for all major game publishers ..
HAPPY HOLIDAYS AND MERRY FRICKIN CHRISTMAS EVERYONE!!! This video was really fun to make! I hope you all enjoy it too and I hope you all have a great weekend! Thank you for watching! 😁
Lets game it out just made a new hydroneer video
MERRY CHRIMMAAAAA
Zhe Kat Kamera is on point ma dude
For the cart, same glitch, but the cart provides velocity which allowed it to fly in control.
And when game resets, the velocity is set to zero
The code quality doesn't matter when Josh is added into the equation.
Good code quality just makes Josh have to do more to break it. Perfect code isn't real, Josh will find what breaks it, it might just take a lot
I've done a bit of game development myself and i have a couple of ideas as far as the carts flying around. I'm guessing when an object is placed on top of another object, it's made static, moves with the other object, and collision is disabled between the two objects. In this case, I think that collision is disabled between the cart and the pallet and that collision is disabled between the item on the pallet and the pallet, but not between the item on the pallet and the cart. Since the cart is dynamic and the object attached to it and constantly colliding with it is static, that produces a constant force that makes the cart go crazy.
Oh, that makes sense. It puts the object and cart collision boxes slightly within each other, causing the repulsive velocity. Then, the speed would be determined by the amount of collision box overlap. The cart is faster because the overlap is probably greater. Good call!
I’m not a game software dev or tester just a guy who likes to play video games yet I somehow understood what you two said and I have no idea how
@@Karatemaster-fq5pi i think its call the osmosis learning! that or you are able to understand enough by context. trust me, few people have either skill
@@abiean222 idk tbh but I was just amazed I understood what they said like I wouldn’t understand the problem as code but the I guess in the “in game” way that someone like josh tests the game is how I understood it that and I actually have something else for the theory why this happens
So objects in hydroneer actually have very odd hit boxes they aren’t completely flat on what is visual kind of like a carpet of spikes or something around the item which is why say when josh or the player runs into an object not “placed” or used in the build menu/ dropped the object looks like it has been kicked or something and since each item has a different shape like the pipes more or less of those “spikes” are colliding with the cart as Kracken said but instead of how much hit box there is I also think how many of those spikes though they would also cause the crazy velocity I think the spikes kind of cause direction because item like the bookcase/ shelf only flew away from the cart though it did turn when it hit another object it didn’t go absolutely ballistic when something like the nuke was being used
🤓
"Not going to judge their code"
Considering this velocity is only happening because of a very strange bug, I think we could forgive the code for not being able to handle what looks like hundreds of collisions a second, since it's not supposed to be happening like that in the first place.
Krakenfall, I have a horrible confession.
For the very first time, I watched your video before watching Josh's.
I will now make up for my crime by watching his video.
A tester test stuff for the purpose of finding and fixing flaws.
Josh test things with the purpose of generating the maximum amount of chaos possible, and a few crimes against humanity if possible.
Josh is the fifth Chaos God.
Khorne, Slaneesh, Nurgle, Tzeentch and Josh.
I think you mean si-
@@rokkraljkolesa9317 Josh is the reason there is 5. Josh filled out the whole LGIO bingo on them and sent them to the realm of deletion that Horus resides in.
Who are the other 4?
@@metal_pipe9764 The ones from Warhammer.
How is he not just a disciple of Slaanesh? Everything he does is excessive.
8:15 he might think like a tester but as they say "curiosity killed the cat... and gave LGIO entertainment"
I figure Josh has some of the push the limits testing mindset but since he’s doing it for entertainment purposes, if he doesn’t get amusing results, he can just move on. Sure he’s pushing into corner cases and discovering unexpected interactions among multiple systems, but he isn’t tasked with verifying ALL possible combinations or trying to pinpoint what systems are going wrong.
That's a good point. I've fought some nasty bugs before that just won't die. That wasn't fun.
I have a feeling if Josh was a tester he'd find the fun stuff, never report it, and just report the things that completely break the game.
@@LastKnight0727 “no, that glitch that lets you fly if you stack five horses isn’t a bug, it’s a feature”
@@stargazer1998 exactly, you just have to do things you wouldn't think to do normally
"Above ground subway."
So, a train?
Honestly I love your reactions to Let's Game It Outs game breaking videos
10:04 it's body collision. The character, pallet, and card are always constant. If you look you will see that whenever he gets off the cart the character pops up on top of the handles...but if there's a pallet in the way the game has to make a choice on what to move and in this case it's that cart. Why it flips out is not something I wouldn't know but the easy fix would be to just add no clipping to the card handles
He did the same thing (trench with explosives) in Astroneer of course he dug the trench around the entire planet.....
funny enough Josh just made a new Hydroneer video and let me tell you. Seeing the king of chaos do something organized is a vary scary thing.
I found some people who play games with Josh offline they say he does this stuff all the time they've said there's not really any reason why other than why not I think he just really likes chaos
Consider the "subscribe button" licked. Unrelated sidebar: I'm no longer allowed in this library.
Cat cam 😄
And just the right amount of analysis and fun in watching LGIO
Merry Christmas, Kraken! I love the hat 😂
What is really happening is that the pallet bug still hasn't been fixed and whenever something hits something else really hard and fast it'll create a hole for a few seconds and then fixes itself and then continues until the game slows down to a point where the game crashes
This is one of my favorite videos of his 😂 The flying carts and Josh's reactions are so hilarious
6:50 The best explaination i got is, The Pallet is trying to Grab the cart, And the cart is trying to grab the pallet so since it will always change the position it will glitch and make it fly
Like you I like watching Josh because he seems to genuinely have fun doing this stuff. Not just a little fun, genuine glee based on the fun he has.
He just released a new hydroneer yesterday. It's hilarious
15:05 like super mario 64 BLJ clipping through objects
It looks like the pallet is attaching to the cart which is attaching to the pallet. So each time the pallet updates position it updates the cart position which updates the pallet in an endless cycle.
Regarding those fast moving objects and collision checks, wasn´t there a way to prevent those skipped collisions? I once read something about objects checking not only if they collide at their current position, but if there would be a collision in their path from the position from the last frame to their position in the current frame. So if there was an object in that path because the object moved to fast, then the game would set it back to that position, where it should have happened between those frames.
Yes, that is possible, but intensive to do, as raycast-mesh collisions happening every frame for every single moving object is not something the CPU likes.
Yes, there are two ways of doing collision handling: Discrete and Continuous collision detection.
Discrete collision detection checks on each frame to see if an object is intersecting with another object at its position, but if an object is moving fast enough (as shown in this video) it's possible for it to move through other objects.
The other method is Continuous collision detection, which involves casting rays for each object as it moves to prevent it from passing through another object. However the downside is that this physics system requires way more calculations and a more powerful system to run effectively, so most games use Discrete as it is usually good enough for 99% of cases.
I've also seen some games use a Stepped Discrete system to provide more accurate collisions without needing full Continuous detection. e.g. Super Mario 64 uses a 4 step Discrete collision detection for Mario. The game will check each quarter step of Mario's movement for collisions
What you are telling about ticks and calculations, with going through a wall sounds like the youtuber DocM77 did on the HErmitcraft server: Accelerationg an arrow to about 1000 blocks per tick, then shot it in the direction of an enderman, to make it fly through almost 1000 blocks of solid minecraft world, because the calculation already did one colision test in that tick.
When you were talking about the problems of high velocity in games that reminded me of one of the things I encountered in the Forza Motorsport franchise where certain parts of the track wouldn’t be able to load/render in fast enough by the time you were driving over them, resulting in you driving over an invisible track
I would just like to point out an above ground subway system is called a train. :3
I was imagining a raised, in-air system of travel, but fair point lol
I'm getting Douglas Adams vibes from your thumbnails lately and I love it.
I remember this stream, the ending qas so oddly satisfying
I really enjoyed your discussion of the logic of how the programs worked. It was fascinating.
Josh was simulating atomic movement and quantum tunneling in gasses)
First video I have ever watched from this guy, and he has a cat cam, for when he is petting his cat, W man
I love the cat cam 😂
You think that's crazy, you should see what he did to Astroneer.
I like it when Josh completely obliterates reality
Merry frickin Christmas my guy enjoy the holidays
You too!
glad to see hobbes less stressed. thanks :)
Josh is the greatest and most entertaining beta tester a company could ask for!
Good embrace your inner JOSH
I forgot to comment on this one sorry Hobbs (and person). In seriousness though I really enjoy watching you reacting to videos, you really contribute something other than funny faces when you talk about logic and try to trouble shoot.
Let's Game it Out recently uploaded a new hydroneer vid and it will answer the question if you are goin to die in hydroneer. that one is hilarious
the fix for the group collision is as simple as attaching another part to the carts etc that gets reconstructed each time items are added/removed, then the items themselves are partially deleted, just their details like weight etc is recorded in a list attached the carts etc, that way only the collision for the carts etc and their reconstructed static parts are processed. As for the explosions, the simplest performance solution is to just set a limit to the chain reaction, beyond that just treat it all as one big explosion
Hmmm, so it seems that certain items dampen the effect of the cart glitch, so is there an item that still goes fast but can be controlled? And if so, how can we turn it into a working aircraft?
It's too late, I already licked it. It didn't taste like snozzberries
Your so right I would totally use some of his videos for training new testers
Instructions unclear, monitor now has giant smear over where the like button is.
kitteh-cam!
I love that the Hydroneer Dev's put a Wanted Poster in the game with a reward for Let's Game It Out.
Beautiful migration of a murder of carts
14:00 Bro just casually explained why we live in a simulation and why physical things can't travel at higher speeds, than the speed of light
I see the carts and just imagine seagulls stealing your food off the beach picnic blanket, just swoops in and YOINK!
Been watching for a moment and I like how you break down the logic. I subbed when you started talking about how the beehive of carts was working and how it could be expanded upon with better hardware. Absolutely unnecessary but hilarious and informative.
There's now a new one, for after the festivities I suspect. Featuring my favorite: tomatoes!
Hydroneer transportation services are very painful 😂😂😂😈
I loved to see the sparkles in your eyes during some partsof this video 🥰 Can't wait for the next one, or next live ^^ (criminal_mustache)
LOL covering your cable management with your hand like you're covering your who-hah from peeking out the leg of your shorts LOL
Merry Christmas Kraken!
You too! 🎄
Thanks, you too!! 😁
Merry holiday
Happy Christmas
Good celebrations
You all too!
In hydroneer i remember some RUclipsr was just normally playing and his truck just started flying around
@2:49 - From this I can see that the developers still haven't added brakes to the vehicles. Oh wait! Josh drives (or more precisely, *stops* driving) like this in pretty much every game that gives him something to drive.
it seriously looked like you weren't wearing any pants when your cat was in your lap.
The fast moving carts inside the box wouldn't slow the game down, because the rate at which the collisions register is still the same, but as far as I know from my experience with vertex handling and collision detection (Clonk Rage, look it up) there's no way for a game engine to know if two objects collide with each other multiple times per tick, unless the developer specifically gave it the ability to, so there's a limited amount of collisions per tick that can happen inside the box (and that btw is the difference between a quantized universe with finite precision and a continuous universe with infinite precision. We live in the former and so do game engines). I'm guessing that the game crashed the second time due to a floating point or overflow error, like the collisions in confined space caused the carts to move faster than the engine can mathematically resolve and it crashed. The first crash with the nuke was probably a null pointer exception, as in, a cart tried to collide with a tile that blew up during the same tick or the one before, the collision handler tried to grab data that was no longer available and the devs didn't account for that to happen (because it's a weird, unlikely precedent, so I don't blame them)
I could be completely wrong, but that's my take on this.
Merry Christmas 😄🎄
You too!
That was how Bioshock Infinite's floating city was built.
EVERYTHING BECOMES MEGA-CART
If you want to see him in full testing mode you need to watch the satisfactory episode with the hypertubes. Great video
Happy holidays
You too!
And funny you corrected yourself when saying minutes per frame since he dropped a new Hydroneer vid.
“It wasn’t as fun as the first dying light 2” 😂
Oops, did I say that? Lol
you don’t need to nuke em, you just need to disable it’s physics by idk like restarting the game
Minecraft custom flat world's change the row of block above bedrock to tnt dig down and light it. XD
16:30 Hydroneer uses Unreal engine 4
11:29 perfect
I feel like now we will now have to have a bed to respawn at in some update
The thing about game testing, you don't just mess around, you also fill out paperwork on the bug you find etc, so I can understand why Josh doesn't want to do it
True, but you can automate that! I get where he's coming from, though. I definitely would prefer to use the tools of software development to make bomb content instead instead of running sprints, arguing with devs and managers, diagnosing phantom defects, and running regression scenarios.
@@Krakenfall still takes some of the fun out of it though 😂
I have an explanation the nuke is both on the pallet and the cart so it hit box in in side the pallet
let's game it outs got a new one on farming.🤣
Nice cat. 11/10 would pet at any given chance.
Let's get Josh a quantum computer
11:51 cartamari
bro i watched this when i came out (good video btw) and after rewatching im pretty sure you got no pants on
Simple explanation, Josh is insane with play throughs. Like throw logic out the window, and just break the game. He does it every time.
He is a master at the craft of breaking games. It's late for me so let continute the video. Enjoy.
I like the cat cam.
Josh more like a curious man in my opinion
not sure if that bug is still there. Hydroneer devs have completely revamped the game.
good cat cam
Hydroneer doesn’t have a health bar so you can’t die.
The glitsh only works whith red fish and blue fish
Merry Christmas!
You too!
Video was cool. Hobbes is great.
I think the jittering is a weight thing
josh has way to much time on his hands X'D
Marry Chris Tmas
I never said how much I love your intro is is adorable and I like the tune of the piano
Don't tell me what to do, I'll lick the like buton if I want to! :')
I think there are at least 13 developers watching let's game it out because they work on a game that he plays and want to make sure that he can't break it
I love cats. I'm not there yet to subscribe, but I'm paying attention. Lets go.
Your cat is adorable
cat cam is best cam
He just dropped a new one
I wish software testers were like Josh, that would be a lot less buggy software around.
Basically watching LGIO videos should be mandatory for all major game publishers ..
oh, but I was all ready to lic..