hey byteblox! i found a better way of doing what you showed in the video some years ago basically you build out a hallway, set the start and ending, then when the player reaches the end you move them back to the start by setting their rotation to 0, moving them back however far, and then returning their rotation i made an example of this too some way back game id 1603303336 because youtube deletes my comment whenever i include the link
I have been interested in this kinds of things, the thing you're referring to is Non-Euclidean Geometry I think. Non-Euclidean means like it breaks all the laws of Physics, so example, a small hall way from it's side looks short but when you look at it from the front, it's a long hallway. My favorite one so far is the picking up mechanics of this game called Superliminal. It's like this, where you picked up an object, the object will appears the same size but when you drop it, the object's size completely changes. So it's apparent size is still the same but its actual size is different. If possibly, can you try recreating it?
@@HNStrike Typically it just requires a portal between two structures The hard part would probably be rendering the other side of the portal from the side you're on, but I've never tried it before so for all I know it could be easy
by the way, non-euclidean geometry just refers to any geometry done on a plane that isn't perfectly flat. This usually refers to hyperbolic or spherical/elliptic geometry. Non-euclidean geometry is why parallel lines on a sphere meet at a point
non-euclidean means it breaks 1 or more rules of euclid's geometry. so, an infinite hallway for example, is non-euclidean. this is because one of the 5 postulates is that the shortest path is a straight line, but if you try to go a straight line from one side of the hall to the other, you will never cross, meaning a faster path is going around, which is not straight
A way to make an infinite hall is make a small part of a map with fog covering the entrances and make a local script where the hall teleports to the player's middle everytime they are near an entrance, and make a studs meter.
@@beamng-movies no they wont? its not the player being teleported, its the hallway being teleported forwards or backwards, which is actually a even better way in some circumstances because performance will drastically increase, rather than thousands of rooms stacked infront of eachother.
I don't need no scripts, I'm just going to copy and paste one massive part for like an hour straight into the floating point zone. In fact I'm currentlt running on a higher dosage of caffeine than I should have rn plus it's almost 2 AM and I just impulsively thought about making a sequel to one of my dumb games where you walk in one direction for like 15 minutes only to get kicked from the game. I'm gonna make it even longer, I'm gonna make some unfortunate idiot who was stupid enough to join my poor excuse of a "game" and I'm going to make them walk for at least an hour or even more just to get kicked in the end, and the ending is going to be even worse than the original game, because in the original game you go into the store to buy a big glowy capital letter H, in my new game it won't have any of that, you'll just get randomly kicked without a warning
Fun Fact: Instead of turning your rotation or move/scale snap on and off, holding Left ALT while making an action (similar to holding Left CTRL to scale both ways), you can scale/move/rotate with 0 snap. And then releasing Left ALT will go back to snapping :)
making objects appear real-time is one way to do it, but most non-euclidean games i know that involve portals basically have a flat object which displays the other side of the portal using a second camera that copies the movements you do but like translated/rotated according to the distance of the portals, and the object also has a shader that makes it kinda like a green screen, so if you cut out that part of the screen, and added the second camera behind it, it would fit like that, and finally, to make the portal actually work, they just teleport you to the other side when you walk through.
@@Hzodx Yes you can, if the guard clause causes a return, before returning connect the event again. However that could make the code more messy so I'd just do the disconnect too.
i think this is considerably easier to do if you completely handle the game's render system. I.E. you don't use a game-creating software (like Unity) and code it from scratch. if you do this, you have complete control over what the user sees, so you can code very interesting illusions. lmk your thoughts
The fact that you just showed me how module scripts work better than most tutorials is like kinda crazy and i learnt so much from this vid im making actually a game rn because of this vid
Something that you didn’t include in this video is destroying unnecessary rooms if they are too far away. Doors does something similar to this, could you make a part two of this video expanding more on this infinite room generation?
@@byteblox100 hey idk why but i get the error "Expected identifier, got end" in the while loop idk why it does that tho i tried wait for child but then it only dupes it 1 time
is it possible to make it generate on all four sides? Or make it randomly select rooms to generate? Edit : can you also make it generate up and down? Maybe something similar to Minecraft generating chunks?
1. yes, programming all 6 sides would be the same process as shown in the video but a bit more complex (maybe using different areas than rooms for vertical movement) 2. for random rooms, youd need a list containing different room variations and then using a function that selects one from this list at random whenever the game attempts to generate a room.
Hey man, im really having a struggle here with something. So, i have a server script which chooses a random player. local players = game.Players:GetPlayers() local selectedPlayer = players[math.random(1, #players)] and i basically want to send and print out the selected player's name to the specific client. Could you help me out, or anyone else that could?
You could achieve this by a remote event and using :FireAllClients() For example, local players = game.Players:GetPlayers() local selectedPlayer = players[math.random(1, #players)] script.RemoteEvent:FireAllClients(selectedPlayer) Local Script: game.Workspace.Script.RemoteEvent.OnClientEvent:Connect(function(selectplayer) if selectplayer == game.Players.LocalPlayer then print(selectplayer.Name) end end) If you have more questions, I would be happy to help!
@@ChannelOfStalin workspace instead of game.Workspace and thats bad code why send it to all clients if you arent going to use that information? just do FireClient(player)
Yo bro pls help me one of youre subscribers trying to bully me i just made vid for fun then these guys just come here and said negative things bro plss i need youre help
My official Roblox Studio course:
bit.ly/ByteBloxCourse
I would love to get this, but I have no online money.
Thanks for the tutorials ❤❤❤
I hate school
Ok? 😒
hey byteblox! i found a better way of doing what you showed in the video some years ago
basically you build out a hallway, set the start and ending, then when the player reaches the end you move them back to the start by setting their rotation to 0, moving them back however far, and then returning their rotation
i made an example of this too some way back
game id 1603303336 because youtube deletes my comment whenever i include the link
I have been interested in this kinds of things, the thing you're referring to is Non-Euclidean Geometry I think. Non-Euclidean means like it breaks all the laws of Physics, so example, a small hall way from it's side looks short but when you look at it from the front, it's a long hallway. My favorite one so far is the picking up mechanics of this game called Superliminal. It's like this, where you picked up an object, the object will appears the same size but when you drop it, the object's size completely changes. So it's apparent size is still the same but its actual size is different. If possibly, can you try recreating it?
I am not a scripter but this sounds kinda hard if not impossible in roblox but I'm sure someone competent can figure it out
@@HNStrike its been done many times, theres many experiment games out there that use portals (with raycasting and viewportframes)
@@HNStrike Typically it just requires a portal between two structures
The hard part would probably be rendering the other side of the portal from the side you're on, but I've never tried it before so for all I know it could be easy
by the way, non-euclidean geometry just refers to any geometry done on a plane that isn't perfectly flat. This usually refers to hyperbolic or spherical/elliptic geometry. Non-euclidean geometry is why parallel lines on a sphere meet at a point
non-euclidean means it breaks 1 or more rules of euclid's geometry. so, an infinite hallway for example, is non-euclidean. this is because one of the 5 postulates is that the shortest path is a straight line, but if you try to go a straight line from one side of the hall to the other, you will never cross, meaning a faster path is going around, which is not straight
Bro made me addicted to UA-cam again
A way to make an infinite hall is make a small part of a map with fog covering the entrances and make a local script where the hall teleports to the player's middle everytime they are near an entrance, and make a studs meter.
the player will notice the teleportation lil bro
@@beamng-movies no they wont? its not the player being teleported, its the hallway being teleported forwards or backwards, which is actually a even better way in some circumstances because performance will drastically increase, rather than thousands of rooms stacked infront of eachother.
@@DuckieWorld i misread the comment for "teleport the player"
Multiplayer go brrrrrrrrrrrrrrrrrr🎉🎉rr🎉🎉rr🎉🎉rr🎉rr🎉r🎉🎉rr🎉r🎉🎉rrrrrrrrrr🎉🎉r🎉🎉?🎉🎉
Or just parts that only exist 8n the client can also 재가
Edit I meant work not džægå y keyboardf ewitched to korean lol🎉🎉🎉🎉
Byteblox, it’s like 1 am for you. Go to sleep.
Ayoooo potoe
oh hi potoe
3 AM now
@@coolcons1930almost 4 AM
let him cook.,....
I don't need no scripts, I'm just going to copy and paste one massive part for like an hour straight into the floating point zone. In fact I'm currentlt running on a higher dosage of caffeine than I should have rn plus it's almost 2 AM and I just impulsively thought about making a sequel to one of my dumb games where you walk in one direction for like 15 minutes only to get kicked from the game. I'm gonna make it even longer, I'm gonna make some unfortunate idiot who was stupid enough to join my poor excuse of a "game" and I'm going to make them walk for at least an hour or even more just to get kicked in the end, and the ending is going to be even worse than the original game, because in the original game you go into the store to buy a big glowy capital letter H, in my new game it won't have any of that, you'll just get randomly kicked without a warning
Game ñame?
New copypasta?
@@OOFUS4103 I still need that game name
finally, super mario 64.
Bruh
why the pfp bro
wild pfp
@@dextertheio2857:troll:
mario 64 just teleports you when u go far enough in the staircase
Fun Fact: Instead of turning your rotation or move/scale snap on and off, holding Left ALT while making an action (similar to holding Left CTRL to scale both ways), you can scale/move/rotate with 0 snap. And then releasing Left ALT will go back to snapping :)
making objects appear real-time is one way to do it, but most non-euclidean games i know that involve portals basically have a flat object which displays the other side of the portal using a second camera that copies the movements you do but like translated/rotated according to the distance of the portals, and the object also has a shader that makes it kinda like a green screen, so if you cut out that part of the screen, and added the second camera behind it, it would fit like that, and finally, to make the portal actually work, they just teleport you to the other side when you walk through.
11:51 disconnecting the function isn't necessary as you destroy the part which would disconnect it by itself
but you can use :Once() instead of :Connect() and :Disconnect()...
no he cant since he's checking for humanoids
@@Hzodx Yes you can, if the guard clause causes a return, before returning connect the event again. However that could make the code more messy so I'd just do the disconnect too.
@@tomsterbg8130 why would you even suggest that?? some psycho's gonna read this and do it
ohhhh i didnt knew "once" existed tsm
i think this is considerably easier to do if you completely handle the game's render system. I.E. you don't use a game-creating software (like Unity) and code it from scratch. if you do this, you have complete control over what the user sees, so you can code very interesting illusions. lmk your thoughts
i have no interest in scripting, but this man just makes me want to learn
Its worth it
@@DemonPig666 true. i keep trying but keep failing.
@@ibilooid-iravein2925 damn
Putting a picture of a very normal person just looking for a cupcake when you said trickery is wild
Byteblox’s speech reminds me of a mad scientist
You could use :Once()
no he cant since he's checking for humanoids
The fact that you just showed me how module scripts work better than most tutorials is like kinda crazy and i learnt so much from this vid im making actually a game rn because of this vid
Your videos make my toes curls.
this comment made my nails do a 90 degree turn upwards thank you
@@JaydenMorwood ...just your nails?? ...only???
I've been learn script from your videos and others for a while now and I didn't know what game to make but you gave me an idea.
i wanna make amogus that is very far away and looks small, but when u go near it, it getts bigger
Can you show how to make that forever zoom game please???
Something that you didn’t include in this video is destroying unnecessary rooms if they are too far away. Doors does something similar to this, could you make a part two of this video expanding more on this infinite room generation?
That is true. A better solution to this room anyway would just be to have one long room which teleports its middle to the player lol
@@byteblox100 hey idk why but i get the error "Expected identifier, got end" in the while loop idk why it does that tho i tried wait for child but then it only dupes it 1 time
@@byteblox100 ah no fixed it. The name of the end part needs to have a big E otherwise the game is getting confused because of the end thing
should make a video on voxels
Are you on mac?
where do i copy it??
this is what doors uses for the room generation
you can disable sun inside sky properties
bro. this system is REALLY SICK. can u name music's name btw? i need it for my game
I like how as soon as I relearn about cupcakes this video comes out, I literally "relearned" 2 days ago too
(just didnt find this video)
I was just looking how to do something like that , thank you so much +1 sub
time to make a high detail version of your game
Can you make a Tutorial about making an upgrade tree kind game
1:01 that meme LOL
infinite hallway was already implemented 2 years ago in my game Apeirophobia
You made apeirophobia
@@ProtonC100 yes
Music used?
Why when I touch trigger I lag so much
You should try and make non euclidean portals
Just use mesh for infinite hallway
Scale.
for me, it doesen't delete the rooms, only spawns them, i have been just walking non stop and the rooms behind didn't dissapear
ye they arent supposed to disssapear
@@SandUndertatle oh... :/ I made a detailed pipe hallway, and i thought it would delete bc i want it to run on smooth fps ;-;
@@DUSSR1922 rip
Please add a link to the game and your group. I can’t find it
is it possible to make it generate on all four sides? Or make it randomly select rooms to generate?
Edit : can you also make it generate up and down? Maybe something similar to Minecraft generating chunks?
I'm sure you could, it'd just be a bit more difficult
@@Axcyantol oh
1. yes, programming all 6 sides would be the same process as shown in the video but a bit more complex (maybe using different areas than rooms for vertical movement)
2. for random rooms, youd need a list containing different room variations and then using a function that selects one from this list at random whenever the game attempts to generate a room.
Ive always wanted to make an infinite procedurally generated map
Your vids are useful tysm
Do the generated rooms get unloaded or no, because if they dont then i see a performance concern if you go out far enough
thats what i was thinking, but also wouldnt roblox just automatically load them out and jsut save it as data to be loaded later
Hey man, im really having a struggle here with something. So, i have a server script which chooses a random player.
local players = game.Players:GetPlayers()
local selectedPlayer = players[math.random(1, #players)]
and i basically want to send and print out the selected player's name to the specific client. Could you help me out, or anyone else that could?
use remote events
on the server do
RemoteEvent:FireClient(player)
and on the client
RemoteEvent.OnClientEvent:Connect(function() --[[a]] end)
You could achieve this by a remote event and using :FireAllClients()
For example,
local players = game.Players:GetPlayers()
local selectedPlayer = players[math.random(1, #players)]
script.RemoteEvent:FireAllClients(selectedPlayer)
Local Script:
game.Workspace.Script.RemoteEvent.OnClientEvent:Connect(function(selectplayer)
if selectplayer == game.Players.LocalPlayer then
print(selectplayer.Name)
end
end)
If you have more questions, I would be happy to help!
@@ChannelOfStalin workspace instead of game.Workspace and thats bad code why send it to all clients if you arent going to use that information? just do FireClient(player)
@@Hzodx It's just an example, I seem to have read it wrong. It's not like they'd just copy and paste the code though.
@@ChannelOfStalin totally
0:24 whats the name of that game?
i belive the game at 0:24 is called space flux
You could just do script.Parent.Touched:Once() rather than regularly connecting and disconnecting
yeah i'm pretty sure he talked about this in a recent video too so i'm unsure why he made this mistake
no he cant since he's checking for humanoids
you should make smooth portals to different places, like in the classic event
EgoMoose has a smooth portal demo
@@D00MWatcher1 ik ive played it tho its code is scary and I don't understand it, anyways when we have byte to do free labour for us , why not?
@@YourLocalWarGorilla true hehe
your videos so good i cant resist edging😩😫
17:36 AppleTV'S Dark matter in a nutshell:
Oil up during your next video. Loving your content
he better
😂l owe 50,000,000,000,000 in taxes😂😂
how do i lock the size of an avatar in roblox studio
I think inside the properties of the humanoid
I love u bro ty
MY GOAT
I based my entire game off of this system, its great i love it
Reupload?
Yaa will post this 😮😮
Why not just use :Once() or a different way I know this is just a tutorial but it’s so inefficient lol
I NEED MUSIC PLEASEEAESEAEASEEASEAESEA
Yo bro pls help me one of youre subscribers trying to bully me i just made vid for fun then these guys just come here and said negative things bro plss i need youre help
Hey byteblox wanna sword fight
and fun to watch
couldnt be truer
im busting ALL over my screen, great video
🤨🤨🤨🤨
same
You want fun? wario will show u fun
I made an infinite hallway game like 2 weeks ago in a day and then i get this video lol
I like you : )
👾
10:49 who else would ever hit that part? Its will always be the player. Or….???
anything can trigger .touched so you have to make sure its a player
jorking on it bro brb 😂😂😂
ah it’s everywhere bro
Now let’s talk about impossible: shaders
I saw this in my nightmare last night o.o
once you made fun of youtubers begging for people to sub to their channel for "our sub goal" I had to sub that was gold
edp jumpscare lmao
It’s 3:34 am
4:08 does bro think we are dumb🙏💀
400th liiike!!!
boy, what you doing at 1 in the morning
timezone...
you could've just teleported the player back
bro ur going too fast
0:36
900th like!!!!!!! :D
EARKY FRFR!!
stop breaking my mind
hello
Say hi if you edge
internal
Ello
Praise Jesus!
woweee..
40th commend oil me up now
sigma
Another banegr jus dropped
skip the yapping and turn this into stairs
imma the game we are thinking of before you ;)
Holy shit byte you are better then alvinblox, but not as good as the dev king
had to smudge my stick all over the screen for this one ❤
that’s so hot bro
first
"impossible!!! hacer!! you hacer!!!!!!!!!" - little timmy
🗿
the first person who comment is gay. im talking about you @ProSureStrings
that is NOT an insult ?? 😭
@@outerbound is
@@cuuHjr yeah i am gay
@@outerbound ew
@@cuuHjr LOL
Wut
miteblox