Update change log: Fixed the crashing at 33 million units outside the playable zone. Known bugs: Crash at 33,000,001 units outside playable zone.
@tgnm96153 жыл бұрын
Ah yes, a normal update patch
@JackPorter3 жыл бұрын
@@_mailer i mean, nothing is stopping valve from changing out the entire game with minecraft (login required) in one update. that would definitely fix this bug
@vashtetr3 жыл бұрын
@@JackPorter nope it wouldnt, as philip said: in minecraft you will find these stripy biomes at some point. and you cant buildd or move there, even far before that you cant move anymore correctly and use a boat.
@s________________-.3 жыл бұрын
@@_mailer i mean, they could probably find a way to fix rendering with fancy enough trickery, but that wouldn't change the fact moving would go from somewhat jittery to feeling like you're hitting walls to impossible.
@BEN-ys6gu3 жыл бұрын
@@_mailer If you want it that bad you can just avoid using floating point variables for coordinates, and instead use rational data structures with fixed number of decimals. The downside would be that with the same amount of bytes per number the world border would be a lot smaller, but at least you would feel absolutely no jank. It's just not worth it, floating points are good enough
@user-ou7wt3lx8m3 жыл бұрын
3kliksphilip: "There were whispers of far lands." Subtitles: "There were whispers of FART lands."
@phongnguyenviet4743 жыл бұрын
I was drinking water
@Pawlakov13 жыл бұрын
fartmaster lives on apparently
@RuiMartins693 жыл бұрын
Saw the same cuz cc were on, I laughed my ass off... 😂
@pixelpusher22193 жыл бұрын
The farting bandit breaking out
@Mikelica693 жыл бұрын
fard
@everythingsalright11213 жыл бұрын
that poor CT, philip is tearing his body apart with travel into the beyond and he talks cheerily about it
@theninjamaster673 жыл бұрын
You're laughing?! A man is being broken down to the basic elements of his body out in the void beyond the known world and you're laughing?!
@InfiniteFox3 жыл бұрын
That Interstellar reference at 5:50 had me rewind like 5 times. Good job on that one :D
@IHadDepression3 жыл бұрын
love it when people saw these kind of stuff lol
@kvassmacncheese3 жыл бұрын
Dame!
@Pierdzichuj3 жыл бұрын
@@kvassmacncheese Dame da ne
@xander10523 жыл бұрын
Was just about to comment about this lol
@Furious3213 жыл бұрын
You can just pause and press the < and > keys to frame-by-frame.
@Lagosta7773 жыл бұрын
so.. All those three weeks, you were just pressing "W" to reach the far lands? That's some commitment.
@guiorgy3 жыл бұрын
I am going to guess that he made *2kliksphilip* do that work. (poor 2kliksphilip)
@arxeha3 жыл бұрын
all that W he pressed, this video got the W it deserves
@sir_spams_alot43733 жыл бұрын
he mentions that he teleported with cheats
@PiMoNFeeD3 жыл бұрын
@@sir_spams_alot4373 he mentions that teleporting gets him within the map area bruh so he used noclip
@Izofeu3 жыл бұрын
@@PiMoNFeeD sv_noclipspeed
@VaNHelSinG39933 жыл бұрын
"And I decided to do it in CSGO. "How?", - you may ask. Like. This." (Legendary music starts playing)
@innerface.3 жыл бұрын
The model breaking is because the vertexes of the model are losing their precision and losing cohesion. You can see similar things in InfernoPlus’ Halo Desert Bus map, where the models at spawn are so far from the standard bounds of the engine that they appear to be spazzing out at all times.
@MrMudbill3 жыл бұрын
Or in any PlayStation 1 game since they use integers for positions rather than floating points :)
@Yas-gs8cm3 жыл бұрын
That was clear. The real question is why? Any article links explaining this? Why engines render everything as if is anchored to a "center world" point?
@Benethor3 жыл бұрын
@@Yas-gs8cm Well, you need coordinates. And they start at zero. Why should they start anywhere else?
@Yas-gs8cm3 жыл бұрын
@@Benethor Man I feel like an absolute retard now. I wish you just didn't answer me xD Lol I was expecting something like a gimbal lock or something. It's just a coordinate points overflow then.
@ThatManMelvin3 жыл бұрын
@@Yas-gs8cm no its not about overflow (yet). It was mentioned numerous times in the video: "floating point precision" is the issue. Floating point are not fully precise. They make errors on simple calculations. Tiny tiny errors that do not matter. Untill your numbers get sooo big, that they do.
@xCodeh3 жыл бұрын
This reminds me of getting underneath the map in the MW2 Spec Ops mission Hidden
@johannes56643 жыл бұрын
weed man
@m-a-c-k3 жыл бұрын
wassup cody!
@2ryan4703 жыл бұрын
zaza man
@killersquad6703 жыл бұрын
realising kurt has been doing far lands or bust for 10 years made me feel very old very quickly.
@NoNameAtAll23 жыл бұрын
I still remember finding him through his ksp videos
@monke23613 жыл бұрын
somebody already beat him in 9 months, hes taking his time
@jockeyfield19543 жыл бұрын
@@monke2361 i mean, the guy who beat him in 9 months probably only felt a little excitement after he pressed w for 9 whole months, while kurt is making the most of the trip, so when he does finally reach it, he can reflect back on what he did, maybe even enable cheats, teleport back to spawn, and just see how far he has come
@brain58532 жыл бұрын
@@monke2361 It's a charity thing now, reaching the Far Lands isn't really the point anymore.
@FoddyFogHorn3 жыл бұрын
Imagine you went further than 33,000,000 units and suddenly appeared in an open world. You have discovered the real map.
@topkek73723 жыл бұрын
Antarctic Ice Wall moment
@ViciousVinnyD3 жыл бұрын
He didn't crash, he just went so far his player left the pc and entered the real world.
@ShortHax3 жыл бұрын
I swear the CTs body isn’t breaking into millions of bytes because Phillip has a pro gaming chair
@niggabear3 жыл бұрын
shut up
@Lulzalex3 жыл бұрын
Its hard to imagine you typed that out in hope to be funny
@MarTimator3 жыл бұрын
Damn m8 ur everywhere
@yuhrzz3 жыл бұрын
haha i laugh hard i got seizure omg !!!!!!!!!!!!!!!
@therandomdickhead57443 жыл бұрын
Fenny
@pretzel16113 жыл бұрын
Those flashes aren't stretched polygons, they're the millions of eternally damned flashbangs Silver 1's launched off dust 2 now forever lost in the void.
@crylune3 ай бұрын
This is the best joke in this comment section
@SmileytheSmile3 жыл бұрын
I once tried doing that in real life, to prove flatearthers that Earth is infinite, like in Minecraft. I walked and I walked, until suddenly everything went dark, and colorful shapes appeared before my eyes. Then, after a flash of bright light, an old man wearing a pure white robe told me, that I walked straight into the Pacific ocean and drowned.
@duccc3 жыл бұрын
you should've crafted a boat
@SmileytheSmile3 жыл бұрын
@@duccc Punching trees irl doesn't give you wood, stupid! I got into the hospital on several occasions trying to test that with different types of trees and some guy's wooden outhouse.
@paliszarok3 жыл бұрын
@@SmileytheSmile trade for an axe stupid
@Tox1cAshes3 жыл бұрын
Way funnier than it has any right to be
@3OrMoreBones3 жыл бұрын
Does he know if the earth is flat or not?
@DuWaD3 жыл бұрын
I love how he goes out of the intended playable zone, travels a distance like 9000 times the width of the map and still says, "Valve, please fix!"
@mar2ck_3 жыл бұрын
That's the joke
@signmypetitiondamit99813 жыл бұрын
@@mar2ck_ no shit homie ?
@MisterChief7113 жыл бұрын
@bodd boward no shit homie ?
@mysteryY2K3 жыл бұрын
negative feces comrade?
@beytullahberk36323 жыл бұрын
1:03 damn philip i didn't know you read Junji Ito as well, what a legend
@mfaizsyahmi3 жыл бұрын
Next you're telling me he knows what 177013 means?
@beytullahberk36323 жыл бұрын
@@mfaizsyahmi I'm 100% sure
@ChaSterio3 жыл бұрын
It’s must of been his hole,made just for him
@dragon_warrior_3 жыл бұрын
@@512TheWolf512 i don't
@512TheWolf5123 жыл бұрын
@@dragon_warrior_ it's a test of just how feeble your mind truly is. The manga I mean, not the knowledge of it
@DesignFIaw3 жыл бұрын
Another interesting thing about the source engine is that it's CurTime, ie time since map startup is represented also in floats. After around only 8 hours, and especially after about 36 without map change/restart, things like prop_dynamic movement, playermodels/viewmodels or animations themselves (all tied to curtime) lose precision and become janky and jankier over time.
@Henrix19983 жыл бұрын
Eventually the world should stop as the floating point precision gets worse than twice the time increment
@augustday94833 жыл бұрын
What sort of insane madman would use floats to represent time instead of integers?
@slovakthrowback37383 жыл бұрын
@@augustday9483 In any regular match, the precision is better with floats than ints (if I understand em correctly)
@augustday94833 жыл бұрын
@@slovakthrowback3738 I suppose that makes sense. I'm used to scenarios where unix time is sufficient precision (64 bit integer counting up the seconds since 1970). I guess in an action setting where you need to do sub-second physics calculations, floats are needed. But non-Source games don't have this problem (to my knowledge), so what are they using, I wonder?
@slovakthrowback37383 жыл бұрын
@@augustday9483 I really doubt your claim thst non source games don't have this problem. It's probably just that they give more memory (not sure if that'd the fight word, simply more more bytes) for the time to work with, so the cut off point for the janky mess gets pushed further by an order of magnitude Also, Ive never seen such testing done on other games thst I can think of, since most games in general are just much more closed down, of thst makes sense
@_pixelatedsilver2a4123 жыл бұрын
Excursion funnels in Portal 2 hammer don't really try to cap the speed value you can set in Hammer, so it's easy to accidentally end up making a funnel that will instantly send you to garbled polygon land, or just outright crash the game. I've also had an experience with cube templates in that game that outright blue screened my laptop, but I wasn't able to replicate it.
@foobar22853 жыл бұрын
This is a pretty neat way to visualise floating point error. As far as I know, it's the number of significant figures and not the actual size of the number that causes these problems. There is only so much precision that can be fit in the mantissa, but the exponent part doesn't matter much. 0.00001234 is probably as difficult to represent faithfully as 123400000000.
@jiataosu78463 жыл бұрын
haha, exactly!
@jupit3r1313 жыл бұрын
That junji Ito reference was great, you should consider doing a video on his books
@Holammer3 жыл бұрын
This YT comment was made for me!
@georgejpg3 жыл бұрын
drrrrrr drrrrrrrrrrrr
@JamesBeising3 жыл бұрын
It really was
@ikagura3 жыл бұрын
@@georgejpg rofl
@rebecca66833 жыл бұрын
was just about to say this haha
@opeltulikylkee74793 жыл бұрын
1:38 this so called "stripe lands" is the border for the BEDROCK edition of Minecraft (you can technically get a couple of blocks farther by using some sort of boat mechanics, but this is complicated and isn't necessary), but in the original JAVA edition there is a border for the map, sitting at 30 million blocks in each direction (counting from 0x0) effectively making the map 60million x 60million blocks and by a quick google search we can find out that a block is equal to one meter making the map size 3,600,000,000,000,000 squared (you can technically get a few blocks farther here as well by generating a custom super flat world with minecart rails on the top layer and then driving a minecart to the edge, but nothing behind the border is actually interactable), although this isn't perfect and would mean that a single sword is close to a meter, this is as close as we can get.
@goosesgeneral17453 жыл бұрын
I love my person shaped hole, nice reference philip 3
@Jofoyo3 жыл бұрын
I love floating point errors on models, it has such a neat aesthetic to it which reminds me of old PS1 games.
@yume53383 жыл бұрын
its amazing how you can see the rendering pipeline essentially being stripped down
@wouldbemusic3 жыл бұрын
I like how despite the CT model being torn to atoms, the knife still remains as the one absolute. Knife > life
@KevinYEAAA3 жыл бұрын
There's a Roblox game called "The Floating Point Zone" that demonstrates what it looks like in Roblox's engine. Basically the same effect, you're not missing out on much, but I really like the name "The Floating Point Zone" so that's what I call it. Makes it sound more intense.
@zesped12593 жыл бұрын
The few times I've actually gone really far in roblox I experienced it kinda. The way I got there was by a glitch that would throw me really far or some kind of a hacker. I know that the body becomes all messy and glitched. Apart from that in my case the game becomes really laggy, and yes I don't have a holy gaming pc (GTX 1650 Super and an i5 3770) but it's capable of running almost any game I throw at it
@madmanmortonyt48903 жыл бұрын
Charborg's "The Roblox Zone" video demonstrates it at the end.
@Broskibrother3 жыл бұрын
I remember in cod4 I used to go in old-school mode and glitch out of the map until I fell into the void below it. After a few minutes of falling the guys gun starts vibrating and it gets worse and worse over time until the players gun model is all over the place and then the game crashes.
@wojtekpolska10133 жыл бұрын
about MC - The farlands were removed a *LONG* time ago, i believe when the game was still in beta. currently the world cuts off at the world border where everything is normal, but with mods you can get farther to the "stripe lands" you mentioned
@ipaqmaster3 жыл бұрын
The far lands bug always interested me in Minecraft's early days, but seeing you show us a unique video or reaching the same problem in CS;GO is just fantastic. I'd love to see a dust2 rebuild or something, where all the map and spawn points have been moved 16m units out.
@blunderingfool3 жыл бұрын
With a title like that? Oh boy. Time to break some memory limitations! Also Junji Ito reference, woo!
@KraffyBagel3 жыл бұрын
I remember encountering this in CoD4 when you glitch out of bounds, and fall off the playable map. Eventually you fall so far you can only see a white dot above you where everyone else is playing, and your weapons begin to become janky over time like this
@aceofacez103 жыл бұрын
your knowledge on these sorts of game breaks never ceases to amaze/terrify me.
@morethanjustasloth552818 күн бұрын
For those who want to understand why floating point numbers do this, here's a basic analogy: When I want to store a decimal in a computer, I have to use a certain amount of digits to do so- no more no less (unless I want to use some relatively slow methods). Imagine you only had three digits available to you, so if I wanted to store the number one I'd write 001. But what if I want to store one and a quarter? Well, I can write out 1.25, and now I have have it stored exactly. But what if I want to store ten and a quarter? Now we have a problem: 10.25 is four digits long. So instead I'm going to round off the hundredth's digit, and store 10.3 instead. So now that our number is farther away from zero, we're unable to store the hundredth's position anymore. Real floating point numbers are a good bit more complicated than that, because they instead use something similar to scientific notation, but the principle is the same.
@testytester41363 жыл бұрын
Oh my god, the floating point joke was perfect
@valtarijunkkala3 жыл бұрын
I thought if anybody could explain floating point precision in a way that most people understand it. I am kind of disappointed that you didn't even try, but I guess it kept your video more focused. Anyways, I am now going to attempt to explain floating point numbers, both simply and in detail because this is exactly what I should be doing in the middle of night. The detailed version would be this: Floating point numbers (single precision, there are other standards too) consist of 32bits, one to signal wether the number is positive or not (sign), eight to express the exponent (know as the exponent, suprisingly) and the 23 that are left express the coefficient (mantissa). The sign is 1 if the number is negative, 0 if it is positive. That is all it does. What the exponent does in practice is move around the decimal point in binary. The point sort of floats around, hence floating point. the coefficient just tells you the digits of the number. Now for people who have a life outside of technology: floating point numbers store both an exponent and a coefficient, similiar to the sientific notation (eg. 2e3 = 2*10^3 = 2*1000 = 2000), and their size in memory is fixed, which means that the amount of digits in both the coefficient and the exponent stay the same in binary. This means that as the exponent gets larger (the number gets bigger) more and more of the limited amount of digits end up *before* the decimal point, leaving less after and thus having less acuracity in the larger numbers. as a quick analog, if we mark down numbers at the length of four digits, the numbers 280.4 and 1.035 both have four digits (a fixed amount!) but the larger one is only accurate to tenths while the smaller one is to thousanths. oh yeah also, the reason why only a single dimension matters is because of coordinates. when we are in big numbers on axis the rest are still small and they are stored as seperate floating point numbers, so they will retain their accuracity. if you want it to matter in multiple directions, try going to high numebers on all axis at once. I hope someone finds this information intresting or useful, I saw suprising amounts of effort in writing this.
@Noferrah2 жыл бұрын
wow thanks. i always hear about floats being imprecise but it never seems to be explained exactly why that is. you're a legend
@CSGhostAnimation3 жыл бұрын
5:50 COME ON TARS!!!
@3rdnusskern3 жыл бұрын
This is incredible, I wasn't even aware of this existing. You're the like a myth-busting gaming-theorist scientist, so really thanks for all the your ideas and work! Your videos never cease to amaze me.
@matthewhall19213 жыл бұрын
This is exactly what happened at the end of interstellar
@farfi553 жыл бұрын
I remember experiencing this effect on a prototype i made a few years ago, couldn't understand why, then i learned this is a recurring issue with large scale games. Usually to combat this behavior once the player moves too far away from the origin say 1024 meters, everything is shifted back to the origin but we never notice it.
@yakul44103 жыл бұрын
I felt incredibly uneasy when backwards-Atomic Amnesia started playing. Like i wasn't meant to be hearing it
@atomictoothpaste33163 жыл бұрын
You get to see these kinds of glitches when the distances get massive. It’s because the game is losing precision when you get further from the center of a map. A common way most games counter it is to move everything around the player, which seems complicated but it ends up with the same result.
@breakgimme3 жыл бұрын
You played the wrong Minecraft, the far lands are only in old versions of the Java Edition but you are playing Bedrock Edition.
@Goldfish_Vender3 жыл бұрын
It also shows how bad the bedrock edition is
@kidkid3 жыл бұрын
@@Klar How is it better?
@99stem3 жыл бұрын
@@Klar MC Java edition FTW!
@kizuati3 жыл бұрын
@@Klar No.
@Liokindy3 жыл бұрын
@@kidkid Performance-wise. Everybody that cant run Java can run bedrock at 100+ fps due to the engine not running on a language that was not planned to be optimized
@igoesrawrr3 жыл бұрын
1:03 The Enigma of Amigara Fault? :)
@Niko09023 жыл бұрын
Yep, it was kind of obvious
@quadrupledamage3 жыл бұрын
You only found the stripelands because you did it on the Bedrock edition of the game. Not like you would have found it in the java edition, only in beta 1.7.3 or earlier
@fullnuclearbreakfast3 жыл бұрын
debiru
@Liokindy3 жыл бұрын
Probably because he isn't so "Experienced" in Minecraft and just heard "If youre far away you see strange stuff". Not bad tho
@512TheWolf5123 жыл бұрын
@@Liokindy no, it's because of RTX
@Liokindy3 жыл бұрын
@@512TheWolf512 Yes.
@Liokindy3 жыл бұрын
@@512TheWolf512 Philip loves those drugs- i mean, lighting.
@thedamntrain54813 жыл бұрын
The far lands were a java version only "feature" it was removed a long time ago, now its just a blue barrier, unlike bedrock which glitches out
@ushijchatterjee23363 жыл бұрын
Where's "How long can a CSGO match last" updated video? Now that we have techincal timeouts as well as map selection in premier mode
@JustinVlad43 жыл бұрын
Interesting video my dude! It's quite cool to watch you experiment so much stuff in CS:GO!
@ClanimeOfficial3 жыл бұрын
What it we kissed at 16 millions hammer units away
@edible_lemon3 жыл бұрын
I would LOVE to see a multiplayer match played in a level built in the ~22m range!
@KrzysztofJachura3 жыл бұрын
Thank you so much for the seizure warning. You have no idea how much I appreciate it. Keep up the good stuff (content)
@blizzaricity75213 жыл бұрын
There is something strangely poetic about the guns tearing up the farther you travel into the void
@Human_Buman3 жыл бұрын
I've done this in gmod few years ago and i made my noclip speed ridiculously fast and my gravity gun was like a worm after some time going into the void
@plastoaide3 жыл бұрын
I love this video so much! The part of the video where you went about in Minecraft for the new caves as footage and going to the world borders were really nice too!
@meove12133 жыл бұрын
player: reach 16,000,000 units far from playable map AWP scope reflection: ah yes, A site (this is why Valve should make real time reflection)
@Xeller_real3 жыл бұрын
Won't work on maps that have water on them since Source supports only one real time reflection at a time
@henryfleischer4042 жыл бұрын
I love how the Z-buffer broke down first, so the guns were very distorted but had practically the same silhouette.
@Offical_identified3 жыл бұрын
Me: Enjoying a 3kliksphilip video. KZbin Subtitles: "FART LANDS" 0:55
@thegooodguy3 жыл бұрын
its not auto subtitles tho
@Offical_identified3 жыл бұрын
@@thegooodguy Excacly!
@shreknskrubgaming72482 жыл бұрын
Holy shit THANK YOU for making the flashing part so small instead of fullscreen. As someone who has epilepsy, it feels like nobody else really cares to put in any effort for things like that. Most you'll get is a warning and sometimes you don't even get one. It's a small thing (most of the time at least,) and I know I shouldn't expect everyone else to do things differently because of people like me, but just know that I appreciate the effort. It sucks trying to watch a video sometimes and being bombarded with a strobe light out of nowhere that takes up the entire screen.
@zehm90153 жыл бұрын
ah yes i knew that's why they called them floating point numbers
@bigg43423 жыл бұрын
Had no idea the Dust CTs had arms under their sleeves. Great video
@Dapstart3 жыл бұрын
If you ever want to add on to the map size video compare the playable space by area in CS, you should contact Uncle Dane. He found a way to do it with nav meshes and other trickery for tf2, and it really strikes me as the type of video you would make
@Zieji3 жыл бұрын
"Mountains full of person-shaped holes" Dude are you kidding me, giving me these nightmares again?
@myke.87153 жыл бұрын
0:56 nice Captions 3kliksphilip, if that even is your real name
@Halo4LifelikeHat3 жыл бұрын
1:04 Very cool "The Enigma of Amigara Fault" reference
@rubz13903 жыл бұрын
1:06 I know of a disturbing manga that features person-shaped holes in a mountain.
@lampenpam3 жыл бұрын
This was definitely a reference to Ito Junji's most famous short story "The Enigma of Amigara Fault". I always see people link that one on Reddit when a post is about Trypophobia or something like that.
@luizzeroxis3 жыл бұрын
You could have chosen to never comment this. I could have never remembered ever seeing that. Why
@rubz13903 жыл бұрын
@@luizzeroxis I learned about it this year and want others to share the nightmares.
@MultiGoban3 жыл бұрын
This is a classic philip video I swear. love your content
@Jmcgee11253 жыл бұрын
1:18 this is because you're on Bedrock Edition. Java doesn't have this bug whatsoever, the game runs fine up to 30 mil before the world border hits (there are slight issues with audio and projectile hitreg, but nothing major like Bedrock). This is because Java uses 64-bit floats instead of the 32-bit ones that Bedrock uses. Java can actually go even further, up to 33 mil, where the lighting engine stops working. And yet Bedrock is unplayable at 1 million. I'm not entirely sure why they decided not to use 64-bit floats, considering that it works GREAT on Java. Hell, they put a world border on the version that functions fine at a distance while uncapping the version that breaks at a fraction of that. Mojang, plea--
@farlandsinvestigator46042 жыл бұрын
Yeah, but older versions of minecraft java used 32 bit floats(but physics used 64 bit floats) for example if you travel far enough in infdev 27 th February and the chunks will start jump and hitbox outline will deform visually, then after 2 millions the world will start to flicker.
@crylune2 жыл бұрын
Java may not have that bug but it is an unoptimized spaghetti code mess otherwise lmao
@Jmcgee11252 жыл бұрын
@@crylune I would much rather have the unoptimized spaghetti (which isn't that much of a problem if you put on mods like Sodium and Starlight) rather than nondeterministic redstone and other garbage.
@mozarteanchaos2 жыл бұрын
it's also because the farlands as they're often depicted just don't exist in modern minecraft, like, at all. those were back in much older java versions, so neither modern java or bedrock would have that specific world generation glitch. (after typing this i have now realized you're talking about the distance, not the type of glitch, but i feel this comment might still be useful to someone out there so i'm leaving it here with this clarification)
@tomasjakubec91043 жыл бұрын
I remember something similar that happened to me in CoD 2. In one of the missions I was able to jump on a box>tree>wall and beyond the clipping wall and explore the level outside the boundaries. Later on I eventually fell through the floor. As I kept falling I started to notice more jank. The view model started to shake and later the different parts of the gun started to separate. In the end it was flying all over the screen. Good times, I was really proud of finding that one.
@AlguienMas3 жыл бұрын
On what mission you did that?
@tomasjakubec91043 жыл бұрын
@@AlguienMas I belive it was the silo. Should be on the main road close to the start of the level. Pile of boxes next to a tree and wall. I think you might need to make a nade jump from the tree to the wall.
@Executioner_Sama3 жыл бұрын
he was so close of find half life 3! sadly, VAC got him
@CraftedPGN23 жыл бұрын
inpossible
@izadineakhmadzatnika46853 жыл бұрын
I LOVE MANS
@eduardburciu35643 жыл бұрын
"Valve, pls fix, i want to navegate through the deep black junky void endlessly"
@harrymalm3 жыл бұрын
I like the fact that you used atomic amnesia MMXX in an actual video. Will it become part of your regular background music collection, or was this a one-time thing? I'd like to hear more of it!
@jozefsmajda80363 жыл бұрын
I saw it!!! That Interstellar moment was the cleverest idea! Made me happy!
@puma42153 жыл бұрын
same :D
@amirmirzaei39403 жыл бұрын
You are the second person I've ever heard to use the term "Z-fighting" everyone I know, even people who do 3d modeling just call it clipping
@kuyans38893 жыл бұрын
I think clipping describes 2 intersecting objects rather than two vertices at what the computer thinks is the same place.
@amirmirzaei39403 жыл бұрын
@@kuyans3889 even 2 vertices or surfaces are at the same place, I still hear people say clipping or intersecting
@kebasnaek41293 жыл бұрын
As a 3D modeler... “Clipping” is an umbrella term for any case where two objects slightly go through or into each other, such as a ragdoll’s arm going through a wall, or a box falling through another box. “Z-fighting” is the effect where two faces attempt to occupy the same space and “fight” over which one should be visible. I think the best way to describe it is that Z-fighting is caused by clipping, so referring to an instance of z-fighting as “clipping” is technically true, but Z-fighting is the specific term.
@amirmirzaei39403 жыл бұрын
@@kebasnaek4129 again, I have never heard anyone use that term, I've been doing belnder for about 2 years how but no one uses that, they all just say clipping
@TheAlien5643 жыл бұрын
@@amirmirzaei3940 Z-Fighting is an programmer term whereas clipping is a designer term Source: In valve's hl1 sdk you can find comments referring to z-fighting
@Amir-qk7zk3 жыл бұрын
Wow! I really liked it!! It was super! A context no one ever payed enough attention to I was imagining our own universe along the way
@lostaudio3 жыл бұрын
Kind of creepy how he's just going out into nothingness, Hume levels must be low out there...
@TheManinBlack90543 жыл бұрын
Hume levels don't actually exist, it's an SCP of its own. Scranton reality anchors don't actually do anything. They're a massive cognitohazard: basically, everyone who hears about them believes that they work except for their actual creators, and they do actually miraculously work for them, while in reality it's nothing more than a bunch of microwaves tied together, the whole SCP is infected with this cognitohazard. But that's not talking that the SCP foundation is also an SCP.
@lostaudio3 жыл бұрын
@@TheManinBlack9054 anything is canon so eh.
@lostaudio3 жыл бұрын
@@TheManinBlack9054 I appreciate you writing an essay though lmao.
@GabeStott3 жыл бұрын
this video was so outside the norm. absolutely top tier. my man.
@drowningin3 жыл бұрын
"No one would want to explore it" Speak for yourself zoomer
@ShoorfLonelyLokly3 жыл бұрын
Honestly thank you so much for bringing attention to Kurts far lands series.
@catweaselirl3 жыл бұрын
Awesome video Philip this was a really cool idea for a video
@voodoo20063 жыл бұрын
holy shit bro its been 1 hour and philip has already made the subtitles props on the guy
@jeremiii65233 жыл бұрын
Loved the small nod to Junji Ito on 1:00
@jo_kil97533 жыл бұрын
I did not expect a junji ito reference from you Philip. I must say you surprise me yet again.
@pizza_lizard3 жыл бұрын
diggin' the closed captions for vids like this.
@realmackle3 жыл бұрын
I remember when fuel came out, I hadn't remembered the game until you brought it up again
@Caddy472733 жыл бұрын
this looks so cool, like imagine you'rre driving and your hands start glitching out, then your steering wheel.
@gamesux4203 жыл бұрын
Never thought id hear him reference junji ito but here we are
@Pensi0nar3 жыл бұрын
I wasn't expecting the "Valve, please fix!" quote!
@BlakeGillman3 жыл бұрын
I think the flashing might've been the players face or eye vertices stretching like you suggested.
@Xeller_real3 жыл бұрын
But the playermodel isn't drawn in first person at all
@irredium3 жыл бұрын
1:05 Enigma of Amigara Fault, Phil is a man of culture I see.
@notEdge3 жыл бұрын
I appreciate the The Enigma of Amigara Fault reference
@Kaspiaan3 жыл бұрын
I love the addition of what looked like the guy from Interstellar at 5:51 :)
@ExistentialPineapple3 жыл бұрын
this is a brilliant video. Makes me wonder about our own universe and the strange things that may happen as we approach certain boundaries in space or time. Insane how maths can just start failing as it does and the ways it manifests
@SimonVaIe3 жыл бұрын
Maths doesn't fail here though.
@dmdjt3 жыл бұрын
An astonishingly well told story about floating point precision.
@al14y643 жыл бұрын
The Valve pls fix on the end absolutely killed me. OMEGALUL
@Dicska3 жыл бұрын
It's like watching an Interstellar type movie about reaching the outmost regions of the known Universe, or flying into the middle of a black hole where reality itself gets distorted and twisted, driving everyone into insanity while leading to the horror and madness we somehow named 'hell'.
@XanderNiles3 жыл бұрын
Wow! I didn't know how far you could get by going out from the map. It's just mind-blowing
@egglord77363 жыл бұрын
Ah god the arigama fault reference got me, I almost forgot about it man
@Waligug3 жыл бұрын
I completely missed this video coming out I have notifactions on 😭
@joshandersn3 жыл бұрын
Fuel was an open world game where you didn't care you just wanted to drive for hours and hours, the world just kept giving you jumps and non-repetitive terrain
@ehwkins3 жыл бұрын
the "simple" explanation of floating point error is that you have a certain set amount of bits for your number, and when the part left of the decimal is small, you have a lot of bits to express the part right of the decimal. the part right of the decimal is important because generally positions arent expressed in whole numbers, but if there arent enough bits to express it, then the part right of the decimal gets rounded. the part left of the decimal has priority over the right, so as it increases it takes bits from the right and therefore decreases the amount of bits available to express the part right of the decimal. eventually you end up with barely any bits left to express the part right of the decimal, and the rounding gets extreme and starts breaking things.
@NightmareCourtPictures Жыл бұрын
Bro took breaking out of the map way too far and ended up discovering the quantum realm
@unluckycatfish68663 жыл бұрын
That white flashing square is some haunted game stuff