What happens when Half-Life 2 updates only 11 times per second
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Published 2022-07-02
All Comments (21)
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FAQ Q: Where ya been? A: Playing GTA 5. I was gonna come back with some videos for it but all the ideas I've had so far were already done by someone else, stupid, or would take so long that I would feel like I was uploading too sparsely had I done them. So basically regular youtuber things. Q: What's the quote from the thumbnail? A: A code comment from the C++ function that reads the -tickrate command. The comment was left by Valve employee Yahn Bernier. github.com/ValveSoftware/source-sdk-2013/blob/0d8d… Q: Why does all the crazy stuff happen? A: I'll tell you when you're older.
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That girl who refuels your airboat must've accidentally put nitroglycerin in the boat instead of fuel
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The reason everything goes bouncy is because Havok physics (like most modern physics engines) uses the real-world principle of equal-but-opposite force to handle clipping. Between ticks, every physics object that is "awake" (receiving physics updates) actually clips slightly into the ground due to gravity, and then has an upwards force applied to it to "push" it back above ground. The system is tuned and works fairly well at a tickrate of 66; most physics objects may fall one Hammer Unit or less beneath the ground in 1/66th of a second, so it only takes a miniscule force to push them back above ground. However, at 1/11th of a second, objects fall further, and thus require a much greater force to push back above ground. GMod players will be familiar with the experience of pushing an object deep inside something else, only for the object to fly out at great speeds once released. That is due to the same principle, an object deep inside world geometry that the game tries to shove out in a single tick, resulting in a great deal of energy. Similarly, the effect of the player bouncing when colliding with world geometry is due to the player's collision hull clipping into geometry between ticks. However, player collision uses a different physics model, one that is generally much less forceful and with much less in-depth physics simulation, so the player is instead snapped to the nearest playable space without any true opposing force being applied.
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You turned Half Life into a bethesda game
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I'm amazed at how closely this imitates laggy source engine servers. Even knowing the way it works it still catches me by surprise.
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1:20 the briefcase disappears because it was going so fast, that by the time the next collision check happened, it was through the borderwall of the floor
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5:39 the zoom in at the airboat in the air while the music syncs perfectly to the zoom is comedic gold
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4:38 they don't call it the mudskipper for nothing, you know
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10:47 It’s worth mentioning that the car is programmed to land upside down until the player gets out. What you see are the physics struggling to flip the car on it’s roof.
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11:13 combine’s reaction to resistance teleport tech
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6:30 for me there is something endlessly hillarious about seeing the hl2 source engine explosion effect, its why old gmod videos were so funny.
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I'm not sure why 5:32 was so amusing to me.
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12:47 I have to go now. My planet needs me.
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the way the physics props are held feels like a gmod multiplayer server
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5:07 i wonder how the g-man reacted to just seeing the airboat just freaking out like that as it bounced along the water
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12:46 The antlion flying away is something I do in Gmod all the time. Shooting it with the Midas Cannon at the right time turns them into perpetual motion machines. If you copy & paste with the dupe tool, the effect is multiplied, turning them into chaotic flying death traps.
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9:31 Headcrab just gets fucking deleted
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17:28 ah so this is what they meant by "non-mechanical reproduction simulation"
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Affectionately, this video feels like it could’ve been made anytime in the last 15 years and it came out 8 days ago. I love it