Infinite Map - Better Explanation
this is a video with a better explanation of how the infinite map works since I wasn't too proud of the last explanation
beta release: github.com/Mee12345/GMod-Infi...
discord: / discord
patreon: / meegmod
this is a video with a better explanation of how the infinite map works since I wasn't too proud of the last explanation
beta release: github.com/Mee12345/GMod-Infi...
discord: / discord
patreon: / meegmod
Пікірлер: 408
Explaining your technology with your other technology (infinite map with seamless portals) is kinda clever
@stanleybochenek1862
Жыл бұрын
yep it's like reverse engineering ufos
@thevoid6969
Жыл бұрын
perfect advertising
@patrxgt9691
Жыл бұрын
Seamless portals and playing with object properties aren't really new thing. Same things were used in games like Duke Nukem 3D or first DOOM. He just took old tech and made something new with it.
@olegmoki
Жыл бұрын
@@patrxgt9691 i mean yeah, but he used his own mod, that's what i wanted to say
@GTA6ReleasesDec2024
4 ай бұрын
its not clever, he literally stole my mod
Can we have a realistic simulation of Atoms and particles next?
@shawermus
Жыл бұрын
Actually this isn't *so* difficult. The two problems is: 1 - to be fully "realistic" They should be so small you couldn't see them 2 - making 2-10 atoms isn't that big of an issue. However making ENTIRE OBJECT out of them is something ridiculous for current technology
@yyzttr6306
Жыл бұрын
@@shawermus "Mee" is god, he will find a way
@CturiX.IREALLY
Жыл бұрын
he had the water physics, but it was pretty limited thanks to how source processes
@JeffarryLounder
Жыл бұрын
That would essentially be a 1 frame per year simulation at that point.
@Matu833
Жыл бұрын
@@shawermus ☝️🤓
Basically, you made the players loop inside the main box (cell, dimension x0 y0 z0) and stores how far from the main box to avoid colision and render on the right distance. Dude made turned the 3D map to 4D and stacked it to be 3D again.
@dadutchboy2
Жыл бұрын
how is that 4d
@gitarkatili
Жыл бұрын
@@dadutchboy2 if its not 4d, what d then?
@dadutchboy2
Жыл бұрын
@@gitarkatili 3d, no extra dimensions required
@samuels1123
Жыл бұрын
@@dadutchboy2 Well technically it might be 6D. You have the 3D coordinates for source physics, and 3 additional coordinates for the infmap collision logic. This 'additional' coordinate set could be itself considered a 3D space where shift in position moves between 'regular 3D' cubes A way to imagine it is to have the standard "x,y,z" and then the extra "a,b,c" An object at (3,7,4),(0,0,0) can collide with an object at (3,5,2),(0,0,0) but not an object at (3,5,2),(1,0,0) This is what Mee was getting at with the colors, representing the additional dimensions as RGB, making "(x,y,z),(r,g,b)"
@samuels1123
Жыл бұрын
@@dadutchboy2 Yeah modulo is a thing but you're still not using one infinite volume, space is still being wrapped in the additional dimensions
You should add a feature to change the player's id to teleport to another chunk so, let's say you can teleport to your friend who is a lot of chunks away.
@unimox3343
Жыл бұрын
use ulx
@npc_citizen9276
Жыл бұрын
@@unimox3343 either you didn't watch the vid or you don't know how ulx works.
@rico-228
Жыл бұрын
@@unimox3343 it will teleport to your invisible friend, in the chuck youre in
@alecz3843
Жыл бұрын
@@npc_citizen9276 They detoured getpos and set pos so it should work
@npc_citizen9276
Жыл бұрын
@@alecz3843 doesn't work for me for some reason.
What a great explanation! You just created the biggest magic trick ever in GMOD.
Hand puppets with Mee is now my new favorite TV show.
This is quite literally one of the most amazing things i've seen, i cannot wait to see the things that will be achieved using this base
@xxxod
Жыл бұрын
wish we had this 7 years ago, but better than never
@CrAzYpotpie
Жыл бұрын
@@xxxod 7 years ago? I wish source had this 16 + years ago (looks at mod I worked on for over a decade in the corner that was constantly hitting the source engine map limit with the crazy momentum possible, so much so that I modified all of the game to make the player 1/4th the size to allow for 4 times the map size.) I am sad.
@Erkle64
Жыл бұрын
@@CrAzYpotpie Same. Pretty much exactly 16 years, I think.
Welcome everyone to another episode of "quantum physics in GMod"
so basically you set a boundary that teleports you to the opisite side but when that happens data keeps counting as if you didnt teleport and then that data pulls of a super illusion
@taffyadam6031
Жыл бұрын
*off
@Gravy_Guzzler
Жыл бұрын
@@taffyadam6031 yeah, i just fast, not acurate
@ocoolwow
Жыл бұрын
@@Gravy_Guzzler spoiler no one knows or cares how fast you type, but they do notice problems...
@Gravy_Guzzler
Жыл бұрын
@@ocoolwow true
Thank you so much for adding an accurate representaiton of Scotland to the popular game Garry's Mod!
This is seriously amazing. You did a good job explaining it too. Also, why are the teleporting boundaries (where the “seamless portals” are) not located at the actual boundaries of a maximum sized hammer map? Like, why is the black square not the same size as the blue square?
@Meetric1
Жыл бұрын
imagine a fast moving contraption passing through the portal, it needs some "wiggle room" in order to not hit the source boundary since the physics calculations run more often than the teleport calculations
@cgbreeki849
Жыл бұрын
@@Meetric1 Got it. Thanks!
Homeboy just added layers from Photoshop to VHE. Damn son.
5:17 MY MAN
Essentially multiple "dimensions" of the same area, and you can only interact the items in your same dimension, but it looks like those other dimensions are next door
cool! me and my friend used to shoot crossbolts into the void in the earlier versions and see glimpses of it teleporting.
you just made a new era of possibilites to the gmod, great job, i can imagine this becoming something even more greater in future, or people transforming your idea into something like a real space where you can go from a planet to planet, simulating galaxy, maybe im dreaming too much but who knows, there was another dude that did the same thing a time ago but he discontinued the project sadly, again GOOD JOB alright and hope to see more updates from this
It feels really good when I guess right about how it basically work
@mka290
9 ай бұрын
Согласен
This is awesome work! Reminds me a lot of the "phase" system used in popular MMOs like WoW, and the teleporting system as a beautiful quad tree.
That is somehow ridiculously simple and complicated. Code is fantastic, I bet this took forever.
you make me feel younger again, explaining, and me understanding. 😊
I wanted to do this years ago for a pirates of the Caribbean type map. I had thought about doing stuff this way from the old bunny hop servers with their anti-grief mechanisms. You've really outdone yourself, this is excellent work and it honestly keeps alive a very ancient game. Good work bud!
I would say very good work should have been quite the challenge to put all this project on stable legs. But here it is! I'm glad there's finally someone who made something like this in Gmod.
I've just been describing this to friends as "It's like super mario 64's infinite parallel universes, but with a bunch of extra code to make them all different". Obviously that's not a fully apt comparison but it's close enough for most people.
@xproflipscarab
4 ай бұрын
I get what you're going for but I don't think that's necessarily a close comparison other than the illusion it produces. Iirc M64's parallel levels are a symptom of the engines math/memory overflowing which produces "physical" or mathematical duplicates of certain properties of the geometry. Where in this case the infinite level is a complete illusion, the whole "infinite" level is contained in finite space. The only wizardry going on here is the ingenious way he manipulated the renderer to create the illusion. All of the objects within the engine are all in normal space within their own "collision groups" Please correct me if I'm wrong about M64 😊
So in other words, this works because Source can still render objects and geometry past the physical boundary, but the Player cannot interact with any of them. To make Players interacting with said out-of-player bounds objects and geometry possible, you instead move the entire world, with the Player more or less remaining in the same cell/cube/chunk in which he spawned the entire time, rather than the opposite and default, a.k.a. moving the Player around in the world. Would this be an accurate summary?
@Meetric1
Жыл бұрын
sounds about right
@zikrizikriofficialchannel7108
Жыл бұрын
@@Meetric1 guys if this base mod...😐 I would wanna see all ARMA Maps ported to gmod😂😂🤣🥶😏
@Sir_Bone-Head
Жыл бұрын
That kind of reminds me of what people did with porting Mario from Mario 64 into Gmod and Minecraft.
@Pekter
Жыл бұрын
Futurama spaceship tech!
@lonelystarslibrary9326
Жыл бұрын
That's literally how Star Trek's Holodeck works and i love it
this is a really dope idea, do you imagine expanding on this or offering tools for others to develop content that supports this?
Hey this is really neat I would absolutely watch an hour long explanation of this concept with a look at the code. Really cool stuff!
incredible explanation, and im not the best at understanding this kind of stuff but you made it really easy
Such complex things in such simple words Thank you ♥
im not even into gmod's stuff but this was a terrific explanation, this is such a crazy good project, oustanding
Neat idea. Good organization concept for handling extremely large maps.
That's incredible! Really clever concept
Dude you are legend, you did something no one could do. This technology is one of the biggest gmod comunity achievement. I know the technology can seem raw, but it's still beautiful.
Very well explained video I was just curious how does the terrain that further out seamlessly rendered if you will and how does the add-on know where the terrain(the mountains for example) is despite the player never entering the area.
love this so much.... i remember wanting to make something similar to this, but just with basic teleport triggers and 3d skybox stuff instead of fancy code
What happens in multiplayer and people walk in different directions... I'd imagine the "visual map" kinda changes for each and every person but while I don't know much about gmod just HOW
@LikeTheBirb
Ай бұрын
So each person has a copy of each object in their cell but only the objects that match the location tag are enabled. The rest is graphics rendering
I used to play Gmod a lot back in the day, and this is something I dreamed of for many reasons, always longing for larger and more detailed maps. To me, being from Second Life these days, I see similarities between how SL treats crossing between regions (or servers) and how InfMap handles players moving throughout the map - each of the x/y axis borders where there is another region 'physically', a user's agent (server side presence) can move from one to another across these boundaries. The origin for floating points is reset with each region crossing, preventing FP imprecision issues. Difference here is that it's all done locally and handled across all axes, and uses tricks within Source/Hammer that honestly, go over my head at face value - mainly because I never really did any modding of source outside of just installing others' stuff back in the day. As an amateur CompSci person, I would love to learn more about how all this works.
That's a super smart idea. Great work
When the release comes, my friend and I will explore these vast expanses
Hi from Shurikworld! You realy did a great work! :3
So you are sort of like polarizing props and players so they are only interactable if they share the propety of being on that same polarized version of the map. But really all props and players reside in the same space, just selectively obscured or made visible and interactable when appropriate. However I'm wondering, if the map itself contains different geometry and places to collide, are those "polarized" too or is it limited to just props and players?
Cells. Interlinked.
@aydenneovak9240
Жыл бұрын
The top hasn't stopped spinning...
I was gonna do something similar to this ages ago, except I was gonna stack 4 pieces of the map on different Z positions and then seamlessly TP between them with portals but you one upped me lmao, great shit
Nice, thanks you for explanation!
This is such a cool concept!
This really reminds me of the Tardis and Safe Space addon which also uses portals to teleport you to different parts of the map which gives the illusion of bigger on the inside
this is freaking mind blowing
my man's a genius, you've earnt yourself a new subscriber.
Pure magic. Good work
Perfect explanation I finally understand it now
Question: What happens if i go to another chunk, don't have collisions with an object but i spawn a second object where the collision of the first (now invisible) object is? would they collide with each other anyways? or does the no collision chunk thing also applies to props?
this makes a lot of sense. so if i understand, all chunks of the map are split and "consolidated (?)" into source map boundaries. Each chunk is rendered at an appropriate position similar to how skyboxes work, including entities, but collisions are disabled for chunks that the player is not in, and the player us teleported like kleiner and is shown different chunks and collisions. Did i get it right?
works with e2 vectors that are outside of the original map border too? or is that not possible because of the way the addon was coded?
thanks for this really great map!
lovely lecture prof mee!
hey thanks for every video, have you ever think about making tutorials to learn glua? just asking, I love ur content
Some genius going on! Would you be able to explain how you're having different terrain in each cell?
That's actually awesome and interesting
Now you're really thinkin with portals!
This is absolutely ingenious
How does this work with hitscan? Can you shoot someone who is in another chunk?
@lennybjorowitz4256
Жыл бұрын
it probably won't at the moment, judging from his usage of the teleporting crowbar sweep which is basically a invisible bullet that teleports you to the spot it hits.
@alecz3843
Жыл бұрын
Traces work across chunks but the bullet trace does not but he said he would try to make it beable to go across chunks. Projectiles however can still go across chunks
the way you explained this was absolutely adorable :D
amazing work!
This is something ive considered adding to my own game.
so once you pass the boundary the data on the player walking past said boundary makes it simulate to all players that they are in different positions when (by the games standards) they are not? or
This is very fascinating 🧐
"But first we need to talk about parallel universes"... ( iirc, in the pannenkoek2012 video, he was going in copy of the map where he could collide with objets without being able to see them. )
I'm a pretty abstract thinker but this here just fucked my brain pretty hard. Absolutely amazing engineering! It reminds me to the movie "Cube 2: Hypercube" for some reasons. I need some time to fully understand this, but I will spend it because it's so awesome. Well done!
I'd love to take a crack at finding a way to incorporate navemesh generation into this infinite map generation. The way you described how the data was added to the 'client' in your example makes me wonder if that same data can be used to make a navmesh for each "box". At least, each box where a navmesh would be relevant. Take my idea with a grain of salt, though. I'm not a programmer (yet :D) so I don't have a real perspective on how this kind of thing would look in a real scenario. Maybe after I've gotten through my programming classes over the course of the next year I'll understand better xD
@Meetric1
Жыл бұрын
well since every area occupies the same place I would imagine navmeshes would break
5:18 your friends have good taste in games
as someone who takes allot of interest in this kinda stuff, this is pretty neat.
guy ! you have just created the very definition of the 4th dimension!
gmod back in the day: look barney is drunk gmod now: look guys i recreated 1 to 1 copy of italy
Does everything work going through the portals? Particle effects, bullets etc?
This would be awesome for the stranded gamemode
this is dope, super smart
This is similar to how a lot of games actually work behind the scenes. Is there a video explaining the terrain aspect?
Wow mate that's cool, I gotta cover the map on my channel soonish yes
This is awesome!
how do you do the accelerated back hopping in gmod?
as a map maker on hammer editor can we do that on hammer editor for maps we make ?
this is how i imagine the 4th dimension working; different cells with 3d slices of volume, like a 3d object having slices of 2d area so when you're moving through the W axis you're basically moving through these 'cells'
Theres a problem where if you detonate a nuke in another chunk you still see and take damage from the nuke if it were in your chunk. I dont know if it can be fixed but it would be cool if you could test powerful nukes from a safe distance in an infmap because in a normal map you cant escape the blast even if the nuke and you are on opposite sides of the map.
I'm so damn impressed.
this is very interesting!
Kind of not related to the video, but I would love to see a sandbox game built from the complete ground up. And not even like s&box, but a custom, open-source engine built specifically for a "do whatever you want" kind of game. Just imagine the possibilities. there used to be something someone was making called "Pragma Engine", but I don't think that ever went anywhere, but it had really awesome native features such as softbodies, ray-traced audio, importing external assets in gameplay on the fly, and so on.
more like a spatial hall of mirrors (which people actually usually call "infinity rooms")!
Hey, how do you fly and jump so fast, also in some of your videos you also teleported, I am wondering how you do all of this.
Mee you genius!
How do you make some entity not collide with other entity particularly in glua?
So is the bigger box still inside the source boundaries, but acts as a margin to properly handle props being between two cells?
@Meetric1
Жыл бұрын
yeah
I have seen something like this, and thought of the concept of a spatial treadmill. You are always in the same spot, but the topography will still change.
me watching mee explain to me some 4d philosophy
what happend if like in your kaboom video a explosion 100+ chunks is away? i died because the actual player is in the same chunk as the explosion... any idea how to get away from it?
This is kinda like the 4th Dimension. Everything stays in the same place but youre changing where you are in the 4th dimension
thats cool but how do you maintain collision in other chunks??
Just thought I'd question, how'd you get your render distance to be so damn far? I can't find any documentation on this that's helpful! I'd appreciate thine knowledge ! ! !
@Meetric1
9 ай бұрын
the console command is r_farz 99999 but in hammer you can use (I think) env_fog and set it there too
So, could you make the largest map space in gmod by having different layers? Like, you create different terrain meshes for the cells but you layer them all into your first cell and disable the collision until you enter that specific cell? Like say you have a grid system and label it with plot points A-C and 1-3 and adding a decimal point to the number for height cells for 3D, so spawn is at B-2.1 right? Could you have all the terrain meshes for the outlying cells preloaded and not visible until you then enter into that cell? It kinda looks like you already have that going on in this demonstration. Could Half-Life 2 theoretically be seamless with this technique? 🤔
Amazing!
I dont really understand how this works as anything other than a flat map though, if im on an INFMAP map and i walk over to a mountain super far, would I be able to touch the mountain? if so how does that look in the original cell
In a way, this is really adorable for some reason.