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Приєднався 16 жов 2021
I cannot chop down trees to collect logs, nor craft those logs into planks, or even craft those planks into a crafting table. and definitely not in approximately 50 seconds, or in 1,000 consecutive game actions
The History of Minecraft's Touching Stars
Yes I am genuinely distraught over stars 202 and 365. Naturally, I made this video to both honor their 14 years together, and out of desperate hope that one of you is a Mojang employee and will feel really bad for me and and reunite them out of pity(this is very important for my well-being).
Kind of(?) a sequel to the end of my last star video(ua-cam.com/video/1xuh79-AD7w/v-deo.html). Basically just a showing of every change to stars since they were added, plus a fun update of how many stars touch at each stage.
I also made a new spreadsheet for all these versions: docs.google.com/spreadsheets/d/1DBwvfu5IC4YD2nokf0jIV1N3Lv3smJphWjPNT2ROplY
or if you want the original for 1.3-1.20 stars: docs.google.com/spreadsheets/d/17yfxFAaSD7LiJ2ONZMYCDC7Mo4CBPwsjpeadM5EWGa0
The basic rundown is:
Infdev, Feb 12 2010:
The original 500 stars get added. They only exist graphically though, created by scrambling the sky a bunch before drawing each star(still based on the seed "10842"!).
Infdev, June 24 2010:
The modern-day star generation is added(still using seed "10842"!). This replaces the original 500 stars with the 780 modern stars. Their actual relative positions/sizes/rotations won't really change from here on out, so my original star video/spreadsheet becomes relevant.
1.3.1, August 1, 2012:
The 780 new stars all get shrunk down to their "current-day sizes", which are directly mapped from 0.25m-0.5m down to 0.15m-0.25m.
1.21, June 13, 2024:
The 2010 star generation code gets cleaned up to use Quaternions N Stuff. The logic is mostly identical, but the actual vertices end up a bit scrambled. They now place them in the sky using a full quaternion rotation, which, depending on the position, applies some extra local rotation to the star before its intended rotation. Additionally, that intended rotation gets applied backwards, so they're all rotated counter-clockwise now instead of clockwise. And to add to it, instead of placing each vertex relative to the star's center position, each vertex is actually offset from the previous vertex's position. This still creates a square, but it offsets the whole star so the 4th vertex lands on the center. This rotates the star an extra 45 degrees, shrinks each side length to only sqrt(2) times the radius instead of 2x, and means everything rotates about that corner instead of the visual center. I really doubt any of this was intentional, but i also really doubt anyone else is going to be insane enough to notice, much less fix it lol. Which is why I'm proud to announce my campaign to get hired by Mojang as official star advisor....
infdev 20100212-1 pairs:
245 & 303
infdev 20100624 pairs:
71 & 394
161 & 492
202 & 365 :)
241 & 522
334 & 746
386 & 579
476 & 726
1.3.1 pairs:
202 & 365
1.21 pairs:
:(
anyyyyway....
Since the first 500 stars only really exist graphically, I couldn't figure out how to rip them straight from the game. Instead I just recreated the logic manually and used that for the spreadsheet. It should be indistinguishable though. These stars also don't have an inherent "rotation" since every axis is scrambled together out of order, and each star also gets scrambled by the scramble of every previous star. So for the spreadsheet I just calculated a rotation manually based on the vertices. I did the same for 1.21 too because it's also a mess.
idk. this took way more hours than i'm willing to admit, but at least I learned what matrices, quaternions, and an OpenGL is for the sake of some made up stars in a video game???
have a lovely day!!! do something novel and unexpected! RIP stars 202 and 365, and also hi rekrap viewers i hope my evil sand served you well and that you like stars
Kind of(?) a sequel to the end of my last star video(ua-cam.com/video/1xuh79-AD7w/v-deo.html). Basically just a showing of every change to stars since they were added, plus a fun update of how many stars touch at each stage.
I also made a new spreadsheet for all these versions: docs.google.com/spreadsheets/d/1DBwvfu5IC4YD2nokf0jIV1N3Lv3smJphWjPNT2ROplY
or if you want the original for 1.3-1.20 stars: docs.google.com/spreadsheets/d/17yfxFAaSD7LiJ2ONZMYCDC7Mo4CBPwsjpeadM5EWGa0
The basic rundown is:
Infdev, Feb 12 2010:
The original 500 stars get added. They only exist graphically though, created by scrambling the sky a bunch before drawing each star(still based on the seed "10842"!).
Infdev, June 24 2010:
The modern-day star generation is added(still using seed "10842"!). This replaces the original 500 stars with the 780 modern stars. Their actual relative positions/sizes/rotations won't really change from here on out, so my original star video/spreadsheet becomes relevant.
1.3.1, August 1, 2012:
The 780 new stars all get shrunk down to their "current-day sizes", which are directly mapped from 0.25m-0.5m down to 0.15m-0.25m.
1.21, June 13, 2024:
The 2010 star generation code gets cleaned up to use Quaternions N Stuff. The logic is mostly identical, but the actual vertices end up a bit scrambled. They now place them in the sky using a full quaternion rotation, which, depending on the position, applies some extra local rotation to the star before its intended rotation. Additionally, that intended rotation gets applied backwards, so they're all rotated counter-clockwise now instead of clockwise. And to add to it, instead of placing each vertex relative to the star's center position, each vertex is actually offset from the previous vertex's position. This still creates a square, but it offsets the whole star so the 4th vertex lands on the center. This rotates the star an extra 45 degrees, shrinks each side length to only sqrt(2) times the radius instead of 2x, and means everything rotates about that corner instead of the visual center. I really doubt any of this was intentional, but i also really doubt anyone else is going to be insane enough to notice, much less fix it lol. Which is why I'm proud to announce my campaign to get hired by Mojang as official star advisor....
infdev 20100212-1 pairs:
245 & 303
infdev 20100624 pairs:
71 & 394
161 & 492
202 & 365 :)
241 & 522
334 & 746
386 & 579
476 & 726
1.3.1 pairs:
202 & 365
1.21 pairs:
:(
anyyyyway....
Since the first 500 stars only really exist graphically, I couldn't figure out how to rip them straight from the game. Instead I just recreated the logic manually and used that for the spreadsheet. It should be indistinguishable though. These stars also don't have an inherent "rotation" since every axis is scrambled together out of order, and each star also gets scrambled by the scramble of every previous star. So for the spreadsheet I just calculated a rotation manually based on the vertices. I did the same for 1.21 too because it's also a mess.
idk. this took way more hours than i'm willing to admit, but at least I learned what matrices, quaternions, and an OpenGL is for the sake of some made up stars in a video game???
have a lovely day!!! do something novel and unexpected! RIP stars 202 and 365, and also hi rekrap viewers i hope my evil sand served you well and that you like stars
Переглядів: 138 271
Відео
Dragon Zip w/ Strafe Example
Переглядів 2,2 тис.2 місяці тому
Super Very Extra small video showing how the dragon's Y acceleration can become briefly uncapped if its position is aligned float precisely* with its current target on the X & Z axes. This is pretty useless considering it stops when the dragon flies out of alignment after 1 tick, but at least now it's been done(?) *as long as you're not at like exactly 0,0 i think Specifically, the dragon is al...
Every Minecraft Star Sorted by Rotation
Переглядів 5 тис.2 місяці тому
(maybe flashing lights- i turned the sun down a bit but still) anyway im in my clickbait tick tock shorts era i apologize in advance Just a showing of all 780 stars at midnight, along with their stats, and also sorted by rotation because i have this information and i don't know what to do with it loosely based on the star spreadsheet i made a couple years ago(so be warned): docs.google.com/spre...
Minecraft BLJ
Переглядів 4,5 тис.3 місяці тому
*maybe flashing lights from pause screen at 20hz!! *also not backwards *or a long jump *the title is just funny basically: i learned how ticks work yesterday. worst mistake of my life! As it goes, every 50ms(barring lag) the server will try to tick. However, if you're paused when it tries to do this, it simply won't tick and just waits another 50ms to try again. sooo by pausing on the exact rig...
Predicting Dragon Desync
Переглядів 2,4 тис.4 місяці тому
BREAKING: my prefrontal cortex has developed enough to kindofly understand desync. what comes next may shock you "Oneshotting" the dragon at perch(ua-cam.com/video/717kfB39gjQ/v-deo.html) has become reasonably viable to do rta. But something that's bothered me since my first video on it(ua-cam.com/video/OaIesw4T7YE/v-deo.html) is the seeming inconsistency from server/client desync, which could ...
Minecraft Softlock Tutorial Working 2025 Free (if you play pre 1.21.2)
Переглядів 23 тис.6 місяців тому
Sadly did not continue to work until 2025... the setup/bug seems to still exist but it looks like they tamed the infinite feedback loop enough to let you escape in time(?) idk im not smart enough for server client stuff Forever ago I made a small TAS showing how clipping into a specific 0.0000001m area of a block could "softlock" you in place(ua-cam.com/video/feHC9xzeILc/v-deo.html). Since then...
The Dragon's Mismatched Hitboxes
Переглядів 3,3 тис.8 місяців тому
This has bothered me for years but I've never seen anyone even as much as mention it so here we are I guess?? ft. more of my patented dodgy explanations of things i dont understand because you only live once The basic rundown is that the neck taking full damage does seem to be a bug(?!) And simply caused by the client incorrectly assigning entity IDs to allll the client dragon hitboxes, "linkin...
Infinite Block Collisions from Clipping a Block by 0.00001m
Переглядів 7 тис.10 місяців тому
A few months back I showed that clipping a full block just right could freeze/"softlock" you in place (ua-cam.com/video/feHC9xzeILc/v-deo.html ). Obviously very funny, especially when it happens in the middle of an rta tournament, but it has some other fun side effects too which I wanted to explore today. If you want to know why/how the bug or these effects come to be, the original video's desc...
Trapdoor Obstacle Course Test/TAS
Переглядів 6 тис.Рік тому
15 seconds of trapdoor movement to relax and study to. Is this particularly interesting? Eh, probably not. But it is cool to look at and at the end of the day what else matters? !!!! This was a test I did with my beep boop movement pathfinding friend(ua-cam.com/video/9OPPzJHz6AU/v-deo.html) because why not. While the movement itself isn't anything special compared to something like the Diversit...
Fast Wall Clips/Float Positioning Test
Переглядів 2,5 тис.Рік тому
Last video I showed off a funky wall clip(technically it works in all directions but walls are coolest) that you can do by slipping into a float precise gap in block collision(ua-cam.com/video/wNyKwe5c_-M/v-deo.html). The only issue is that doing that is rather hard! And also very time consuming! Both in-game and to TAS. This was mostly because I was doing it all manually though, cuz as it turn...
Wall Climbing w/ Float Perfect Wall Clip & Single Axis Collision Discrepancy
Переглядів 6 тис.Рік тому
Me when I'm mojang and I'm obsessed with the number 1e-7 and put it in every other line of collision code so that it will save me from scary float errors. Anyway here's a float precise wall clip that only works between certain powers of two and specifically right on the edge of one of those 1e-7 checks. I won't claim to know every exact bit of what's going on here, the collision code is way ove...
Mid-Air Jumps w/ Elytra and False Ground Detection
Переглядів 3,7 тис.Рік тому
yep that sure is a video Last video I showed that you can jump in water by getting a super small Y velocity while swimming(ua-cam.com/video/qwxMsvhxlns/v-deo.html ). In the description I stated that this was also possible with elytras(in fact that was the first thing I thought of trying), but I thought it would be too hard to find inputs for so I just went with swimming. But then I actually use...
Water Jumping w/ False Ground Detection
Переглядів 7 тис.Рік тому
This is a very messy video i don't know why i did anything i did but it's a very fun concept so I'm posting it anyway. Just in case this sickness kills me before I make a better one lol. enjo anyway ig :) So, being on the ground is determined by two criteria: First, you have to be moving downward. Second, that downward movement has to be interrupted in some way, so the distance you end up movin...
(TAS) Diversity 3 Parkour Section | 8:36
Переглядів 2,1 тис.Рік тому
Maybe flashing light at 7:40? idk watching this back made me seasick anyway so be warned there too ig. But maybe that's because I have a horrible fever and haven't slept. This is just a compilation of the Diversity 3 Parkour TAS's I've made over the past few months into a full run. Overall probably one of the longest and intensive TASes I've "worked on." Prolly not in terms of effort, sub 30 st...
Softlock by Clipping a Full Block by 0.00001m
Переглядів 15 тис.Рік тому
technically it’s within 0.00000005m but who cares numbers are useless at that scale This has been haunting my mind since I worked on la machine budget scattershot ripoff(I swear I'll give an update on that soon the server is just scary). But recently I finally figured out why it happens so now we can all enjoy it together c: Basically, there's a 0.0000001m range where you can get yourself just ...
End Warp w/ Server Movement Correction
Переглядів 3,4 тис.Рік тому
End Warp w/ Server Movement Correction
13% Fast Perch Insta-Kill Setup 1.12 SSG
Переглядів 5 тис.Рік тому
13% Fast Perch Insta-Kill Setup 1.12 SSG
Fast Perch Timings/Comparison 1.12 SSG
Переглядів 1,2 тис.Рік тому
Fast Perch Timings/Comparison 1.12 SSG
Flying to the Outer End on a Very Fast Llama Using Dragon Knockback
Переглядів 3,8 тис.Рік тому
Flying to the Outer End on a Very Fast Llama Using Dragon Knockback
Dragon Insta-Kill w/ Velocity Desync Removed
Переглядів 1,6 тис.Рік тому
Dragon Insta-Kill w/ Velocity Desync Removed
Faster 5% Dragon Insta-Kill Setup 1.12 SSG
Переглядів 2,5 тис.Рік тому
Faster 5% Dragon Insta-Kill Setup 1.12 SSG
SSG 1.12 Insta-Kill Setup Proof of Concept
Переглядів 2,5 тис.Рік тому
SSG 1.12 Insta-Kill Setup Proof of Concept
1:37 SSG Peaceful 1.12 (w/ insta-kill setup)
Переглядів 2,2 тис.Рік тому
1:37 SSG Peaceful 1.12 (w/ insta-kill setup)
Universal RTA Dragon Insta-Kill Setup Potential (Using Damage Knockback)
Переглядів 4,3 тис.Рік тому
Universal RTA Dragon Insta-Kill Setup Potential (Using Damage Knockback)
Optimizing the Dragon Death Animation
Переглядів 4,6 тис.Рік тому
Optimizing the Dragon Death Animation
Minecraft astronomy 🔥🙏
Minecraft binary star system lore goes hard🔥🔥🔥
no cuz how do you really figure this out?
Just now have learned that the stars were shrunk to make more space to have an extra amount added. I always thought that at one point the night sky suddenly looked different. Now i know
NOOO NOT MY STQR LOVE STORY (i need that sobbing crying on hands and knees reaction image. “😭” doesn’t incapsulate my feelings on this.)
0:24 prob alpha centari
A true sad story about 2 pixels
Ü did people find this?
Autism
4W 12K L 782 C 5,08K S 133 804 V NOV 18 2024
Bro said "I need to upload no matter how uninteresting the content is"
Out of all the things I would expect the Minecraft community to have an in-depth discussion about, this is the thing I least expected but now I too am distraught over stars 202 and 365's tragic love story.
how is this 2025 what?
whats the angle bro
2:42 получается, раньше звезды были больше? почему разработчики сделали их меньше?
how do i move my mouse with hyperspeed? its impossible to get it exatcly
You have too much free timeq
So cute vid :')
i'm actually shedding tears for MINECRAFT STARS. ARE YOU JOKING.
I can't believe light population is affecting minecraft
Minecraft universe is canonically expanding much faster than our universe
what a beautifully sad story, saw this a few weeks ago at 10k viewa and forgot to comment!
You could say they’re… Star-crossed lovers
Bro has PHD in Minecraft Astronomy
That's actually a very interesting topic, I want to know more about Minecraft stars now
W unique minecraft content ngl
Minecraft astronomy Is Absolute peak
This worked in singleplayer but not multiplayer anyone know why?
We got minecraft astronomy before GTA 6?
hey, i really hope that you're doing okay. i know things are really scary right now but they're going to get better, i promise. you haven't responded on discord in a while so i assume you're taking some time for yourself. in that case, i wish you the best. i love you (platonically) and i hope you're okay <3
365 was that gitl
can you do a mod folder release video?
Wow
this is so obscure what the hell
Even further evidence that the tr@nnies ruined minecraft
Cis
It’s so telling of our species that we make a video about a fictional game to mourn the changing of some stars. Another humanity hell yeah moment
this is so peak😭🙏
Truly a touching story😮💨
Ok, this might be a crazy idea, but what if minecraft stars behave like if we observe real life stars? So using spyglass doesn't make the stars appear larger, instead make them appear brighter
Bro this kinda happens in real life with binary star systems.
they should have a randomly generated skybox of stars for every world. new constellations
this got into my recommendation
it's a little late, but finally it's fixed!
What if they were other minecraft worlds orbiting around the stars? What if there was another steve logging into that other minecraft planet orbitting that star? Which is why some dont touch each other anymore?
Only when it is dark enough can you see the stars
Rekrap raidddddddd!!!!!!
i've never heard anything about stars in minecraft, this is the first video
Why am i crying over 2 pixels 😭
the stars arent randomized??
you might be autistic