I was just curious to find some stuff about floating point precision, and I found this. This is one of the most interesting bugs I have ever seen in minecraft. Strange that I have never heard of this before
Haha, nice, I didn't know exactly how this works and that it has so many possibilities. I used it to clip in the walls on 1.8.x versions with correct setup, of course with the help of powers of 2, because the shrinked hitbox allows for that. It took me really long time to realise how to clip in the walls consistently, because I didn't know about floating point errors, most people thought that the wall clipping was a ping thing lol (which is not true). Finding that crossing the powers of 2 changes the player collision was so hard back then. It's so cool that changing the hitbox works for newer versions too. This is the channel I've been looking for, it took so much time, finally! I'm amazed by your discoveries, I will definitely have fun with some of them.
it's pretty silly, idek how I managed to figure this out since I was just going off my pearls spawning slightly differently xd. "just read the code" is just op ig. also tbf I think like 1.18 fixed the hitbox to not change size, but I've not really looked 1.8 clips would be interesting to look at just cuz tasing a bunch would be funny, but I doubt there's any useful analog in newer versions. I assume it's still mostly server related tho right? Kinda like what I did at the end of this video. Either way yea I've been having a lot of fun with these tricks, and I'm glad posting stuff publicly has been worth it
the wall clip works on everything 1.14+ afaik, but the single axis stuff got removed after 1.18 so you can't infinitely make the floors/walls tangible. It's not anything to really worry about tho until i make an rta setup :p
@@kemytz yeah you can maybe get up ~3 blocks max like that. But tbh now that I think about it you can probably just walk e-5 into the wall to stand on the floor, then jump out of the corner and readjust float perfectly each time to chain as many as you want so rip lol. At least you guarantee that whoever tries it has an absolutely horrible time
Also I already knew this but this is something interesting. If you are on MCPE. The size of your character lowers Ur hitbox or makes it bigger. This is why you're unable to attack when you look at the standard pitch . Lol never realised they added dwarfs and updated them to MCPE lool
Yeah there are definitely a fair number of 1.8 parkourers who know this, although its not quite 'common knowledge' yet. Never seen it taken to the extreme like this though. Also, this is why you sometimes clip into walls if you're running parallel to the side of them. Although I think that may have a little bit of extra of complication on top. One application Ive seen recently is a vertical gap that you wont fit in (Y position is above one tick, below the next) without first shrinking your hitbox first
sounds about right lol. i actually wondered if this had something to do with the wall clips, but i couldn’t quite figure out how the math would work. if you’ve got a link to an explanation or something tho that’d be cool. I’d be interested in seeing that vertical gap thing too, i imagine it’d have to be a crazy tight fit?(and also just curious to see what the server thinks of it)
@@CurcuitStore kemytz is the person to ask about wall clip mechanics. I'm pretty sure it only works in 1.8 (1.9+ you still clip but it immediately pushes you back out) The specific vertical squeeze setup I saw is only going to work on 1.8 but that's because of change in physics that affected the height of your jump. iirc it was drakou111 who made that
immediately as in the same tick or next tick? I don't have much experience with 1.8 but that is the only place I've seen them and also that's fair, though I suppose it wouldn't be hard to recreate with just a /tp or something
@@CurcuitStore hi from 9 months later. Basically i have a slime setup (that i found with bruteforce code) that makes it so you are like e-15 too tall to fit in. But if you jump at Y=254 a couple times before, your hitbox shrinks vertically which lets you fit in. Fun fact also, at Y=30, your hitbox gets taller when you jump. Pretty much every n^2-2 Y level (ish) changes your height in some way.
@drakou1117 neato lol, although crouching is prolly more efficient at that point xd and ye, whenever your top and bottom positions have different precision levels it'll shift around since the less precise side'll have to round the movement up/down more than the other
Could this be possible with other entities like minecarts ? I'm really interested because it would allow for new specific cart clips inside some immovable blocks with several internal hitboxes in 1.13+ (particularly sideway hoppers)
I'm tempted to say no, at least not to this extent. There's probably some variance, but I'm pretty sure hitbox size gets reset quite often for entities/anything on the server
Just accumulation of the same error tick after tick i guess. The hitbox doesn’t get recalculated too often, it just adds your distance moved each tick to it. So when one side has more precision than it’s opposite, every time it adds a new distance there’s a chance one side changes more than it’s opposite, depending on how the exact distance rounds to each precision level. idk.
defining a box by two points is often a bit eassier for collision stuff, because the 6 corners and all checks don't need math. I can just say sth like "isInsideBox = thing.x > box.topleft.x & thing.x < box.bottomright.y // ...", instead of having to do additions there. In theory, you can of course abstract that, but at least in 1.16.1, from the code I've seen, minecraft doesn't. It's also slightly faster to do the math once. Also, in the end, it keeps accurate to 6 signficant digits even if you walk hours and hours, so it's not really a problem for anything.
probably not, your server hitbox does a pretty good job of staying the right size, which is what would matter there(and what makes my smaller hitbox reset at the end)
time to make a parkour puzzle map with a 5 block jump
and let some1 spend 10 days
I was just curious to find some stuff about floating point precision, and I found this. This is one of the most interesting bugs I have ever seen in minecraft. Strange that I have never heard of this before
You actually are like Myren Eario 2 with the amount of cool but mostly useless technical tricks you’ve found! So cool
myren will forever be way over my head xd but ngl useless tricks are so much more fun than useful ones
@@CurcuitStore so true lol
Fr
cheaters explaining why they're not using hitbox:
Haha, nice, I didn't know exactly how this works and that it has so many possibilities.
I used it to clip in the walls on 1.8.x versions with correct setup, of course with the help of powers of 2, because the shrinked hitbox allows for that.
It took me really long time to realise how to clip in the walls consistently, because I didn't know about floating point errors, most people thought that the wall clipping was a ping thing lol (which is not true).
Finding that crossing the powers of 2 changes the player collision was so hard back then.
It's so cool that changing the hitbox works for newer versions too.
This is the channel I've been looking for, it took so much time, finally!
I'm amazed by your discoveries, I will definitely have fun with some of them.
it's pretty silly, idek how I managed to figure this out since I was just going off my pearls spawning slightly differently xd. "just read the code" is just op ig. also tbf I think like 1.18 fixed the hitbox to not change size, but I've not really looked
1.8 clips would be interesting to look at just cuz tasing a bunch would be funny, but I doubt there's any useful analog in newer versions. I assume it's still mostly server related tho right? Kinda like what I did at the end of this video. Either way yea I've been having a lot of fun with these tricks, and I'm glad posting stuff publicly has been worth it
@@CurcuitStore Yeah I tested it on 1.19.4 and hitbox didn't change.
What about wall climb that you posted recently?
I hope it doesn't work on 1.20.
the wall clip works on everything 1.14+ afaik, but the single axis stuff got removed after 1.18 so you can't infinitely make the floors/walls tangible. It's not anything to really worry about tho until i make an rta setup :p
@@CurcuitStore so you can't climb up multiple times on 1.18+?
@@kemytz yeah you can maybe get up ~3 blocks max like that. But tbh now that I think about it you can probably just walk e-5 into the wall to stand on the floor, then jump out of the corner and readjust float perfectly each time to chain as many as you want so rip lol. At least you guarantee that whoever tries it has an absolutely horrible time
Also I already knew this but this is something interesting. If you are on MCPE. The size of your character lowers Ur hitbox or makes it bigger. This is why you're unable to attack when you look at the standard pitch . Lol never realised they added dwarfs and updated them to MCPE lool
bruh another underrated technical youtube :(, they are way too common :(
woah, that is really crazy. Amazing!
Yeah there are definitely a fair number of 1.8 parkourers who know this, although its not quite 'common knowledge' yet. Never seen it taken to the extreme like this though. Also, this is why you sometimes clip into walls if you're running parallel to the side of them. Although I think that may have a little bit of extra of complication on top. One application Ive seen recently is a vertical gap that you wont fit in (Y position is above one tick, below the next) without first shrinking your hitbox first
sounds about right lol. i actually wondered if this had something to do with the wall clips, but i couldn’t quite figure out how the math would work. if you’ve got a link to an explanation or something tho that’d be cool. I’d be interested in seeing that vertical gap thing too, i imagine it’d have to be a crazy tight fit?(and also just curious to see what the server thinks of it)
@@CurcuitStore kemytz is the person to ask about wall clip mechanics. I'm pretty sure it only works in 1.8 (1.9+ you still clip but it immediately pushes you back out)
The specific vertical squeeze setup I saw is only going to work on 1.8 but that's because of change in physics that affected the height of your jump. iirc it was drakou111 who made that
immediately as in the same tick or next tick? I don't have much experience with 1.8 but that is the only place I've seen them
and also that's fair, though I suppose it wouldn't be hard to recreate with just a /tp or something
@@CurcuitStore hi from 9 months later. Basically i have a slime setup (that i found with bruteforce code) that makes it so you are like e-15 too tall to fit in. But if you jump at Y=254 a couple times before, your hitbox shrinks vertically which lets you fit in. Fun fact also, at Y=30, your hitbox gets taller when you jump. Pretty much every n^2-2 Y level (ish) changes your height in some way.
@drakou1117 neato lol, although crouching is prolly more efficient at that point xd
and ye, whenever your top and bottom positions have different precision levels it'll shift around since the less precise side'll have to round the movement up/down more than the other
well what if you shrink the hitbox to 0 blocks
fall
@@SomeRandomGerman makes sense but doesn't when u remember about instant reset when hitbox of server-side player (constant) comes through block
Could this be possible with other entities like minecarts ? I'm really interested because it would allow for new specific cart clips inside some immovable blocks with several internal hitboxes in 1.13+ (particularly sideway hoppers)
I'm tempted to say no, at least not to this extent. There's probably some variance, but I'm pretty sure hitbox size gets reset quite often for entities/anything on the server
@@CurcuitStore oh ok, thanks anyway, i'll try to find another way to make these cart clips then
I could see a hack client somehow making use of this to make hitboxes tiny
Great video! That's so interesting lol
this is gonan revolutionize mob farms
we got fat in minecraft now
This is crazy
what the fuck... why does it continually change size though
Just accumulation of the same error tick after tick i guess. The hitbox doesn’t get recalculated too often, it just adds your distance moved each tick to it. So when one side has more precision than it’s opposite, every time it adds a new distance there’s a chance one side changes more than it’s opposite, depending on how the exact distance rounds to each precision level. idk.
Very strange that hitbox is almost like separate entity and only gets recalculated *properly* once during player login
This is interesting.
time to make another map of 5 blocks jump
quite
It could also work on the y-axis too.
yupp, just a bit harder to demonstrate lol
So Minecraft doesn't use xyz whd, but x1y1z1 x2y2z2? That's really weird.
yepp, my best guess is it just makes collision and stuff easier
defining a box by two points is often a bit eassier for collision stuff, because the 6 corners and all checks don't need math. I can just say sth like "isInsideBox = thing.x > box.topleft.x & thing.x < box.bottomright.y // ...", instead of having to do additions there.
In theory, you can of course abstract that, but at least in 1.16.1, from the code I've seen, minecraft doesn't. It's also slightly faster to do the math once.
Also, in the end, it keeps accurate to 6 signficant digits even if you walk hours and hours, so it's not really a problem for anything.
CS major fr fr
what the hell you only have 2k views?? ghuh???
Could you, perchance, makr urself more difficult to hit?
probably not, your server hitbox does a pretty good job of staying the right size, which is what would matter there(and what makes my smaller hitbox reset at the end)
omg