Dizrahk is already working on that. He's currently got all the maps of vanilla HL2 (the base games, not the episodes that happen afterwards) combined into 3 separate worlds, on the logic that the events of the game happen over the course of about 3 days (from Gordon's perspective, at least). Maybe eventually he'll combine them all together into one map one day?
I have some old vids about it in my channel somewhere if you look, I originally planned on having it all in one world, which I did make, just never outright published it. Our group works with tons of source engine maps. Not just half life. Did a lot of work with gmod maps, halo (new mombasa and others), and even dipped our toes into black mesa with xen and lambda complex… don’t remember which ones are published or not but he frequently hosts sessions in those worlds
@@Caldoric also we do have the episodes, I’m guessing maybe we never published them? I know he wanted to do more work with em, but we had most of ep1 and ep2 ready to go
Never heard of this before, just clicked because you two are cute. But this sounds like an awesome idea! Reminds me of an indie game I just saw someone play like a month ago, where you could zoom in and out fractally.
This is amazing, but I have some questions. 1. The examples you showed show a spacial/nesting relationship between domains. Are there ways to create other relationships? (i.e. a magic mirror in a house (domain) connects to other versions (non-nested) of that same domain.) 2. Is it/will it be possible to nest domains recursively? (i.e. a mini dollhouse in a house that is a copy of the house.) 3. Will there be a way to have multiple instances of the same domain? (i.e. Planets in a galaxy, but there is also a hub that contains miniature versions of those planets, which you can shrink down to and go to that actual planet (domain).) 3.a. If there are multiple instances of the same domain, where would you go if you tried to leave that domain? (Would you go to where you entered it? Where the main one is? (If there is one "main" domain and the rest are references.) Is it User or Creator defined? 3.b. (Not a question.) If you can create multiple instances of the same domain, you can create portals that actually show what is going on in the domain that they link to.
I'm looking forward to when you can actually just fly through the Dawn Sky and visit your friends in their cloud homes by travelling there via air ship, or discover other islands! :3 At that point we'll have to make sure the Cloudscape Harvest island is one of them.
Sounds pretty awesome. Might actually be able to make arbitrarily-sized grid worlds that way... Argh, talk like this gets me to come up with all sorts of ideas that would be beyond my ability even if the systems were already finished. Seems like to wander indefinitely on a 2D grid, and assuming that you only need to load your current instance and 'adjacent' and 'diagonal' instances on the faces closest to you, the most instances you'd need loaded at once would be 4 (standing near a square's corner); and for a 3D grid it would be 8 (near a cube's vertex). Presumably, in the time it takes to cross an instance (diagonally would be hardest, sqrt(2) times the distance for twice the data on a 2D grid, or cuberoot(3) times the distance for 3 times the data crossing the diagonal of a cube in a 3D grid), you can usually pre-load the new set of neighbours before you get close to the boundary, and unload old instances as RAM/etc. constraints require. Setting up the worlds to preload and mirror outside objects 'close to the line' to hide the transition plane further (and design the worlds to break up sightlines beyond this distance) might be a bit tricky, though. Pre-loading worlds for unique 'portals' like the tiny house would add to this, of course, though probably not by a huge number, and there's plenty of opportunity to leave loading those to the last moment instead since most of them would work fine with time-consuming 'transition' effects. I don't know exactly how well loading multiple instances scales, but I'm vaguely aware that loading two or three instances at the same time is already pretty common in Resonite, so this sounds pretty reasonable! Assuming you can add/remove members to a domain and redefine adjacency at runtime, you could potentially have some request system allowing the on-demand temporary 'mooring' of a Cloud Home or similar instance with the illusion of mobility to another instance! Invite your friends onto your airship, decide to go to a game world, and just... seemingly pull up to it and debark into the other world! Depending how flexible and fast the preview system is and what tools are available to render multiple worlds at once over each other, it sounds like you might even be able to make a Guns of Icarus-style interior/exterior game with separate 'worlds' as apparently-mobile craft which themselves are represented in real time in an 'overworld', with their own internal reference frames but real-time communication between the overworld and the 'interiors', if the 'interior' worlds can use a realtime camera into the overworld as a skybox of sorts and/or manually sync various game data (relative locations/relevant state of other worlds to place their previews, objects like projectiles travelling between worlds, etc.) with it quickly enough. Done right, you could make multiple craft _feel_ like real locations in the same vast world despite having only N+1 small instances, N craft and 1 overworld which is basically a fishtank full of miniatures, and only making each client load 2-3 worlds (2 if just the overworld and current craft are loaded, 3 if you're 'boarding' between two craft and want to load the new location before switching viewpoints and unloading the old one)...
I love how you guys are actually just building The Oasis IRL bit by bit. 🤣 And why no one seems to be talking about it is mind-boggling. I guess people would rather talk about the latest brain dead point and click VR bang bang shoot shoot. Shame. You guys really deserve more publicity in the VR news space.
this is one of those things i was looking forword to seeing especily to finish that world i was workeing on that has multiple rooms id want entirely seperate but still connectyed for performanse reasons
Defiantly I just heard about Brane Engine after I read the GitHub issue on there domain system, and I thought about how the whole train concept would fit well with this system
This would be genuinely very helpful for me and my current home im building wanting to have each space to have its own "world" so to speak while being attached by an underground bunker object. this will be great.
Can I interpret every domain or session as a box ? Such that it has a collider, an outer skin , and inner contents ? So that when players are outside the collider will see the outer skin, and when intact with the collider , the inner content will then load ?
Very ambitious for a game that still has stability issues and is in still pre-release. Should focus on the foundations first and then try to please the investors.
finally ill be able to make all of half life 2 in "one" world without any floating point issues and glitchiness :3
Yusss! It'll be great for stuff like that!
Dizrahk is already working on that. He's currently got all the maps of vanilla HL2 (the base games, not the episodes that happen afterwards) combined into 3 separate worlds, on the logic that the events of the game happen over the course of about 3 days (from Gordon's perspective, at least). Maybe eventually he'll combine them all together into one map one day?
@@Caldoric (that was the group I made, diz is a member of that group :))
I have some old vids about it in my channel somewhere if you look, I originally planned on having it all in one world, which I did make, just never outright published it. Our group works with tons of source engine maps. Not just half life. Did a lot of work with gmod maps, halo (new mombasa and others), and even dipped our toes into black mesa with xen and lambda complex… don’t remember which ones are published or not but he frequently hosts sessions in those worlds
@@Caldoric also we do have the episodes, I’m guessing maybe we never published them? I know he wanted to do more work with em, but we had most of ep1 and ep2 ready to go
This is a brilliant explanation Froox, the future of Resonite is going to be sooo good ^^!
Resonite is really going to be huge . Looking forward to seeing more progress . Thanks for keeping us posted.
So something similar to the server meshing tech they're trying to build for Star Citizen?
Yeah. At high level it's similar concept. You have a bunch of server nodes that are interconnected to each other.
Yeah or like ashes of creation
okay this is crazy
Never heard of this before, just clicked because you two are cute. But this sounds like an awesome idea! Reminds me of an indie game I just saw someone play like a month ago, where you could zoom in and out fractally.
This sounds super interesting! Im defs excited for the future of resonite!
This is great! thank you for the video
This is amazing, but I have some questions.
1. The examples you showed show a spacial/nesting relationship between domains. Are there ways to create other relationships? (i.e. a magic mirror in a house (domain) connects to other versions (non-nested) of that same domain.)
2. Is it/will it be possible to nest domains recursively? (i.e. a mini dollhouse in a house that is a copy of the house.)
3. Will there be a way to have multiple instances of the same domain? (i.e. Planets in a galaxy, but there is also a hub that contains miniature versions of those planets, which you can shrink down to and go to that actual planet (domain).)
3.a. If there are multiple instances of the same domain, where would you go if you tried to leave that domain? (Would you go to where you entered it? Where the main one is? (If there is one "main" domain and the rest are references.) Is it User or Creator defined?
3.b. (Not a question.) If you can create multiple instances of the same domain, you can create portals that actually show what is going on in the domain that they link to.
Yes!
Thank you for these insightful videos, really looking forward to what's ahead.
I'm looking forward to when you can actually just fly through the Dawn Sky and visit your friends in their cloud homes by travelling there via air ship, or discover other islands! :3
At that point we'll have to make sure the Cloudscape Harvest island is one of them.
Oh yeah, this is the good stuff!
so this is unironically becoming more and more like Ready Player One, which has different planets all able to be traveled between!!!
Oh yeah, it's all coming together (literally)
Sounds pretty awesome. Might actually be able to make arbitrarily-sized grid worlds that way... Argh, talk like this gets me to come up with all sorts of ideas that would be beyond my ability even if the systems were already finished.
Seems like to wander indefinitely on a 2D grid, and assuming that you only need to load your current instance and 'adjacent' and 'diagonal' instances on the faces closest to you, the most instances you'd need loaded at once would be 4 (standing near a square's corner); and for a 3D grid it would be 8 (near a cube's vertex). Presumably, in the time it takes to cross an instance (diagonally would be hardest, sqrt(2) times the distance for twice the data on a 2D grid, or cuberoot(3) times the distance for 3 times the data crossing the diagonal of a cube in a 3D grid), you can usually pre-load the new set of neighbours before you get close to the boundary, and unload old instances as RAM/etc. constraints require. Setting up the worlds to preload and mirror outside objects 'close to the line' to hide the transition plane further (and design the worlds to break up sightlines beyond this distance) might be a bit tricky, though.
Pre-loading worlds for unique 'portals' like the tiny house would add to this, of course, though probably not by a huge number, and there's plenty of opportunity to leave loading those to the last moment instead since most of them would work fine with time-consuming 'transition' effects. I don't know exactly how well loading multiple instances scales, but I'm vaguely aware that loading two or three instances at the same time is already pretty common in Resonite, so this sounds pretty reasonable!
Assuming you can add/remove members to a domain and redefine adjacency at runtime, you could potentially have some request system allowing the on-demand temporary 'mooring' of a Cloud Home or similar instance with the illusion of mobility to another instance! Invite your friends onto your airship, decide to go to a game world, and just... seemingly pull up to it and debark into the other world!
Depending how flexible and fast the preview system is and what tools are available to render multiple worlds at once over each other, it sounds like you might even be able to make a Guns of Icarus-style interior/exterior game with separate 'worlds' as apparently-mobile craft which themselves are represented in real time in an 'overworld', with their own internal reference frames but real-time communication between the overworld and the 'interiors', if the 'interior' worlds can use a realtime camera into the overworld as a skybox of sorts and/or manually sync various game data (relative locations/relevant state of other worlds to place their previews, objects like projectiles travelling between worlds, etc.) with it quickly enough. Done right, you could make multiple craft _feel_ like real locations in the same vast world despite having only N+1 small instances, N craft and 1 overworld which is basically a fishtank full of miniatures, and only making each client load 2-3 worlds (2 if just the overworld and current craft are loaded, 3 if you're 'boarding' between two craft and want to load the new location before switching viewpoints and unloading the old one)...
So you're saying non-euclidean resonite is on the table?
You can already do non-euclidean stuff! There's portals, which allow you to build non-euclidean experiences and contraptions.
I love how you guys are actually just building The Oasis IRL bit by bit. 🤣
And why no one seems to be talking about it is mind-boggling. I guess people would rather talk about the latest brain dead point and click VR bang bang shoot shoot.
Shame. You guys really deserve more publicity in the VR news space.
this is one of those things i was looking forword to seeing especily to finish that world i was workeing on that has multiple rooms id want entirely seperate but still connectyed for performanse reasons
adorable froox ^w^
Btw, with how many times you said "domain," it finally reminded me that "domain expansions" are a thing.
that's the dream
this is really cool o.o
I can see someone makin a nether portal
Reminds me of the Brane Engine
Defiantly I just heard about Brane Engine after I read the GitHub issue on there domain system, and I thought about how the whole train concept would fit well with this system
This would be genuinely very helpful for me and my current home im building wanting to have each space to have its own "world" so to speak while being attached by an underground bunker object. this will be great.
i'm gonna use this to make europe in resonite XD.
i actualy have an idea for this that might be golden.
Istg folks are gonna recreate the game "Antichamber" with this stuff.
Can I interpret every domain or session as a box ? Such that it has a collider, an outer skin , and inner contents ? So that when players are outside the collider will see the outer skin, and when intact with the collider , the inner content will then load ?
would probably be customizable so you would actually manual set up whatever system you want
Any estimation when this could be implemented?
this sounds a lot like starcitizens server meshing :3
But vours seems more stable
Could you make a blue telephone box that is bigger on the inside?
People already have! They have mechanisms that let it travel to sessions too, though it's suboptimal with current mechanisms.
My pc will no longer explode?!?!
It might still explode.
@Frooxius aww dang it
Very ambitious for a game that still has stability issues and is in still pre-release. Should focus on the foundations first and then try to please the investors.
Question I kinda need answer to, does Resonite has czech community? If so, how do I find it?
Entity duplication here we come. Do your best guys! ❤