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

Пікірлер: 408

  • @olegmoki
    @olegmoki Жыл бұрын

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

  • @stanleybochenek1862

    @stanleybochenek1862

    Жыл бұрын

    yep it's like reverse engineering ufos

  • @thevoid6969

    @thevoid6969

    Жыл бұрын

    perfect advertising

  • @patrxgt9691

    @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

    @olegmoki

    Жыл бұрын

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

  • @GTA6ReleasesDec2024

    @GTA6ReleasesDec2024

    4 ай бұрын

    its not clever, he literally stole my mod

  • @yyzttr6306
    @yyzttr6306 Жыл бұрын

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

  • @shawermus

    @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

    @yyzttr6306

    Жыл бұрын

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

  • @CturiX.IREALLY

    @CturiX.IREALLY

    Жыл бұрын

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

  • @JeffarryLounder

    @JeffarryLounder

    Жыл бұрын

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

  • @Matu833

    @Matu833

    Жыл бұрын

    ​@@shawermus ☝️🤓

  • @gustavonomegrande
    @gustavonomegrande Жыл бұрын

    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

    @dadutchboy2

    Жыл бұрын

    how is that 4d

  • @gitarkatili

    @gitarkatili

    Жыл бұрын

    ​@@dadutchboy2 if its not 4d, what d then?

  • @dadutchboy2

    @dadutchboy2

    Жыл бұрын

    @@gitarkatili 3d, no extra dimensions required

  • @samuels1123

    @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

    @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

  • @npc_citizen9276
    @npc_citizen9276 Жыл бұрын

    You should add a feature to change the player's id to teleport to another chunk so, let's say you can teleport to your friend who is a lot of chunks away.

  • @unimox3343

    @unimox3343

    Жыл бұрын

    use ulx

  • @npc_citizen9276

    @npc_citizen9276

    Жыл бұрын

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

  • @rico-228

    @rico-228

    Жыл бұрын

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

  • @alecz3843

    @alecz3843

    Жыл бұрын

    @@npc_citizen9276 They detoured getpos and set pos so it should work

  • @npc_citizen9276

    @npc_citizen9276

    Жыл бұрын

    @@alecz3843 doesn't work for me for some reason.

  • @chazz634
    @chazz634 Жыл бұрын

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

  • @lizardy2867
    @lizardy2867 Жыл бұрын

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

  • @amyonthenet
    @amyonthenet Жыл бұрын

    This is quite literally one of the most amazing things i've seen, i cannot wait to see the things that will be achieved using this base

  • @xxxod

    @xxxod

    Жыл бұрын

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

  • @CrAzYpotpie

    @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

    @Erkle64

    Жыл бұрын

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

  • @peluchefps
    @peluchefps Жыл бұрын

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

  • @Gravy_Guzzler
    @Gravy_Guzzler Жыл бұрын

    so basically you set a boundary that teleports you to the opisite side but when that happens data keeps counting as if you didnt teleport and then that data pulls of a super illusion

  • @taffyadam6031

    @taffyadam6031

    Жыл бұрын

    *off

  • @Gravy_Guzzler

    @Gravy_Guzzler

    Жыл бұрын

    @@taffyadam6031 yeah, i just fast, not acurate

  • @ocoolwow

    @ocoolwow

    Жыл бұрын

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

  • @Gravy_Guzzler

    @Gravy_Guzzler

    Жыл бұрын

    @@ocoolwow true

  • @Stefanutsu
    @Stefanutsu Жыл бұрын

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

  • @cgbreeki849
    @cgbreeki849 Жыл бұрын

    This is seriously amazing. You did a good job explaining it too. Also, why are the teleporting boundaries (where the “seamless portals” are) not located at the actual boundaries of a maximum sized hammer map? Like, why is the black square not the same size as the blue square?

  • @Meetric1

    @Meetric1

    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

    @cgbreeki849

    Жыл бұрын

    @@Meetric1 Got it. Thanks!

  • @K-Anator
    @K-Anator Жыл бұрын

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

  • @vlad980
    @vlad980 Жыл бұрын

    5:17 MY MAN

  • @Kevdama1
    @Kevdama1 Жыл бұрын

    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

  • @fahnkymuncke7439
    @fahnkymuncke7439 Жыл бұрын

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

  • @bostilhorrorstory
    @bostilhorrorstory Жыл бұрын

    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

  • @dandyherdiyana
    @dandyherdiyana Жыл бұрын

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

  • @mka290

    @mka290

    9 ай бұрын

    Согласен

  • @3Dshmish
    @3Dshmish3 ай бұрын

    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.

  • @AllTheOthers
    @AllTheOthers Жыл бұрын

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

  • @cgbasic808
    @cgbasic808 Жыл бұрын

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

  • @ThomasMartin-nb8qt
    @ThomasMartin-nb8qt5 ай бұрын

    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!

  • @Resbertionist_Worker
    @Resbertionist_Worker Жыл бұрын

    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.

  • @datanon3059
    @datanon3059 Жыл бұрын

    I've just been describing this to friends as "It's like super mario 64's infinite parallel universes, but with a bunch of extra code to make them all different". Obviously that's not a fully apt comparison but it's close enough for most people.

  • @xproflipscarab

    @xproflipscarab

    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 😊

  • @fredspreadem5638
    @fredspreadem5638 Жыл бұрын

    So in other words, this works because Source can still render objects and geometry past the physical boundary, but the Player cannot interact with any of them. To make Players interacting with said out-of-player bounds objects and geometry possible, you instead move the entire world, with the Player more or less remaining in the same cell/cube/chunk in which he spawned the entire time, rather than the opposite and default, a.k.a. moving the Player around in the world. Would this be an accurate summary?

  • @Meetric1

    @Meetric1

    Жыл бұрын

    sounds about right

  • @zikrizikriofficialchannel7108

    @zikrizikriofficialchannel7108

    Жыл бұрын

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

  • @Sir_Bone-Head

    @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

    @Pekter

    Жыл бұрын

    Futurama spaceship tech!

  • @lonelystarslibrary9326

    @lonelystarslibrary9326

    Жыл бұрын

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

  • @Triffgits
    @Triffgits Жыл бұрын

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

  • @adricklynn8882
    @adricklynn8882 Жыл бұрын

    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!

  • @somerandomcreator7211
    @somerandomcreator7211 Жыл бұрын

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

  • @viffur
    @viffur Жыл бұрын

    Such complex things in such simple words Thank you ♥

  • @itsandyfs
    @itsandyfs10 ай бұрын

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

  • @StephenMinkin
    @StephenMinkin4 ай бұрын

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

  • @schnackebums
    @schnackebums Жыл бұрын

    That's incredible! Really clever concept

  • @Oilcommunist
    @Oilcommunist Жыл бұрын

    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.

  • @kean4218
    @kean4218 Жыл бұрын

    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.

  • @marioood
    @marioood3 күн бұрын

    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

  • @gizyz1366
    @gizyz1366 Жыл бұрын

    What happens in multiplayer and people walk in different directions... I'd imagine the "visual map" kinda changes for each and every person but while I don't know much about gmod just HOW

  • @LikeTheBirb

    @LikeTheBirb

    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

  • @NodokaHanamura
    @NodokaHanamura4 ай бұрын

    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.

  • @tschichpich
    @tschichpich3 ай бұрын

    That's a super smart idea. Great work

  • @fontom6402
    @fontom6402 Жыл бұрын

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

  • @Eles322
    @Eles322 Жыл бұрын

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

  • @cuberancher4479
    @cuberancher4479 Жыл бұрын

    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?

  • @pangake
    @pangake Жыл бұрын

    Cells. Interlinked.

  • @aydenneovak9240

    @aydenneovak9240

    Жыл бұрын

    The top hasn't stopped spinning...

  • @DaddyFrosty
    @DaddyFrosty Жыл бұрын

    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

  • @sergeykizin6101
    @sergeykizin6101 Жыл бұрын

    Nice, thanks you for explanation!

  • @ItsPorkroll
    @ItsPorkroll Жыл бұрын

    This is such a cool concept!

  • @randomcommenter10_
    @randomcommenter10_4 ай бұрын

    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

  • @Nacho_De
    @Nacho_De Жыл бұрын

    this is freaking mind blowing

  • @sandermur5613
    @sandermur5613 Жыл бұрын

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

  • @hladych3847
    @hladych3847 Жыл бұрын

    Pure magic. Good work

  • @weenocks
    @weenocks Жыл бұрын

    Perfect explanation I finally understand it now

  • @MissFazzington
    @MissFazzington Жыл бұрын

    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?

  • @Blap7
    @Blap7 Жыл бұрын

    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?

  • @TheMilkiestCereal
    @TheMilkiestCereal Жыл бұрын

    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?

  • @marcusanderson1734
    @marcusanderson1734 Жыл бұрын

    thanks for this really great map!

  • @Sxkielecior
    @Sxkielecior Жыл бұрын

    lovely lecture prof mee!

  • @Drakon-sr8yk
    @Drakon-sr8yk Жыл бұрын

    hey thanks for every video, have you ever think about making tutorials to learn glua? just asking, I love ur content

  • @brickwall9781
    @brickwall978111 ай бұрын

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

  • @BayAreaPolice
    @BayAreaPolice Жыл бұрын

    That's actually awesome and interesting

  • @RedRanger-ll7hx
    @RedRanger-ll7hx Жыл бұрын

    Now you're really thinkin with portals!

  • @FissionMetroid101
    @FissionMetroid1014 ай бұрын

    This is absolutely ingenious

  • @mnichu201
    @mnichu201 Жыл бұрын

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

  • @lennybjorowitz4256

    @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

    @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

  • @NeonKrystals
    @NeonKrystals Жыл бұрын

    the way you explained this was absolutely adorable :D

  • @lolygagger5991
    @lolygagger5991 Жыл бұрын

    amazing work!

  • @BetaTester704
    @BetaTester704 Жыл бұрын

    This is something ive considered adding to my own game.

  • @dr.fredrickfreeman3293
    @dr.fredrickfreeman3293 Жыл бұрын

    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

  • @RoseMultiverse
    @RoseMultiverse Жыл бұрын

    This is very fascinating 🧐

  • @CyrilNeko
    @CyrilNeko Жыл бұрын

    "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. )

  • @carville767
    @carville767 Жыл бұрын

    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!

  • @MathewRYF
    @MathewRYF Жыл бұрын

    I'd love to take a crack at finding a way to incorporate navemesh generation into this infinite map generation. The way you described how the data was added to the 'client' in your example makes me wonder if that same data can be used to make a navmesh for each "box". At least, each box where a navmesh would be relevant. Take my idea with a grain of salt, though. I'm not a programmer (yet :D) so I don't have a real perspective on how this kind of thing would look in a real scenario. Maybe after I've gotten through my programming classes over the course of the next year I'll understand better xD

  • @Meetric1

    @Meetric1

    Жыл бұрын

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

  • @gekinatracksuit9710
    @gekinatracksuit9710 Жыл бұрын

    5:18 your friends have good taste in games

  • @1Dominic1
    @1Dominic1 Жыл бұрын

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

  • @thefurryworld
    @thefurryworld Жыл бұрын

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

  • @funnyguy509
    @funnyguy5093 ай бұрын

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

  • @klyesam4006
    @klyesam4006 Жыл бұрын

    Does everything work going through the portals? Particle effects, bullets etc?

  • @NagaGaming76
    @NagaGaming76 Жыл бұрын

    This would be awesome for the stranded gamemode

  • @fernandoott5345
    @fernandoott5345 Жыл бұрын

    this is dope, super smart

  • @StefanLopuszanski
    @StefanLopuszanski4 ай бұрын

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

  • @GMODISM
    @GMODISM Жыл бұрын

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

  • @Vindkast
    @Vindkast Жыл бұрын

    This is awesome!

  • @gorgongreeben2675
    @gorgongreeben2675 Жыл бұрын

    how do you do the accelerated back hopping in gmod?

  • @DeMoNELectro
    @DeMoNELectro Жыл бұрын

    as a map maker on hammer editor can we do that on hammer editor for maps we make ?

  • @clusterflood
    @clusterflood11 ай бұрын

    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'

  • @ottoes8098
    @ottoes80982 ай бұрын

    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.

  • @YungGeery
    @YungGeery8 ай бұрын

    I'm so damn impressed.

  • @erdbeerkotze5795
    @erdbeerkotze5795 Жыл бұрын

    this is very interesting!

  • @chitan1362
    @chitan1362 Жыл бұрын

    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.

  • @c02c02
    @c02c02 Жыл бұрын

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

  • @x8c8r
    @x8c8r Жыл бұрын

    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.

  • @fontom6402
    @fontom6402 Жыл бұрын

    Mee you genius!

  • @alaas1041
    @alaas1041 Жыл бұрын

    How do you make some entity not collide with other entity particularly in glua?

  • @shadesoftime
    @shadesoftime Жыл бұрын

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

  • @Meetric1

    @Meetric1

    Жыл бұрын

    yeah

  • @Chris-re3lv
    @Chris-re3lv4 ай бұрын

    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.

  • @chezvik
    @chezvik Жыл бұрын

    me watching mee explain to me some 4d philosophy

  • @blazzycrafter
    @blazzycrafter Жыл бұрын

    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?

  • @IdealIdeas100
    @IdealIdeas100 Жыл бұрын

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

  • @kdee1428
    @kdee1428 Жыл бұрын

    thats cool but how do you maintain collision in other chunks??

  • @DallasWright2010
    @DallasWright20109 ай бұрын

    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

    @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

  • @Si_Hi
    @Si_Hi Жыл бұрын

    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? 🤔

  • @jcmottern
    @jcmottern4 ай бұрын

    Amazing!

  • @Vultzzzz
    @Vultzzzz3 ай бұрын

    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

  • @nc_silly
    @nc_silly Жыл бұрын

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