It’s my favorite glitch and it’s technically possible in any game, you just need your coordinates to go really really far from the center of the game world
@@korok2619 floating point error, when the game's coordinates are over the limit, so objects there have less accuracy and so it appears to be "trembling", and yes, it is possible in *almost* any game.
The developer here appeared to build the UI in the world, so the position of the elements is aliased to the camera position. Once you get complex enough floating points (enough digits on either end of the point) trailing numbers drop off or are rounded. Depending on what floating point system they're using, the behavior can be different. I've grossly oversimplified and maybe misrepresented it slightly, but that's the gist.@@korok2619
Josh successfully creating multiple alternate universes and pocket dimensions in an island survival sim is the most Josh thing he could have done with this game.
It definitely looks like floating point precision errors due to being so far from the world center. The UI is clearly a physical object in the game world and not something rendered separate from and on top of the world.
This games been out for about a week and it’s bested josh while games that are established titles in the industry crash after seconds, josh has finally met his maker Edit: how the flip did I get 100 likes
"Steal turtle shell" is horrifying, because a turtle's shell is part of its spine. That's its bones on the outside. You can't seperate the two like that all that easily...
It's not as horrifying as that, since that's not a turtle. That's a "Hermit Turtle." So that's not a turtle at all it just has a fake shell for protection. Still incredibly mean to steal it but at least you aren't disassembling the turtles alive
I mean if you ever watch a video of aboriginals cooking up a turtle they take the whole carapace and she'll and stuff and roast it over an open fire, the green fat is very interesting😳
To be fair, you see cartoon turtles and tortoises taking off their shells all the time with no harm. The game was probably leaning into that interpretation of things.
It's really not that good. The game is built out of 5 pixels and 8 lines of code. If you could easily crash it that means the game was made so lazily it was incredible.
@@dylanmcshane9976remember the Sims 2? The presence of bugs is less indicative of a game's quality than its ability to resolve/continue running in spite of them
gotta love floating point numbers. the larger the number (in this case the further away from the center of the world you are, regardless of the game's defined "bounds") the less precise they become. the UI uses floats to position itself relative to the player's screen, so it starts to visibly jitter when the precision get too low. fun fact, Outer Wilds avoids these issues by inverting the movement logic. so instead of the player moving in a static world, the player is kept static at the center and everything else moves around them.
@@proxy1035same with Kerbal Space Program! Before the inverted positioning was implemented, the floating point errors would shake your spaceship to pieces if you flew too far, and players joked that you were being attacked by an invisible space kraken
@@playerleo9211but it doesn't happen for you is the weird part, it happens for the other planets in the solar system. If they set the sun as the constant center, when you travel far away, you and your ship would be the ones shaking
Sometimes Josh finds a bug or exploit and breaks the game. But sometimes he finds multiple interlocking bugs and exploits that allows him to dismantle the game, and then put it back together into another game entirely. This is one of those games. Wow.
Well let's math this out a bit: The game seems to move the player around 2-5 'steps' forward instantly when hitting 'Unstuck' while ignoring boundaries of walls and such in order to 'unstick' the player. Josh said his keybind macro is working at around 1,000 'clicks' a second if I heard/understood correctly. Then he kept that keybind going for an hour, or so he says. There's 3,600 seconds in an hour. At 1,000 clicks a second that's 3,600,000 clicks within that hour. Or somewhere between 7.2 to 18 million 'steps' forward. But this wasn't consecutive steps. This was instantly unleashed in less than a second after he hit 'Wake Up' from the bed. Let's put this into more human measurements. Presuming that the character in game was a human of realistic size, taking an average step of say around 2 feet, that means that Josh just moved somewhere between 14.4 and 36 million feet (2,700~ to 6,800~ miles) in less than a second. Putting that in perspective he just instantly moved from around 10-27% of the circumference of the EARTH in a single moment. Or in other words, he was moving at around 3.6% the speed of light. (I do wanna say that am basically guestimating much of what I said here, because there's no actual relative points to measure against, so I was just trying to fill in the blanks and thought it'd be fun to maybe figure out a rough idea of just how insane that last thing he did was. So if the actual math is way off, my bad on that.) That being said, the game freaking out so hardcore at the end is actually not that wild an idea, because as you start getting closer to the speed of light, general relativity kicks in and causes you to start experiencing time dilation due to moving at such insane speeds. So while probably unintentional this actually ended up being a good, if simple, showcase in how physics (at least to a degree) works at relativistic speeds.
Well, the limitations of a game are such that a maximum press rate is really only half of the game’s frame rate, because to repress a button it must be unpressed for a frame. So it’s more like 15-30 presses/second.
@@absentcoder4552Ah that's fair there. Didn't account for FPS. Well then I suppose the math I did is more the 'theoretically' fastest he was going in that moment. Even if it's only 30 presses a second that's still stupidly fast once you release all that built up speed/distance, at least a hundred miles moved in less than a second.
I'm impressed that this game was able to handle Josh doing Josh things no one else would ever even want to do, and even when it "broke" it still remained completely functional.
Even the bugs he ended up finding are pretty easy fixes (ex oh f12 launches you if you make a script? just make a short limit to how fast you can press it). Simple game but clearly well built
@@priestoffern1608he was play testing it to find those bugs….and also it ever crashed despite everything he did. They can fix those bugs or turn them into features and the game would be solid.
I remember reading once about why game UIs have that gittering glitch when very far from the center of the game space. Something about floating point math means that as you get very large distances from the center coordinates it gets worse and worse at rendering anything.
I assume it is a result of the HUD being an object within the game world that has to actually move to follow the camera. I am not really sure if that actually is how it works in this case but i think that is how some games implement HUDs. Honestly, seems like a bad way to implement a HUD.
Yes and no. Floating point arithmetic is good at representing very small numbers and very large numbers on the same scale. But the larger the number, the more "coarse" it is. Even though 'three-billion' and 'three-billion-and-one' are as arithmetically close to each other as 'six' and 'seven' are (by, y'know, _one),_ the gap between them is considerably more massive. At close ranges, the coarseness is nonexistent, but way out on the horizon, some numbers just can't be reached, only undershot or overshot. Because the HUD is a physical object (at least as far as Unity is concerned), it has the same rules. When the player goes so far out that everything starts wobbling and warping, that's the HUD struggling to place itself at that point. There are some points in the world that it literally cannot inhabit (as can neither the player nor any other objects). And the wobbling is it trying to find the "next closest" points. Plenty of 3D games are susceptible to it. From _Half-Life 2_ (the player's gun starts distorting) to _Minecraft_ (the world around the player moves very suddenly) to _Grand Theft Auto IV_ (the player turns into a mass of rubber bands) to _Outer Wilds_ (identical to what's happening here). If the game has to keep track of the player over sprawling distances, it probably uses floating-point to do it. And if it uses floating point, everything gets real janky when the numbers start getting too big.
What i loved about this was you can tell its a really wellmade game that looks quite stable with the lengths that josh has to go to to do these glitches that also show a little about how the game was made!
your raw ability to just find the kinks in the games armor and dig your way in like some sort of dark, eldritch abomination - and then puppet this armor, making it dance your sick twisted dances...it's truly inspirational, and I'm not even kidding, I try to play a game like you and what happens? I just play the game - I just don't have the knack for what you can do. It's amazing and I love watching you do it.
Josh has cultivated an implicit understanding of how games are built by deriving pleasure from the absurdist humor that emerges from when they're pried apart slightly.
When you understand how a game is built. (Coding wise, Design wise, even to the smallest degree) you'll be able to take advantage of the small kinks of the game. A normal person sees these kinks and go on with their day, insane ppl like Josh will waste tons of time to thoroughly find a way to apply it to whatever they want lmao
The big publishers piss themselves in fear, if Josh would get one of those pre-launch they would have to delay for half a year minimum (to plan meetings on who to blame, not solve actual issues, obviously)
If Josh would be a game tester in AAA game company - they would need to remake their games from scratch after every time he checks, because, oh boy, do they have low standards while developing games.
The interesting thing about this is that in the early access demo, you had an option to just teleport to the other biome via that pillar thing, but the removal of that feature made it so josh would figure out a way to teleport without it. How fortunate for our entertainment!
I was so scared to jump into the water. I’m the demo it just respawned you, but since the demo had no food or sleep mechanics the full game felt more dangerous, like if I went into the water I might lose all or some of my items or something. Then I spawned the next biome and oh boy, I realized I had been stupid and swimming was a feature now
For those interested; the jittering UI elements are likely due to floating point inaccuracies caused from being too far away from the world origin. This can be seen in a video currently titled "The Map's Limits" by "The Dauntless Wolf," where the effects of continuously reaching beyond the designated limits of a map does to visible geometry. For Josh, it's his UI/HUD, for the reference video, it's the held item models. P.S. the UI elements are affected because they are likely 3D elements for easier manipulation, but still get generated based on the world position. P.P.S. The problems of floating point inaccuracy can affect nearly every game, but the only video I knew of that had similar visual impact was showing the Source Engine. P.S.3. While similar to the world limit of a Minecraft, that is a hard boundary of "it works fine" vs "it doesn't" instead of a continual degradation of qualities.
@@TTIOttio that's the more popular choice for game engines. You can do it by drawing directly onto the screen too, which wouldn't require world coordinates or even a camera.
@@Zooiest yeah, but as far as I'm aware that takes more time if you're doing complex stuff? Like, if your code isn't writing to the screen itself, you're probably going to be interrupting a fairly optimised pipeline if you try to go that low level. Of course, if you're using opengl or sdl or something, that's not a concern...
2:42 I know it's a super small detail, but I really appreciate that you put the actual ahk code on screen, instead of just "do click every 1ms" or something
Tbf, standing around, waiting in a "grindy" game is more annoying than hours spent actually doing something in the game, especially when you've gotten used with fast paced game. I'll give you an example, in counter strike the amount of time you spend walking from T spawn to any planting points are roughly 30s. Now you know how agonizing it felt waiting doing nothing even for 15s 😂
26:30 The UI is doing that because you've exceeded the maximum size of a floating point value that is used to position meshes (models) in the game world.
It's pretty hard to exceed the maximum of a floating point number. 1e308 is awfully big. But maybe he's gone far enough to increment the exponent a few times. Then the LSB of the mantissa would get larger.
@@JonWilsonPhysics It's an issue with Unity. Object positions are stored in a single precision floating point value so as the value gets bigger it becomes less precise due to rounding errors. This means objects (such as the UI) become more and more misplaced the further you move away from the origin coordinate. It'll happen in basically any game that uses Unity if you travel far enough away from the origin.
@@TechHobbit_ Not just Unity, many game engines have this problem. Minecraft and SM64 are two famous examples of games that experience floating point precision errors from getting really far from the origin.
The UI shaking more the farther Josh gets from the island reminds of floating point errors in Minecraft. Where if you travel far enough in certain versions the game starts breaking in various ways. From rendering, to terrain gen, to the curser being offset.
In case you were wondering the gitter bug encountered at the end of the video was it's a floating point precision error. In most games the number that stores position is a floating point number, which is basically a decimal number. But the thing is is that they can only be a certain length (before and after the dot in total) so the longer the number before the dot the shorter the number after the dot can be, so by going out really really far (like in the video) the decimals given after the dot is lower and the precision is lower, so then you get the gitter
Bro I can't describe how much I love and enjoy this channel I've been watching Josh for like a year and I have never found something as funny as this for as long as possible
I like how to josh 3 seconds feels like an eternity when doing something a game wants you to do but 3 days straight is totally reasonable when breaking the game
Since it seems that no one has explained it, the reason the ui elements of the game started freaking out whenever Josh did bed glitch is because of something called the null zone. This is basically when you move too far away from the center point of a scene/game. It happens because your computer is trying to render an object but because of how far away it is the computer's math is incorrect when it tries to determine where it is theoretically supposed to be therefore leading to the ui to be jumping to the wrong places. Hope this helped (also this is a very bad explanation of the null zone so if you want to learn more you can search up yt videos about it)
Also the UI and functionality of winxp is superior to later versions because it doesn't have any of the severe bugs introduced in each one and with a 3rd party patch it even supports any newer hardware Also unlike win10 you can disable or select the horrible updates not that there are any anymore
My guesses are: a) the madness-related tools are more usable (older, more reliable), and b) the older OSes tend to be both more stable and a bit less demanding on the hardware. Both of which are useful when you're trying Josh's brand of madness.
probably running under a vm. Its common practice for QA to have pristine OS in a vm for testing to eliminate unknown variables. Not to mention with vm you can crash the system silly and still have functional host that run a screen recorder to document it properly. Since Josh was a QA, he might pick up the habit.
25:07 this is a glitch in *ALL* games (i mean in most 3d rendering things) called the floating point graphical glitch. The further away you get from the origin (which are coordinates of 0,0,0), the harder it is for your computer to render it properly, which it fails to properly render it at some point, and stuff gets more jittery and janky, theoretically if you go far enough, stuff dissapears entirely. (Here is the original comment before i edited it to inform people about this glitch) Yay new lets game it out upload yaaaay
I think the reason it happens is that coordinates are written in something like, for example "1.123456789" but once you get far enough, the decimal place has to be moved so now it becomes "123.1234567" and you start losing that precision at the end once it becomes "1234567.123". I think that's roughly how it works but I could be wrong.
The same shivering thing happens in Roblox, there's games that teleport you to extremely far coordinates and then your character basically becomes a jittery unstable mess of a few polygons. Same with Minecraft, where it becomes the far lands and then just falls apart. Pretty cool glitch tbh
This is the quality content I subscribed to see lol. Destroying reality, playing the game entirely incorrectly and somehow still not crashing the game or failing to progress. Some classic josh right here.
You know it's a good video when Josh either finds hell, the end of time, or makes a game physically cry, and you know it's a GREAT video when he does *all three*
Regarding the “nervous” UI, I remember InfernoPlus had similar occurrences when making very large maps in Halo CE. I believe it had to do with float point vertices on the weapon models, and the game calculating them based on the distance from the origin of the map to the player position. If it’s the same issue, then maybe the UI physically floats in front of the player, lol.
There was something so ethereal about watching Josh momentarily break the boundaries of the universe lol. Like a mortal managing to get a glimpse of the world through the eyes of a god before being sent back down to earth
Glad to see this game in action! I played the demo, but stopped when I fell off the island and found no instruction on how to get back on. Running at the sheer cliff did not come to mind. 😅
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ye
love your vids man they bring joy even if it takes so long so you can take your time making chaos!
You need need a break you deserve it man,so many hour put into one video...😊
E
Ello
I've never seen a game physically tremble with fear, congratulations
It’s my favorite glitch and it’s technically possible in any game, you just need your coordinates to go really really far from the center of the game world
technicaly possible in any game wtf do you mean
@@korok2619 floating point error, when the game's coordinates are over the limit, so objects there have less accuracy and so it appears to be "trembling", and yes, it is possible in *almost* any game.
@@negativefg7922 how would anything coordinates related affect the ui though (except of course coordinates display)?
The developer here appeared to build the UI in the world, so the position of the elements is aliased to the camera position. Once you get complex enough floating points (enough digits on either end of the point) trailing numbers drop off or are rounded. Depending on what floating point system they're using, the behavior can be different. I've grossly oversimplified and maybe misrepresented it slightly, but that's the gist.@@korok2619
Josh successfully creating multiple alternate universes and pocket dimensions in an island survival sim is the most Josh thing he could have done with this game.
He is god
I haven’t started watching the video yet and saw this also he did what????
You mean least right
Not to mention the fact that he entered the cloud dimension or somethin
@@2-stupid-idiots-Ch1 Nah this is pretty normal Josh behavior, so "least" wouldn't make sense.
Josh: * spends 6 hours just clicking *
Also Josh: 75 agonising seconds
Soo true😂
That’s ADHD in a nutshell.
josh can spend months and months and can't handle 75 seconds, is he even a human at this point?
@@XianLeeWan As someone with ADHD, I'm kinda convinced we are not humans.
@@pRahvi0 maybe our DNA was spliced by aliens
The UI trembling in fear of Josh's power absolutely made my day lmfao
892 likes but no replies? Lemme fix that
It definitely looks like floating point precision errors due to being so far from the world center. The UI is clearly a physical object in the game world and not something rendered separate from and on top of the world.
@@LxgendIsGoatedwild. Also the most likes I've gotten before. Neato
@@trulyinfamousagreed, I saw someone mention that in another comment and it makes total sense. But absolutely fits with Josh's theme of chaos haha
That is exactly what going to parallel universe in Mario 64 look like. And also BLJ to the heaven
The devs of this game should be proud,the game held without a single crash facing josh's madnesses...
Right... it cried out in pain, it suffered - but it didn't break. That's some serious determination right there.
This games been out for about a week and it’s bested josh while games that are established titles in the industry crash after seconds, josh has finally met his maker
Edit: how the flip did I get 100 likes
@@duongyeetyboi2609 It might be, that devs now are aware of Josh's wrath and preemtpively making their games more resiliant...
That calls for some celebratory fiber!
@@wrhythm Nom!
"Steal turtle shell" is horrifying, because a turtle's shell is part of its spine. That's its bones on the outside. You can't seperate the two like that all that easily...
It's not as horrifying as that, since that's not a turtle. That's a "Hermit Turtle." So that's not a turtle at all it just has a fake shell for protection. Still incredibly mean to steal it but at least you aren't disassembling the turtles alive
If anyone can and will rip out a turtles spine, it's Josh
I mean if you ever watch a video of aboriginals cooking up a turtle they take the whole carapace and she'll and stuff and roast it over an open fire, the green fat is very interesting😳
josh did.
To be fair, you see cartoon turtles and tortoises taking off their shells all the time with no harm. The game was probably leaning into that interpretation of things.
the fact that it actually put him back to the beginning after he launched himself out of the solar system is remarkably resilient of the game
Right? I’m honestly impressed that the game has a response to “player went way too far” and also didn’t crash
@@cindygauthier8567 I imagine there is something in the code that says "If player character position < some negative y value, teleport to spawn"
I was super impressed with its resiliency. Like yeah no that's not allowed. Anyway not like we stopped you
It's really not that good. The game is built out of 5 pixels and 8 lines of code. If you could easily crash it that means the game was made so lazily it was incredible.
@@dylanmcshane9976remember the Sims 2?
The presence of bugs is less indicative of a game's quality than its ability to resolve/continue running in spite of them
I love that the UI wiggles nervously when you're out of bounds... and that ending. I'm almost in tears from laughing.
gotta love floating point numbers.
the larger the number (in this case the further away from the center of the world you are, regardless of the game's defined "bounds") the less precise they become.
the UI uses floats to position itself relative to the player's screen, so it starts to visibly jitter when the precision get too low.
fun fact, Outer Wilds avoids these issues by inverting the movement logic. so instead of the player moving in a static world, the player is kept static at the center and everything else moves around them.
its like desert bus in halo 2
@@proxy1035same with Kerbal Space Program! Before the inverted positioning was implemented, the floating point errors would shake your spaceship to pieces if you flew too far, and players joked that you were being attacked by an invisible space kraken
@@proxy1035from what I've seen it still happens if you go way too far from the solar system
@@playerleo9211but it doesn't happen for you is the weird part, it happens for the other planets in the solar system. If they set the sun as the constant center, when you travel far away, you and your ship would be the ones shaking
You know Josh is having fun when he suddenly gains Whirlwind Sprint in a totally different game 😂
Yeahs that also what I thought
What’s that
Its a mechanic from skyrim that lets you do the same jump forward as the unstuck button in this game
@@ThBlueSalamander its the second shout you get in the main progression after the one we all know and love
it yeets you forward
@@Jesus_Offical😊😊😊😊😊
*Josh is about to make the devs add several limits to the game script*
I was thinking that the whole time. But they also could turn all of Josh´ exploits into features
He has done this before, and he will do this again
I think that is part of the reason, why they send him the key to test out the game :D
@@KarlaO711correct, what's better testing for your game that sending it to Josh 😂
he does that in every game
Letting Josh play your game is both good marketing and extreme playtesting by a rare insane genius.
He made a nuke using a bed although the nuke is based on your heat your computer produces it is a nuke
He has ideas
When i make my game, i'm sending it to Josh before i even think about releasing it
if your game has a bug, josh WILL find it.
So true
Doesn't matter what dumb stuff you have to do Josh will find it some how.
26:36 it looks like as if you're teleported into a different dimension with the clouds circling around you
Game: Click the trees, collect wood, maybe plant some flowers?
Josh: Warp through reality
Oop there goes gravity
Oop, there goes Rabit
bro warped at 10000000000000000000000 lightspeed💀
Sometimes Josh finds a bug or exploit and breaks the game. But sometimes he finds multiple interlocking bugs and exploits that allows him to dismantle the game, and then put it back together into another game entirely. This is one of those games. Wow.
My favorite was the one where he's a youtuber. He managed to roast his own avatar in the fireplace and build a house outside of a house.
@@longWriterwhich video was that?
@@GayMothWhoIsUglystreamer simulator iirc
Well let's math this out a bit: The game seems to move the player around 2-5 'steps' forward instantly when hitting 'Unstuck' while ignoring boundaries of walls and such in order to 'unstick' the player. Josh said his keybind macro is working at around 1,000 'clicks' a second if I heard/understood correctly. Then he kept that keybind going for an hour, or so he says.
There's 3,600 seconds in an hour. At 1,000 clicks a second that's 3,600,000 clicks within that hour. Or somewhere between 7.2 to 18 million 'steps' forward. But this wasn't consecutive steps. This was instantly unleashed in less than a second after he hit 'Wake Up' from the bed.
Let's put this into more human measurements. Presuming that the character in game was a human of realistic size, taking an average step of say around 2 feet, that means that Josh just moved somewhere between 14.4 and 36 million feet (2,700~ to 6,800~ miles) in less than a second. Putting that in perspective he just instantly moved from around 10-27% of the circumference of the EARTH in a single moment. Or in other words, he was moving at around 3.6% the speed of light.
(I do wanna say that am basically guestimating much of what I said here, because there's no actual relative points to measure against, so I was just trying to fill in the blanks and thought it'd be fun to maybe figure out a rough idea of just how insane that last thing he did was. So if the actual math is way off, my bad on that.)
That being said, the game freaking out so hardcore at the end is actually not that wild an idea, because as you start getting closer to the speed of light, general relativity kicks in and causes you to start experiencing time dilation due to moving at such insane speeds. So while probably unintentional this actually ended up being a good, if simple, showcase in how physics (at least to a degree) works at relativistic speeds.
Well, the limitations of a game are such that a maximum press rate is really only half of the game’s frame rate, because to repress a button it must be unpressed for a frame.
So it’s more like 15-30 presses/second.
@@absentcoder4552Ah that's fair there. Didn't account for FPS. Well then I suppose the math I did is more the 'theoretically' fastest he was going in that moment. Even if it's only 30 presses a second that's still stupidly fast once you release all that built up speed/distance, at least a hundred miles moved in less than a second.
This comment is underliked. @letsgameitout should pin it!
I ain't gonna read all that
what
Josh: [spends 27 hours carefully Roller Coaster Tycoon-ing all of an alien planet]
Also Josh: [75 AGONIZING SECONDS LATER]
The difference is making him wait vs him choosing to "waste" time.
ADHD brain go brr
I like how roller coaster tycoon has become a verb now
It's much different DOING something compared to WAITING and doing nothing. That's ADHD brain for you😂
Josh casually makes a rail gun out of a bed.
Minecraft:
Dnd you build a rail gun out of people
@@Klerkules A fellow artificer I see...
no no no, you just have to be an aristocrat or someone who can convince a bunch of people @@mrslime7095
Thought he was gonna crash the game for sure
I don't know how this man makes every single video feel like a fresh descent into madness. 5 stars!
I'm impressed that this game was able to handle Josh doing Josh things no one else would ever even want to do, and even when it "broke" it still remained completely functional.
Even the bugs he ended up finding are pretty easy fixes (ex oh f12 launches you if you make a script? just make a short limit to how fast you can press it). Simple game but clearly well built
@@stay_comfynothing says “Well built”, like a game with a massive stack of sickeningly blatant, easy to fix bugs
@@priestoffern1608he was play testing it to find those bugs….and also it ever crashed despite everything he did. They can fix those bugs or turn them into features and the game would be solid.
completely functional? Like being able to build in a spot where you shouldn't be. Or not being able to build anywhere after glitching with the mine?
@@keesdekarper I mean like the game didn't crash or get him stuck somewhere, stuff like that
I love how Josh build random things for hours but can't wait for 10 seconds 😂
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ye@@EEEEEEEE
Yea I know which is just insane
ADHDcore
I woner if he writes a script for the movements and just let that run for a view hours. I mean he is totally capable of that
I remember reading once about why game UIs have that gittering glitch when very far from the center of the game space.
Something about floating point math means that as you get very large distances from the center coordinates it gets worse and worse at rendering anything.
I assume it is a result of the HUD being an object within the game world that has to actually move to follow the camera. I am not really sure if that actually is how it works in this case but i think that is how some games implement HUDs. Honestly, seems like a bad way to implement a HUD.
Yes and no.
Floating point arithmetic is good at representing very small numbers and very large numbers on the same scale. But the larger the number, the more "coarse" it is. Even though 'three-billion' and 'three-billion-and-one' are as arithmetically close to each other as 'six' and 'seven' are (by, y'know, _one),_ the gap between them is considerably more massive. At close ranges, the coarseness is nonexistent, but way out on the horizon, some numbers just can't be reached, only undershot or overshot.
Because the HUD is a physical object (at least as far as Unity is concerned), it has the same rules. When the player goes so far out that everything starts wobbling and warping, that's the HUD struggling to place itself at that point. There are some points in the world that it literally cannot inhabit (as can neither the player nor any other objects). And the wobbling is it trying to find the "next closest" points.
Plenty of 3D games are susceptible to it. From _Half-Life 2_ (the player's gun starts distorting) to _Minecraft_ (the world around the player moves very suddenly) to _Grand Theft Auto IV_ (the player turns into a mass of rubber bands) to _Outer Wilds_ (identical to what's happening here). If the game has to keep track of the player over sprawling distances, it probably uses floating-point to do it. And if it uses floating point, everything gets real janky when the numbers start getting too big.
@@Noxedwin this was a very good explanation, thank you
Josh's slow metamorphosis into a tool-assisted speedrunner is an interesting b-plot to these videos.
I am SO here for it
Thanks for the hearty laugh, I'd totally watch that.
Hey, Dev here! I hope you liked my game tho! Pretty cool video as always and have a nice day/night everyone
What i loved about this was you can tell its a really wellmade game that looks quite stable with the lengths that josh has to go to to do these glitches that also show a little about how the game was made!
He sure did like it a lot!
Your game looks amazing. Please don't fix anything he broke.
I wouldn't call it "stable". It took an autoclicker and the games own unstuck, which is rare, let alone programmed like it is, to pull these off.
Yes I worked a lot to fix as many bugs as possible, but its crazy how he found some anyways. Thank you! @@minimanzero2262
9:35 josh when he spends +50h to do something funny:😄
Josh when he has to wait 75s:💀
It's much different DOING something compared to WAITING and doing nothing. That's ADHD brain for you😂
your raw ability to just find the kinks in the games armor and dig your way in like some sort of dark, eldritch abomination - and then puppet this armor, making it dance your sick twisted dances...it's truly inspirational, and I'm not even kidding, I try to play a game like you and what happens? I just play the game - I just don't have the knack for what you can do. It's amazing and I love watching you do it.
Josh has cultivated an implicit understanding of how games are built by deriving pleasure from the absurdist humor that emerges from when they're pried apart slightly.
to dumb it down a little, josh is mentally insane and we're here for every second of it
omg I love the phrasing of this comment
Thing is,he spends hours doing this(one time he spent 26 hours straight ruining “satisfactory”)
When you understand how a game is built. (Coding wise, Design wise, even to the smallest degree) you'll be able to take advantage of the small kinks of the game. A normal person sees these kinks and go on with their day, insane ppl like Josh will waste tons of time to thoroughly find a way to apply it to whatever they want lmao
Josh is a one in a million play tester, Triple A game companies need this man
Nah, keep him in the indy realm and keep him away from AAA... They don't deserve him!
AAA games don't need you to go find bugs - the bugs go find you 😉
AAA game companies need *anyone* to play their games before release (and actually take note of and fix the bugs).
The big publishers piss themselves in fear, if Josh would get one of those pre-launch they would have to delay for half a year minimum (to plan meetings on who to blame, not solve actual issues, obviously)
If Josh would be a game tester in AAA game company - they would need to remake their games from scratch after every time he checks, because, oh boy, do they have low standards while developing games.
Gotta love Josh's determination to break a game, if he can't do it in the game... He will make a tool to help him break that game 😂
The interesting thing about this is that in the early access demo, you had an option to just teleport to the other biome via that pillar thing, but the removal of that feature made it so josh would figure out a way to teleport without it. How fortunate for our entertainment!
I was so scared to jump into the water. I’m the demo it just respawned you, but since the demo had no food or sleep mechanics the full game felt more dangerous, like if I went into the water I might lose all or some of my items or something. Then I spawned the next biome and oh boy, I realized I had been stupid and swimming was a feature now
@@GreenLobsterMonsterfr same my brain trembled lies the ui when he didn't die in the water
Josh: "Excruciating 15s". Josh in other videos: "30hrs of painting the grass green later, we are done nice and easy"
Even in this video, building the foundation for 3 hours.
26:17 What Mario sees while backwards long jumping into a parallel universe to save a half A press.
For those interested; the jittering UI elements are likely due to floating point inaccuracies caused from being too far away from the world origin. This can be seen in a video currently titled "The Map's Limits" by "The Dauntless Wolf," where the effects of continuously reaching beyond the designated limits of a map does to visible geometry. For Josh, it's his UI/HUD, for the reference video, it's the held item models.
P.S. the UI elements are affected because they are likely 3D elements for easier manipulation, but still get generated based on the world position.
P.P.S. The problems of floating point inaccuracy can affect nearly every game, but the only video I knew of that had similar visual impact was showing the Source Engine.
P.S.3. While similar to the world limit of a Minecraft, that is a hard boundary of "it works fine" vs "it doesn't" instead of a continual degradation of qualities.
But why is the UI even connected to the world coordinates in the first place? That doesn't make a lot of sense.
@@user-cb8pj2eb1gbecause it’s displayed in front of the camera, which definitely does need co-ordinates
@@TTIOttio that's the more popular choice for game engines. You can do it by drawing directly onto the screen too, which wouldn't require world coordinates or even a camera.
@@Zooiest yeah, but as far as I'm aware that takes more time if you're doing complex stuff? Like, if your code isn't writing to the screen itself, you're probably going to be interrupting a fairly optimised pipeline if you try to go that low level.
Of course, if you're using opengl or sdl or something, that's not a concern...
@@TTIOttio yeah, I probably should've clarified I was referring to drawing via graphics APIs
2:42 I know it's a super small detail, but I really appreciate that you put the actual ahk code on screen, instead of just "do click every 1ms" or something
Josh truly has mastered the dichotomy of man. 10 seconds why so long, 3 hours later.
xD I was thinking the same thing
It’s all about priorities
Love how Josh can spend 4 hours for a two seconds joke but cannot spend 10 seconds for an essential tool
Priorities.
I mean josh didn't need it cuz he had an insanely fast script to destroy everything breakable
“75 agonizing seconds later”
Also Josh:
*waits entire day for mail*
That fact he can do hundreds of hours of repetition, but can not wail 10 seconds is hilarious
mere mortals like us could never comprehend the minds of true geniuses like him
lowkey i bet he has ADHD lmao its the only thing i can think of
Tbf, standing around, waiting in a "grindy" game is more annoying than hours spent actually doing something in the game, especially when you've gotten used with fast paced game.
I'll give you an example, in counter strike the amount of time you spend walking from T spawn to any planting points are roughly 30s.
Now you know how agonizing it felt waiting doing nothing even for 15s 😂
Love when josh creates eldritch pocket dimensions in a clicker game
I love how a fun little chill game became an interstellar game real quick.
Sixty nine thumbs
Wtf is wrong with your profile pic?
@@benja1378 Idk
Every time Josh says "Allow me to demonstrate!", a developer starts sweating in fear.
Only Josh can find a way to make the UI scream.
That poor turtle at 7:28 trying to withstand 10 k clicks 💀🐢
I can almost hear Anthony softly crying in the corner, weeping after seeing what Josh has become.
Anthony was probably 90% of Josh's impulse control
Who’s Anthony?
You know Anthony would be dying inside if he were to see what Josh has become.
@@IsaacAnvilreign josh's old friend who was part of legacy lgio, he left and after that, josh slowly lost it...
Nah I think Anthony is happy for him.
26:30 The UI is doing that because you've exceeded the maximum size of a floating point value that is used to position meshes (models) in the game world.
the IEEE floating point standard didn't know what hit it
It's pretty hard to exceed the maximum of a floating point number. 1e308 is awfully big. But maybe he's gone far enough to increment the exponent a few times. Then the LSB of the mantissa would get larger.
@@JonWilsonPhysics It's an issue with Unity. Object positions are stored in a single precision floating point value so as the value gets bigger it becomes less precise due to rounding errors. This means objects (such as the UI) become more and more misplaced the further you move away from the origin coordinate. It'll happen in basically any game that uses Unity if you travel far enough away from the origin.
@@TechHobbit_ Not just Unity, many game engines have this problem. Minecraft and SM64 are two famous examples of games that experience floating point precision errors from getting really far from the origin.
but why is the UI placed inside the world, and not in screen space ?
I can believe Josh put an entire cave into a state of superposition
The fact that after all that Josh has put the game trough and it didnt even crash says a lot about the stability of this game XD
When they give Josh a key to their game is just them doing a stress test
It's literally like:here, find Bugs please
Josh never fails to send us to heaven with his machinations
The UI shaking more the farther Josh gets from the island reminds of floating point errors in Minecraft.
Where if you travel far enough in certain versions the game starts breaking in various ways. From rendering, to terrain gen, to the curser being offset.
Yeah, it definitely seems like floating point error
Maybe for some reason they are drawing the UI on a screen-aligned 3d quad mesh
There was also an experiment of how deep in the negative y you can go in minecraft, and weird flashiness and ui death happens :D
Watching Josh defy the laws of the universe and slowly break its space-time continuum is my favorite kind of entertainment.
Josh can wait hour's to get a letter, but can't wait 10 second to craft a sword 💀💀
Is it just me or does Josh sound especially happy today?
It's not just you, his monotone voice sounded extra cheery
Maybe because the game is so happy-looking or behind the scenes he like this game/type of game :p
Was quite a slowdown on content lately. Maybe, and hopefully, he's taken a much needed break.
Most of his hypotheses worked lol
Some might call what's called "happiness" something different...like perhaps 🤔 "manic" 🧐
10:00 😂😂😂 “discreetly delivered by a ghost… ‘you were an accident’”
you’re first
Honestly surprised at how well this game handled Josh. I think that can be used as a quantitative measure of performance and engineering 🎉
26:28 I lost it with the wake up button trembling. It's like it's horrified of what's going to happen
Josh: I spent 58 hours building this glorious monstrosity.
Also Josh: FIFTEEN SECONDS!? UUGGHH!!!
I'm pretty sure he didn't build anything that big that it'd be 58 hours.
To be fair 15 seconds adds up a lot over 58 hours.
07:53
i actually really thought my food in the microwave is done 😂 😂
Considering how much he usually breaks games, this one held up surprisingly well.
9:40 love the slowed down version of his transition frame
Josh's Game Breaking Power makes even the UI tremble in fear.
It's always a good day when Josh unleashes horrors beyond mortal comprehension upon the world.
In case you were wondering the gitter bug encountered at the end of the video was it's a floating point precision error. In most games the number that stores position is a floating point number, which is basically a decimal number. But the thing is is that they can only be a certain length (before and after the dot in total) so the longer the number before the dot the shorter the number after the dot can be, so by going out really really far (like in the video) the decimals given after the dot is lower and the precision is lower, so then you get the gitter
same bug that caused the stripe lands in og minecraft
That's entirely too much nerd speak for any one person to comprehend. You should write less nerdy words so people understand you next time.
@@Sabrinahuskydog my bad, I'll make this easier on you.
COMPUTOR BAD AT BIG LONG NUMBER.
MOVE FAR, BIG LONG NUMBER.
COMPUTOR SAD.
Hope that helped
@@Sabrinahuskydog
1.001 = 1 and 1 thousandth
10.01 = 10 and 1 hundredth
100.1 = 100 and 1 tenth
but they're 4 digits and a point
1:00
That “yeea!” Was the best part of my week 😂
Even after watching you for years, i am still shook by your genius and dedication, sir
I love when josh utterly shatters reality
10:08 imagine if the devs actually put it there 💀 i would buy this game 100% if they did
wow this game handled Josh's limit breaking tests .. this game deserves A+ just for that alone
I can’t imagine a world without Josh.
Glad Josh didn’t break the upload button!
Shhhhhhhhh, don’t jinx it.
We
👽
Give it some time when he becomes unstoppable and move on to non-game exploits 😆
Doesn’t mean he’s not trying!
I'm just greatly entertained at how good of a 'warp speed' effect it makes by accident with the UI
Bro I can't describe how much I love and enjoy this channel I've been watching Josh for like a year and I have never found something as funny as this for as long as possible
Josh: 10 seconds?!?!?!
Also Josh: Spends an excruciatingly long time just because it's possible to break the game.
"But i don't want to play legitimately!"
The rubberbanding UI just. Made my day. That was way too funny.
6:20 a turtle's shell isn't removable like a snail's shell, it's a specialized ribcage
you just stole most of that turtle's skeleton
Even better =)
I knew tha5 and was wondering how it didn’t instally die
I like how to josh 3 seconds feels like an eternity when doing something a game wants you to do but 3 days straight is totally reasonable when breaking the game
Finally, we can watch Josh do something absolutely insane again!🎉
Yay!😀
The wait is always worth it!
Yeah. I've almost watched all of his vids lol
Since it seems that no one has explained it, the reason the ui elements of the game started freaking out whenever Josh did bed glitch is because of something called the null zone. This is basically when you move too far away from the center point of a scene/game. It happens because your computer is trying to render an object but because of how far away it is the computer's math is incorrect when it tries to determine where it is theoretically supposed to be therefore leading to the ui to be jumping to the wrong places.
Hope this helped
(also this is a very bad explanation of the null zone so if you want to learn more you can search up yt videos about it)
I like that Josh is apparently using Windows XP for no reason.
It actually makes sense lore wise because in his Mon Bazou video he mentions how he misses Windows XP
Also the UI and functionality of winxp is superior to later versions because it doesn't have any of the severe bugs introduced in each one and with a 3rd party patch it even supports any newer hardware
Also unlike win10 you can disable or select the horrible updates not that there are any anymore
My guesses are: a) the madness-related tools are more usable (older, more reliable), and b) the older OSes tend to be both more stable and a bit less demanding on the hardware. Both of which are useful when you're trying Josh's brand of madness.
probably running under a vm. Its common practice for QA to have pristine OS in a vm for testing to eliminate unknown variables. Not to mention with vm you can crash the system silly and still have functional host that run a screen recorder to document it properly.
Since Josh was a QA, he might pick up the habit.
Josh's game-breaking skills are on a whole other level...
Josh just casually discovered alternate universe and traveled beyond the speed of light in a pixelated simulator game.
Breaking the game is somehow more entertaining then actually playing the game normally 💀💀
E
You literally just explained the concept of his channel……thanks?
Not chill
I had fun, it’s kind of a no brain game
Which is exactly why I Iove watching Josh's videos!
25:07 this is a glitch in *ALL* games (i mean in most 3d rendering things) called the floating point graphical glitch. The further away you get from the origin (which are coordinates of 0,0,0), the harder it is for your computer to render it properly, which it fails to properly render it at some point, and stuff gets more jittery and janky, theoretically if you go far enough, stuff dissapears entirely.
(Here is the original comment before i edited it to inform people about this glitch)
Yay new lets game it out upload yaaaay
I think the reason it happens is that coordinates are written in something like, for example "1.123456789" but once you get far enough, the decimal place has to be moved so now it becomes "123.1234567" and you start losing that precision at the end once it becomes "1234567.123".
I think that's roughly how it works but I could be wrong.
The same shivering thing happens in Roblox, there's games that teleport you to extremely far coordinates and then your character basically becomes a jittery unstable mess of a few polygons. Same with Minecraft, where it becomes the far lands and then just falls apart. Pretty cool glitch tbh
This is the quality content I subscribed to see lol. Destroying reality, playing the game entirely incorrectly and somehow still not crashing the game or failing to progress. Some classic josh right here.
Josh managed to steal a turtles spine, and yet it still ran away
16:25LOL that should be a feature
Josh has managed to instill fear into the game, then, existential dread.
You know it's a good video when Josh either finds hell, the end of time, or makes a game physically cry, and you know it's a GREAT video when he does *all three*
I never miss an opportunity just to see Josh break a games limits 😂
24:48 "that's not going to stop us" 🤣 Josh, you made my day! Thank you!
I can only imagine the pain Josh's computer is in.
I used to think Josh was somewhere between a beta tester and a comedian, but now I finally know what he really is:
An Explorer
👨🚀
Josh on his way to destroy everything in his way again, I see.
E
E
F
Dammit Josh
Again?
This is like the 20th time you’ve done that exact thing. We’re gonna run out of universes if you keep going like this
E
@@EEEEEEEE R
E
🤓ehem
actually theres a thing called "multiverse" and "omniverse" and so on
@@EEEEEEEEare you a bot? I see you everywhere...
20:20horror mode:activated
Regarding the “nervous” UI, I remember InfernoPlus had similar occurrences when making very large maps in Halo CE. I believe it had to do with float point vertices on the weapon models, and the game calculating them based on the distance from the origin of the map to the player position. If it’s the same issue, then maybe the UI physically floats in front of the player, lol.
3:45 "our guys starving for some reason" >constantly breaking at 1 millisecond speed
There was something so ethereal about watching Josh momentarily break the boundaries of the universe lol. Like a mortal managing to get a glimpse of the world through the eyes of a god before being sent back down to earth
Glad to see this game in action! I played the demo, but stopped when I fell off the island and found no instruction on how to get back on. Running at the sheer cliff did not come to mind. 😅
I love how you make every game super interesting to watch despite me never having heard of it nor ever planning on playing the game