there's something really delightful about how this glitch is mostly only useful in post-wheatley-takeover chambers. it's as if he's so terrible at managing the facility, the very laws of the game break down
"hey everyone, cave Johnson here. just wanted to let you know about something. DO. NOT. MAKE. CHAMBERS. WITH. MOVING. PORTALS. For some reason, the physics when it comes to going inside of a moving portal is extremely broken. Our scientists are still scratching their noggins about why this thing keeps on happening. If you ever see one of these, just let that anomaly of a wormhole alone and live a lot longer."
i mean its just kinda obvious for example in GTA5 you could just take a cab everywhere to instantly teleport (which isnt even a glitch) but all major categories ban taxi teleporting since it just bypasses all skill necessary to pull-off curb boosting, brake boosting etc.
This might be controversial, but I find myself wishing that people made rules like this for Half Life 2. All of the top speedruns involve immediately clipping out of the map, and then just bhopping to the end. It’s faster than everything else, but it’s really dull to look at, because they’re just skipping everything in every level. It just feels kind of cheap.
@@Outpost38C sometimes games have a midpoint between any% and glitchless that's called like "no out of bounds" or something like that and I'm not sure if HL2 has any of those but that might be what you're looking for
@@Outpost38C absolutely, hl2 meta is obscenely unfun. you sit in front of a screen pressing save/load for about 80% of the run, and the run is loooooong. it's a shame because everything else in hl2 running is really fun. i will say though that while bhopping through the nodraw space is not fun to look at, to master it is pretty fun because you need to remember exactly where to step and all that so perfect execution is just mmm. void clipping (save/load hell) on the other hand is actual torture
interesting. i didnt know moving portals were only a console command away. id always thought that moving surfaces were unable to support portals because their physics change every frame or something.
I facepalmed incredibly hard when you explained that all you have to do is go to the main menu. As a programmer myself, it's such an understandable oversight, but so obvious once realized
"as a programmer myself" sounds kinda pretentious sorry not trying to argue just saying. Also I literally dont have notifications so I'll prob never come back either way
@@-morrow it has nothing to do with code, the command is executed via an entity that spawns inside of the level. The same entity executes the command to turn mobile portals off once the level is completed, which is why it stays on.
@@Re-lx1md interesting, thanks for the info! setting the variable value on entity spawn and level completion feels hacky and is still a code smell in my opinion. e.g. a more robust solution would be to set the variable in a level context, which is created/initialised on level load and is only kept while the level is running.
it's not that the feature is incomplete or broken, its the fact that the physics around portals is simply bugged. you cannot have ropes through portals for instance. in portal 1 they do the security cameras in a very clever way; when it passes the portal, the cable is despawned and respawned afterwards. or teleported. prop_portal always been buggy, especially in portal 2. that's why the paradox attempt didnt work, it might've worked if the cube was placed perfectly center in the portal, at best. in addition to that, certain surfaces may make portals respawn when transitioning between static and moving. pretty great video as always through. kudos
I think the recreation of the paradox failed because the cube was solid to the crusher. It wasn't the cube colliding with the crusher, it was the crusher colliding with the cube.
This is the real answer to the moving portal problem, obviously. As the portal approaches the cube, the cube is immediately shot backwards out of the way just before the portal contacts the ground
I think the speed boost is because of the velocity of the player, and since it reached over a certain number, it sets the velocity to around 15 (ish) launching you (it’s used in the cave Johnson level)
It would probably take making the portal system from scratch Also in Portal 1, in the developer commentary, they stated that the accurate physics simulation for objects crossing portals took about half a second, and they changed it to a faster but good enough one which ended up in the retail game. If somebody were to mod that section with a more accurate physics simulation, it would maybe fix some bugs, but I doubt moving portals would be one of those
Oh my god I can’t believe there are Displates in Portal 2! Thank you Msushi this is life changing! I will be sure to use your link in the description for 34-42% off
Simple If you can see the other side, it acts like a simple doorway to a simple room, which may or may not be moving. If you cannot see through to the other side, you simply materialize with the same velocity as the portal you went through.
The actual explanation is that lore-wise all portals should be moveable but Valve didn't manage to get moving portals to work properly so they just disabled them to prevent players from running into these issues.
In the “portal paradox” the answer is B (in an ideal world where portals aren’t limited by the game’s programming). If you think about the from the cube’s perspective, the portal moving towards the cube at a constant velocity is exactly the same as the cube moving towards the portal. We already know that momentum is conserved between stationary portals (“speedy thing goes in, speedy thing comes out”) so the same should be true of moving portals as well. And from the cube’s perspective, it had 0 momentum both before and after, but the entire world just dropped out from under it at the same speed as the portal was moving. Think of it like stepping out of a moving train, but the train door is just the portals. From the perspective of the people on the train, you had no velocity before you stepped off, and no horizontal velocity after you stepped off, at least until you hit the ground. From the perspective of someone on the ground, you had the same velocity as the train both before and after you stepped off. From your own perspective, you had no velocity, and the entire world except for the train is moving around you. EDIT: Now that I've thought about it a bit more, I will admit that it is a lot more complex than I initially suggested. If we say the blue portal is moving down and the orange portal is stationary (relative to the room), then from the perspective of someone looking through the blue portal, the entire universe is moving towards the cube, and then suddenly stops when the portal hits the platform. From the perspective of the someone looking through the orange portal, the entire universe (including the cube) is moving towards the portal and then suddenly stops. So now it depends on which end of the portal is moving relative to the universe, and because all movement is relative according to Einstein, that question is impossible to answer. Since objects can't accelerate or decelerate without some force acting on them, I think the best explanation is that, while a portal that was created while it was moving does not cause any problems, having a portal accelerate or decelerate relative to the other is what causes the paradox. Because acceleration requires force, accelerating one end of a portal would require the same amount of force as accelerating the entire universe (which is a lot). So if you shot the blue portal before the top platform started moving, then you just wouldn't be able to move it. And if you shot it while the platform was moving, then the portal would crush the platform beneath it and tunnel through the Earth until it came out the other side and continued into space forever. Slightly unrelated, but this also made me question whether forces can be applied through portals. Like, if I placed a portal on the ceiling and then another one on the wall, and stood next to the one on the wall, would I fall through it due to the gravity from the other portal. If no, then that means the other fundamental forces (electromagnetism, and the weak and strong nuclear forces) shouldn't apply either, so walking through a portal will basically cause all the atoms in your body to fall apart.
Your thinking about this the wrong way. The cube is only moving relative to the portal, not its outside environment. There isn't any force to launch the cube in the air. If you dropped a doorframe around a cube, it wont cause it to fly up, it will just move through the door really fast, but stay still relative to the platform its on.
@@aidencorby8745 if you drop a doorframe around a cube, the cube moves relative to both sides of the doorframe. why does the fact that only one side of the doorframe is moving change that?
The cube doesn't have any momentum relative to the room itself at any point in this situation, as a portal is, by definition, a bending of space within the room. As soon as the bend stops "moving," so too will any impact it has on the objects within it. The prior velocity of the moving bending of space is irrelevant, since space on it's own doesn't add or subtract any velocity without a physical interaction. The portal isn't a physical thing that is ever acting upon the cube. Therefore, the cube's velocity *must* be equal to when it started, remaining at 0 throughout it's journey. The momentum of the portal you're describing here isn't actually energy of the portal, it's the kinetic energy of the faceplate the portal is situated upon, which is transfered to dissipative force the moment it collides with the platform. If the answer really is B, then the plate would end up slowing down and hovering infinitely close to the platform instead of crashing into it, and never make a sound or vibration, otherwise the laws of thermodynamics would be violated by the closed system gaining more energy than was already present at the start of the experiment. Gaining energy in a closed system is the biggest no-no in physics.
I'm team B in the crushing portal paradox. Since all movement is relative, the speed of the orange portal approaching the cube can be seen as the speed of the cube approaching the portal, from the portal perspective. then the cube is ejected through the blue portal at the same speed the orange is crushing the cube.
The portal parodox doesn't take into account that when the portal comes down, more of the object will appear on the other side because of the fact that the portal is further down on the object. It wouldn't inherit the momentum of the object because it's not moving, even if it appears on the other end of the portal rapidly. There is no kinetic energy to transfer as the portal is technically not a physical object, however it will fall out of the other end of the portal due to gravity's effect on the box pulling it out and downwards from the sloped portal that it comes out from.
what would happen if the cube hit a surface on the other side when it was halfway through a portal though? due to relativity that pillar moving down is the same as the cube moving towards the pillar, thus it stands to reason that it would launch force would only apply to parts which have gone outside the portal, whcih would effectively suck the cube in and then spit it out
When the cube is thrown through a static portal the cube slices crossing the portal do not move. But if the portal is actually moving, these slices would come out of the portal in lightly different places, slicing the cube into millions of pieces. The game just doesn't calculate it. The parts that went through the portal are now displaced in relation to the new slices that come from the portal. It would be if the cube were an infinitely small ideal point (or simplified).
I'm fairly certain someone did something similar to the portal paradox by successfully crushing themselves after placing a portal underneath themselves and one on a moving platform above them, and the result was some trippy visuals that only the source engine could make
The game specifies that the portal gun is quantum tunneling multiple times and therefore the portals can't move because if they move they will be destroyed so sadly no portal paradox but there's still some cool glitches atleast!
Man the music you use. It’s like I always know what it’s from. Fez, baba is you, snakebird if I remember correctly, and now quantum conundrum. I love it
The answer to the portal paradox is that it depends on the velocity of the moving portal that is crushing the cube. For instance, if it is going fast, then the cube will come out fast, and vice versa.
I think I figured out the moving portal paradox thing or whatever... So basically... due to momentum, and the fact that on the other side of the portal, the cube would have a sort of visual "movement" due to the force of it going through the portal, as momentum would lead its weight through said portal... but due to weight and gravity as well, it wouldn't fling that far... yes ,you may think "but isn't the cube staying still?" Yes, but not fully, as its basically transferring the momentum of the moving portal to the movement of the cube on the other end of said portal due to momentum. Basically, momentum at first would be too weak to move the cube, but once the cube is halfway through the moving portal, momentum/force would be stronger than the remaining weight of the cube on one side of the portal, causing the cube to slightly hop/fling from the rest of the momentum. FYI, the momentum is coming from the moving atoms and such from the cube coming out of the exit end of the portal. Correct me with I'm wrong, give pointers, but I think I see this as my own solution to it...
I'd be curious to hear about what approximation the game is doing such that the moving portals break in that _particular_ way. Why is kicking you back the particular thing that they do?
the source engine works in mysterious ways lmao. I'm far from an expert or anything, but from what I've heard, the source engine is one big enigma with a bunch of weird quirks that people have yet to dissect and explain. Things just happen I guess
My best guess is that it's something to do with velocity inheritance from moving objects. If you stand on a moving platform in Source, the game will apply that platform's world velocity to the player's world velocity (otherwise you'd just slip straight off the platform). If a portal is on a moving platform, my guess is that whatever velocity that platform has is applied to the player. It *could* even be doing something wonky and applying the velocity relative to the orientation of the moving portal: if you have a moving portal on the floor and a static one on a wall, horizontal velocity applied through the blue portal would turn into vertical velocity if treated as relative to the orange portal, because the portals themselves are oriented differently. However, given Valve hid this behaviour behind a *cheat* cvar, and unceremoniously hacked it into a single level in the game, my guess is that it was just too complicated to work out properly for a mechanic that was never supposed to interact with the player or with other physics objects, so god knows what's actually going on.
Absolutely despise in-video youtube ads despite knowing they are almost a necessity nowadays but the segway into this one was so well done it made me contempt enough to watch it. Creative advertising does pay! Well done
1:00 It's B. The relative velocity of the cube and exit portal must match the relative velocity of the cube and entry portal. This is what "Speedy thing goes in, speedy thing comes out" really means. To best visualize this, imagine you're standing halfway through the portal. You look left, you're looking out the orange portal. You look right, you're looking out the blue portal. You look left, and you see everything, including the cube, rushing toward you. As the cube enters the portal, you see it rush past you from left to right, and keep flying away from you in an arc. From your perspective, its velocity is constant. If you still don't get it, imagine what's going on when the cube is 99% of the way through the portal. The 1% of the mass that hasn't entered the portal is being pushed into the portal at the speed the orange portal is moving down. This in turn is pushing on the 99% of the mass that has already passed through the portal, so that 99% of the mass must be coming out of the blue portal at that same speed. Since the blue portal is stationary, the part of the cube that has passed through the portal must be moving at that speed relative to the room. The cube will not suddenly lose all that speed relative to the room as soon as the last 1% of it passes through the portal, it would violate Newton's first law. Of course, all of this is assuming moving portals actually work as they should. And in fact, there is a situation in-game where Wheatley and Chell both pass through a moving portal. It's the moon portal, at the end of the game. The moon's orbital velocity is about 1 km/s, so (even disregarding Earth's spin) the portals are moving at 1 km/s relative to each other. That means Wheatley's velocity relative to Earth increased by 1 km/s when he went through it.
the portal isn't a solid object, it's effectively just air. the box is stationary, the orange portal is stationary, and it's not coming into actual contact with anything moving
@@BlownOutSpeakers You can only define "stationary" or "moving" relative to a frame of reference. When an object passes through a portal, the portal is always the frame of reference, not the earth or whatever celestial body you may be on. The box's velocity relative to the entrance portal (speedy thing goes in) must equal the box's velocity relative to the exit portal (speedy thing comes out). In this frame of reference the box is most certainly moving.
I don't recall her ever specifically saying that, but it happens many many times that a surface will move and dissolve a portal on it. It's a well established mechanic either way lmao
I think moving portal paradox will just yeet a cube, since cube technically not being stationary. Velocity is relative and only acceleration is absolute, so we can't just say that cube is stationary, because relative to different reference view (for example a car passing by, or a portal itself), so it make sense if we count a portal as the point of reference since this is only logical option
the problem though is the question of which portal is the point of reference. Relative to the moving portal, yeah the cube is going very fast, but relative to the stationary portal, the cube is also stationary. So which portal is the absolute reference point? Which one does the cube exist relative to?
@@littlechickeyhudak The reference frame changes as the cube passes through. The relative velocity between the cube and exit portal must equal the relative velocity between the cube and entrance portal.
@@littlechickeyhudak As they say in the game, "speedy thing goes in, speedy thing comes out". "speedy" means speed relative to the portal, not relative to anything else. If you run into a portal at 10 MPH, you'll still be running at 10 MPH when you exit the other portal. But what if you and one portal were inside a train moving at 60 MPH? If you run into it at 10 MPH, your velocity relative to Earth (assuming you're running in the direction the train is moving) will be 70 MPH before you enter the portal, but 10 MPH after you exit the other, stationary portal. Because that was your speed relative to the portal on the train. Or look at it this way. You're standing on a train track, and there's a train coming toward you at 60 MPH. There's a portal on the front of it. The other portal is elsewhere, stationary relative to the Earth. As the train reaches you, you jump straight upwards so that you go through the portal. You'll fly out of the other portal at 60 MPH, because that's how fast you and the train portal were approaching each other. If you look through the portal on the train as it's approaching you, the room on the other side will appear to be moving with the train, toward you at 60 MPH, and this speed relative to you will remain constant as you pass through the portal.
0:53 its only a paradox when you dont understand how gravinertia works. That example doesnt show the exact angle of the portal. But it would probably just roll our the blue side distance depending on the speed of moving portal
Idea: the portal surface in the neurotoxin room is made of a different substance than the rest of the portal surfaces that move, maybe it’s the same material that was used before cave bought the moon rocks.
Someone should make a mod that has puzzles surrounding moving portal glitches. There's probably heaps of potential for crazy puzzles that require quick thinking and complex thinking to beat them. It'd be so cool.
0:50 Never really understood the confusion here. I might be missing something but to me (A) just seems obvious. I think the mistake people make is simply measuring the relative speed of the cube to the portals, as oppose to the actual kinetic energy of the cube itself. The cube won't gain energy as it moves through the orange portal, so it can't shoot out of the blue portal. We know this because objects entering a portal always maintain their speed. So a cube entering a portal at 0m/s will stay at 0m/s, even if the portal is moving. Because our best explanation for Portal's portals is wormholes. Which are just two points of connected space-time. So walking through a portal should be no different than walking through a door. And you don't suddenly gain speed when walking into your kitchen...
The main 2 things you are missing are frame of reference and that portals would fundamentally break the law of conservation of energy. I believe the answer is [B] due to the fact that the only frames of reference that matter are that of the entry portal and the cube, not the earth. If you were to perform the experiment in an empty universe, the effect would be the same whether you pushed the cube through, or moved the portal. In regards to your door analogy, it's not just the door that moves, the entire room moves too.
@@n8sgr856 GLaDOS specifically states portals have no effect on momentum. If the cube doesn't have any momentum in the first place, how the frack is it gonna fly out. Its option A, imo.
By this logic, the cube shouldn't go through the portal at all. In order for the cube to come out of the blue portal, it has to be moving at least a bit. If the cube did stay at 0m/s, that would make the orange portal act just like a wall, and transfer the energy of the moving wall to the floor the cube is sitting on (where's an option C :P). However, I think it is still possible for the cube to gain energy. This energy would come from the moving portal/the wall that it is attached to, so if you were pushing the portal over the cube, you would feel resistance as the portal touches the cube.
@@n8sgr856 I guess you could argue that if the door was moving towards you as you go through it, your speed relative to the door when you exit will be greater than your actual speed. But since the orange side of the portal isn't moving the only way to explain that for the cube would be if it gained speed. Which I don't see possible. But like you said these portals do break conservation of energy. So it's occurred to me that finding the correct answer to this debate is logically pointless, lmao.
nobody's talking about the fact that you can see p-body in the single player?? like i knew he showed up at the end but the fact that he shows up as a little easter egg is super cool to me
the Portal Paradox at 0:52 seems to have a really obvious solution to me. instead of a wall with a portal if a wall with a hole in it falls on the companion cube and the cube goes through the hole it doesn't fly out the other end the wall passes it and it's just on the other end because it didn't move the wall did and I think it would be the exact same with a portal instead of a hole. How I imagine it the companion cube wouldn't plop out or fly out once the falling orange portal makes contact with the floor the cube would be fully on the other side of the blue portal and with no momentum it would slid down the diagonal wall shown at 0:52.
No, it doesn't work that way, because both sides of the hole are moving at the same speed. That's not necessarily the case with portals. If you were to take a piece of plywood, put a blue portal on one side and the orange portal on the other, and drop it over the cube, it will work exactly the same as if you'd cut a hole in it. This is because the exit portal is moving downward with the same velocity as the entrance portal, so everything cancels out. But if you put the orange portal on the plywood and the blue portal on the floor nearby, it's totally different. Whatever speed you drop the plywood over the cube is the speed that the cube enters the portal, which means the cube must exit the portal at that speed. Since the exit portal is now stationary, the cube must be moving relative to the room at that speed. Another way to picture it is to put the orange portal on the front of a train that's moving forward at 60 MPH. Put the blue portal anywhere not on the train. When you stand in front of the blue portal, what would you feel? If you'd feel nothing, A is correct. If you'd feel a 60 MPH wind blowing at you from the portal, B is correct.
i assume the glitch is similar to that of a re portal, in game it might have been program that when a portal is moved, it could be the equivalent of closing one portal and opening a new one. i dont know im not an expert and just my take on this weird mechanic
The neurotoxin puzzle actually took me awhile because I was looking for a way to *stop* the panels. I remembered every time in P1 I'd place a portal on a moveable panel, it'd just fizzle out.
So using the glitch on wall button you can actually get stuck on the edge of a beam below the chamber and you can walk around on some of the objects down there as well
I don’t think the portal paradox is much of a paradox cause of relative velocities; The blocks velocity can’t change relative to the portals so the velocity of the cube would have to be added to the moving portal, both for entering or exiting the moving portal. If the portal is moving towards the block at 2kph the block would have to leave the other portal at 2kph, which makes sense since if you look through the stationary portal it would look like a block is coming at you at 2kph so that wouldn’t change after going through the portal.
if you drop a doorframe around a cube, does that speed up the cube? no! that's how portals work. it has no velocity, and it's not coming in contact with anything moving.
@@BlownOutSpeakers the argument I’m making is that the cube does enter and exit at the same velocity, however this is relative to the portal and not space. With the door frame, if it takes .5 seconds for half the cube to go through the door frame it will also be exactly 0.5 seconds for half the cube to be coming out of the other side of the doorframe. I’ll say 1 m/s is the speed that the cube enters the portal, I would expect it to then be moving out of the other portal at a Rate of 1m/s. Even if the other end of the portal is moving at 10 m/s and the cube is now moving at 11m/s, it is still entering and exiting the portal at the same rate.
The portal paradox is only a paradox if you're dumb. A portal is literally just a doorway except the exit and entrances are in two different locations. So of course if you move a doorway around an object, the object will not randomly gain momentum for no reason.
Imagine you have one portal inside a speeding train and another that's stationary. If you put anything into the stationary portal, it will gain an amount of momentum equal to its mass times the velocity of the train. Or for an more extreme example, the moon portal. Since the moon orbits Earth at 1 km/s, anything passing through from the earth to the Moon will gain an amount of momentum equal to its mass times 1 km/s. What holds true in every case is the relative velocity between the object and the portals. The relative velocity between an object and the entrance portal must equal the relative velocity between the object and the exit portal. This is the true meaning of "speedy thing goes in, speedy thing comes out".
@@littlechickeyhudak let's just say the portal is moving down at 60mph, this means when it reaches the cube the cube will be going into the portal at 60mph which also means the cube has to exit at 60mph. It's just simple relativity.
it is defiantly a on that moving portal question since the platform with the cube is still and only the portal is moving so the cube doesnt have anything pushing it for it to get momentum
Say there's a portal connecting the Earth and Moon. You enter the Earth portal, and emerge on the Moon. Since the moon orbits Earth at 1 km/s, you're now moving relative to Earth at that velocity. Where did the momentum come from? The fact is, all that matters is the relative velocity between the object and the portal. The relative velocity between the object and entrance portal must equal the relative velocity between the object and the exit portal. That's what "speed thing goes in, speedy thing comes out" really means.
if a player enters a moving portal, their momentum is the same when they come out and the momentum of the moving portal they just went through is also added (assuming the portal on the other side is static) the same applies for when the exit portal is moving instead, and also for portal rotation this can be used to solve the portal cube paradox it makes sense when you think about it, if you're looking through the portal that the cube is supposed to come out of then from your perspective it'll look like the cube is moving instead of the other portal, it would make no sense for the cube to be moving so fast only to stop when it comes out the conclusion was the same in the MinutePhysics video you referenced
I would assume that this glitch acts similarly to a reportal, but the moving portal gets destroyed and remade every tick, so it stacks a ton of reportals together and gives you an insane speed boost, but I would really have no idea
the problem with moving portals isnt that its just a reportal every frame? entering normally makes you touch orange portal and the blue which is moving (reportaling) grants you speed every frame so you get launched doing the crouch thing makes your hitbox get past the orange into the blue so the reportal makes you launch backwards from the blue
@@FoxSlyme why do people always use the doorframe example? both sides of the doorframe CAN'T be separated both sides of a portal CAN be separated (in terms of where the entry and exit points are) place another stationary object on the exit portal and repeat this experiment then tell me there's no movement going on
@@FoxSlyme yes, but the thing is, a doorframe isn't the same as a portal. The two sides of a portal aren't physically connected. The entry point is moving but the exit point isn't, therefore the cube has momentum relative to the exit portal. So It will fly out. So the answer is B
I think that the moving portal paradox is that the cube would just fall out of the portal instead of fly out, because the cube has no forward momentum.
No, what matters is the relative velocity between the cube and portal. The velocity at which the cube and exit portal move away from each other must equal the velocity at which the cube and entrance portal move toward each other.
I found a glitch for portal 2!!!! I always wondered about it and tried it and it saves about 4 seconds of time it’s very easy to preform I’ll make a video about it soon
there's something really delightful about how this glitch is mostly only useful in post-wheatley-takeover chambers. it's as if he's so terrible at managing the facility, the very laws of the game break down
Protal
Also if you jump right before the elevator door closes then you will be able to jump in it because Wheatley breaks the matrix
wesly: oh come the fr*ck on
well tbh in the early days of the game that portion was kind of buggy
Listen it's not my fault it was the itch that made me take over the facility
"hey everyone, cave Johnson here. just wanted to let you know about something. DO. NOT. MAKE. CHAMBERS. WITH. MOVING. PORTALS. For some reason, the physics when it comes to going inside of a moving portal is extremely broken. Our scientists are still scratching their noggins about why this thing keeps on happening. If you ever see one of these, just let that anomaly of a wormhole alone and live a lot longer."
Perfection
Wonderful.
Immaculate
Combustablelemon
These intra dimensional gates have proven to be completely safe in most of the cases
I find it so endearing how so many speedrun categories have rules that are put in place because the glitch/skip "isn't fun"
i mean its just kinda obvious
for example in GTA5 you could just take a cab everywhere to instantly teleport (which isnt even a glitch) but all major categories ban taxi teleporting since it just bypasses all skill necessary to pull-off curb boosting, brake boosting etc.
This might be controversial, but I find myself wishing that people made rules like this for Half Life 2. All of the top speedruns involve immediately clipping out of the map, and then just bhopping to the end. It’s faster than everything else, but it’s really dull to look at, because they’re just skipping everything in every level. It just feels kind of cheap.
@@Outpost38C sometimes games have a midpoint between any% and glitchless that's called like "no out of bounds" or something like that and I'm not sure if HL2 has any of those but that might be what you're looking for
@@Outpost38C could also have 2 categories, one being any%, another being any%no[whatever glitch]
@@Outpost38C absolutely, hl2 meta is obscenely unfun. you sit in front of a screen pressing save/load for about 80% of the run, and the run is loooooong. it's a shame because everything else in hl2 running is really fun. i will say though that while bhopping through the nodraw space is not fun to look at, to master it is pretty fun because you need to remember exactly where to step and all that so perfect execution is just mmm. void clipping (save/load hell) on the other hand is actual torture
interesting. i didnt know moving portals were only a console command away. id always thought that moving surfaces were unable to support portals because their physics change every frame or something.
Protal
@@henrybusse7513 I agree protea is good
You should have asked me!! I knew about the console command
@@slyceth no u didn't
Yeah honestly before I discovered the command I just thought the game checked every tick
I facepalmed incredibly hard when you explained that all you have to do is go to the main menu. As a programmer myself, it's such an understandable oversight, but so obvious once realized
it's not just an oversight, it strongly indicates a smell in the code design
"as a programmer myself" sounds kinda pretentious sorry not trying to argue just saying. Also I literally dont have notifications so I'll prob never come back either way
"oops"
at the very least it's very difficult to soft-lock or break the game with the moving portals glitch so it probably wasn't realized until uh now
@@-morrow it has nothing to do with code, the command is executed via an entity that spawns inside of the level. The same entity executes the command to turn mobile portals off once the level is completed, which is why it stays on.
@@Re-lx1md interesting, thanks for the info!
setting the variable value on entity spawn and level completion feels hacky and is still a code smell in my opinion.
e.g. a more robust solution would be to set the variable in a level context, which is created/initialised on level load and is only kept while the level is running.
10:02 "You shoot a portal and you win"
He literally explained the entirety of Portal series within one sentence
In Aperture Science portal shoots you!
it's not that the feature is incomplete or broken, its the fact that the physics around portals is simply bugged. you cannot have ropes through portals for instance. in portal 1 they do the security cameras in a very clever way; when it passes the portal, the cable is despawned and respawned afterwards. or teleported.
prop_portal always been buggy, especially in portal 2. that's why the paradox attempt didnt work, it might've worked if the cube was placed perfectly center in the portal, at best. in addition to that, certain surfaces may make portals respawn when transitioning between static and moving.
pretty great video as always through. kudos
Protal
I think the recreation of the paradox failed because the cube was solid to the crusher. It wasn't the cube colliding with the crusher, it was the crusher colliding with the cube.
And many people think portals are made by wormholes, but they use quantum tunneling
Was looking for this comment
0:30 Ah yes, the chamber that I couldn't complete because I thought no moving portals was an actual game mechanic. I still feel betrayed.
Since the moon is always orbiting the earth, doesn’t that make the end of portal 2 a moving portal?
Every portal is a moving portal if you consider the earth's rotation
yeah
that's why you are sucked out, duh
the devs: /sweating/
@@HungerGamesFan00 bro this chains almost 2 years old
This is the real answer to the moving portal problem, obviously. As the portal approaches the cube, the cube is immediately shot backwards out of the way just before the portal contacts the ground
oh, ok! (here before viral)
No it isn't, this is due to broken physics, someone already solved this problem and the cube is launched out of the other one.
@@ZoofyZoof Dude, I wasn't being serious. Why would a videogame glitch caused by an imperfect physics engine be the answer to a physics problem?
@@rd_ctrlr5311 It wouldn't which is why I told you that you are wrong
@@ZoofyZoof Yes, and I was telling you that the original comment was a joke. Not serious.
Msushi is almost verified, crazy progress, feels like yesterday when he was just 16k
I thought it was 200k to be verified?
@@ibus1502 always remembered it as 100k
@@aceae4210 so did I, some are just late
Protal
@@aceae4210 sorry mb
Klooger said: “you shoot a portal and you win?” Yeah that’s the point of the game
The entirety of portal explained in one sentence
also portal 2 is just about escaping.
escaping aperture sience
escaping wheatley
escaping old aperture
You literally shoot one portal to beat the game. One to the moon
I do really love how Wheatley just smashes two tests together and they always seem to have a solution.
Wheatley should get a lottery ticket, dude's kinda lucky, probably would only take 87 attempts to get 400$
@@thecrimeskeleton4848 not lucky enough to not get trapped in space lol
"That sign can't stop me, because I can't read!"
Portals - 2011
Protal
Id kiss you if I could. Only kidding. This was a funny reference.
This is quite a moving Portal video!
That's good
ha.
The one, the only, the unstoppable phasmaphobia player, lowercase attmay with a grue color profile picture!
Congrats, you won the best joke on the internet award!
your joke sucks
I think the speed boost is because of the velocity of the player, and since it reached over a certain number, it sets the velocity to around 15 (ish) launching you (it’s used in the cave Johnson level)
That's from a trigger it's not on every portal
someone should make a mod to make moving portals actually work when you go through them
It would probably take making the portal system from scratch
Also in Portal 1, in the developer commentary, they stated that the accurate physics simulation for objects crossing portals took about half a second, and they changed it to a faster but good enough one which ended up in the retail game. If somebody were to mod that section with a more accurate physics simulation, it would maybe fix some bugs, but I doubt moving portals would be one of those
do I have a treat for you, someone made portals that move, change angles, and everything else
ua-cam.com/video/i1sjm5P8c_U/v-deo.html
Oh my god I can’t believe there are Displates in Portal 2! Thank you Msushi this is life changing! I will be sure to use your link in the description for 34-42% off
Simple
If you can see the other side, it acts like a simple doorway to a simple room, which may or may not be moving.
If you cannot see through to the other side, you simply materialize with the same velocity as the portal you went through.
The moving portals in the neurotoxin chamber REALLY bug me, they didnt even come up with some lore explanation.
The actual explanation is that lore-wise all portals should be moveable but Valve didn't manage to get moving portals to work properly so they just disabled them to prevent players from running into these issues.
I always thought that at some point glados says that you can't put portals on moving surfaces, and neurotoxin level confused me so much
In the “portal paradox” the answer is B (in an ideal world where portals aren’t limited by the game’s programming).
If you think about the from the cube’s perspective, the portal moving towards the cube at a constant velocity is exactly the same as the cube moving towards the portal. We already know that momentum is conserved between stationary portals (“speedy thing goes in, speedy thing comes out”) so the same should be true of moving portals as well. And from the cube’s perspective, it had 0 momentum both before and after, but the entire world just dropped out from under it at the same speed as the portal was moving.
Think of it like stepping out of a moving train, but the train door is just the portals. From the perspective of the people on the train, you had no velocity before you stepped off, and no horizontal velocity after you stepped off, at least until you hit the ground. From the perspective of someone on the ground, you had the same velocity as the train both before and after you stepped off. From your own perspective, you had no velocity, and the entire world except for the train is moving around you.
EDIT: Now that I've thought about it a bit more, I will admit that it is a lot more complex than I initially suggested. If we say the blue portal is moving down and the orange portal is stationary (relative to the room), then from the perspective of someone looking through the blue portal, the entire universe is moving towards the cube, and then suddenly stops when the portal hits the platform. From the perspective of the someone looking through the orange portal, the entire universe (including the cube) is moving towards the portal and then suddenly stops. So now it depends on which end of the portal is moving relative to the universe, and because all movement is relative according to Einstein, that question is impossible to answer. Since objects can't accelerate or decelerate without some force acting on them, I think the best explanation is that, while a portal that was created while it was moving does not cause any problems, having a portal accelerate or decelerate relative to the other is what causes the paradox. Because acceleration requires force, accelerating one end of a portal would require the same amount of force as accelerating the entire universe (which is a lot). So if you shot the blue portal before the top platform started moving, then you just wouldn't be able to move it. And if you shot it while the platform was moving, then the portal would crush the platform beneath it and tunnel through the Earth until it came out the other side and continued into space forever.
Slightly unrelated, but this also made me question whether forces can be applied through portals. Like, if I placed a portal on the ceiling and then another one on the wall, and stood next to the one on the wall, would I fall through it due to the gravity from the other portal. If no, then that means the other fundamental forces (electromagnetism, and the weak and strong nuclear forces) shouldn't apply either, so walking through a portal will basically cause all the atoms in your body to fall apart.
What would happen if the exit portal was the one that's moving tho.
There's an example of this behaviour in the game LittleBigPlanet 3 with the Velociporter objects
Your thinking about this the wrong way. The cube is only moving relative to the portal, not its outside environment. There isn't any force to launch the cube in the air. If you dropped a doorframe around a cube, it wont cause it to fly up, it will just move through the door really fast, but stay still relative to the platform its on.
@@aidencorby8745 if you drop a doorframe around a cube, the cube moves relative to both sides of the doorframe. why does the fact that only one side of the doorframe is moving change that?
The cube doesn't have any momentum relative to the room itself at any point in this situation, as a portal is, by definition, a bending of space within the room. As soon as the bend stops "moving," so too will any impact it has on the objects within it. The prior velocity of the moving bending of space is irrelevant, since space on it's own doesn't add or subtract any velocity without a physical interaction.
The portal isn't a physical thing that is ever acting upon the cube. Therefore, the cube's velocity *must* be equal to when it started, remaining at 0 throughout it's journey.
The momentum of the portal you're describing here isn't actually energy of the portal, it's the kinetic energy of the faceplate the portal is situated upon, which is transfered to dissipative force the moment it collides with the platform.
If the answer really is B, then the plate would end up slowing down and hovering infinitely close to the platform instead of crashing into it, and never make a sound or vibration, otherwise the laws of thermodynamics would be violated by the closed system gaining more energy than was already present at the start of the experiment. Gaining energy in a closed system is the biggest no-no in physics.
I'm team B in the crushing portal paradox. Since all movement is relative, the speed of the orange portal approaching the cube can be seen as the speed of the cube approaching the portal, from the portal perspective. then the cube is ejected through the blue portal at the same speed the orange is crushing the cube.
8:18 hey it's the triple laser test chamber guy
crazy isn't it
Guys somethings wrong with my speedrun explanation video
1:08 this is the best displate ad - possibly the best youtube ad period - i've ever seen.
Preserving mobile portals is a certified source moment
As any Hammer mapper will tell you, this is the best possible example of Source Spaghetti.
The portal parodox doesn't take into account that when the portal comes down, more of the object will appear on the other side because of the fact that the portal is further down on the object. It wouldn't inherit the momentum of the object because it's not moving, even if it appears on the other end of the portal rapidly. There is no kinetic energy to transfer as the portal is technically not a physical object, however it will fall out of the other end of the portal due to gravity's effect on the box pulling it out and downwards from the sloped portal that it comes out from.
Or to put it another way, The cube isn't actually moving, the world itself is moving around the cube.
what would happen if the cube hit a surface on the other side when it was halfway through a portal though?
due to relativity that pillar moving down is the same as the cube moving towards the pillar, thus it stands to reason that it would launch
force would only apply to parts which have gone outside the portal, whcih would effectively suck the cube in and then spit it out
this kind of just breaks physics and there doesn't seem to be a correct answer, probably because it involves faster than light travel
due to the definition of motion, it's traveling through space over time, which necessarily entails it has velocity coming out the stationary end
When the cube is thrown through a static portal the cube slices crossing the portal do not move.
But if the portal is actually moving, these slices would come out of the portal in lightly different places, slicing the cube into millions of pieces. The game just doesn't calculate it.
The parts that went through the portal are now displaced in relation to the new slices that come from the portal.
It would be if the cube were an infinitely small ideal point (or simplified).
Nice work on the sponsor Integration!
Until the neurotoxin level, I was under the impression that the lack of moving portals was a game limitation
I'm fairly certain someone did something similar to the portal paradox by successfully crushing themselves after placing a portal underneath themselves and one on a moving platform above them, and the result was some trippy visuals that only the source engine could make
That is by far the best sponsorship segue I've ever seen. Watch out, Linus.
I can't count the number of times I've played through Portal 2 and never considered this discrepancy
The game specifies that the portal gun is quantum tunneling multiple times and therefore the portals can't move because if they move they will be destroyed so sadly no portal paradox but there's still some cool glitches atleast!
Ok ngl that clip for the start of the displate sponsor segment was genius
Man the music you use. It’s like I always know what it’s from. Fez, baba is you, snakebird if I remember correctly, and now quantum conundrum. I love it
"Since the debut of Portal, nearly 15 years ago."
WHAT THE FUCK?!
Portal is just a bit younger than me
The answer to the portal paradox is that it depends on the velocity of the moving portal that is crushing the cube. For instance, if it is going fast, then the cube will come out fast, and vice versa.
I think I figured out the moving portal paradox thing or whatever...
So basically... due to momentum, and the fact that on the other side of the portal, the cube would have a sort of visual "movement" due to the force of it going through the portal, as momentum would lead its weight through said portal... but due to weight and gravity as well, it wouldn't fling that far... yes ,you may think "but isn't the cube staying still?" Yes, but not fully, as its basically transferring the momentum of the moving portal to the movement of the cube on the other end of said portal due to momentum.
Basically, momentum at first would be too weak to move the cube, but once the cube is halfway through the moving portal, momentum/force would be stronger than the remaining weight of the cube on one side of the portal, causing the cube to slightly hop/fling from the rest of the momentum.
FYI, the momentum is coming from the moving atoms and such from the cube coming out of the exit end of the portal.
Correct me with I'm wrong, give pointers, but I think I see this as my own solution to it...
I'd be curious to hear about what approximation the game is doing such that the moving portals break in that _particular_ way. Why is kicking you back the particular thing that they do?
the source engine works in mysterious ways lmao. I'm far from an expert or anything, but from what I've heard, the source engine is one big enigma with a bunch of weird quirks that people have yet to dissect and explain. Things just happen I guess
My best guess is that it's something to do with velocity inheritance from moving objects. If you stand on a moving platform in Source, the game will apply that platform's world velocity to the player's world velocity (otherwise you'd just slip straight off the platform). If a portal is on a moving platform, my guess is that whatever velocity that platform has is applied to the player.
It *could* even be doing something wonky and applying the velocity relative to the orientation of the moving portal: if you have a moving portal on the floor and a static one on a wall, horizontal velocity applied through the blue portal would turn into vertical velocity if treated as relative to the orange portal, because the portals themselves are oriented differently.
However, given Valve hid this behaviour behind a *cheat* cvar, and unceremoniously hacked it into a single level in the game, my guess is that it was just too complicated to work out properly for a mechanic that was never supposed to interact with the player or with other physics objects, so god knows what's actually going on.
Absolutely despise in-video youtube ads despite knowing they are almost a necessity nowadays but the segway into this one was so well done it made me contempt enough to watch it. Creative advertising does pay!
Well done
(10:02) - Woah, what? Klooger is using Light Mode only to hurt his vision a lot? I never expected that to happen in the image.
1:00 It's B. The relative velocity of the cube and exit portal must match the relative velocity of the cube and entry portal. This is what "Speedy thing goes in, speedy thing comes out" really means. To best visualize this, imagine you're standing halfway through the portal. You look left, you're looking out the orange portal. You look right, you're looking out the blue portal. You look left, and you see everything, including the cube, rushing toward you. As the cube enters the portal, you see it rush past you from left to right, and keep flying away from you in an arc. From your perspective, its velocity is constant.
If you still don't get it, imagine what's going on when the cube is 99% of the way through the portal. The 1% of the mass that hasn't entered the portal is being pushed into the portal at the speed the orange portal is moving down. This in turn is pushing on the 99% of the mass that has already passed through the portal, so that 99% of the mass must be coming out of the blue portal at that same speed. Since the blue portal is stationary, the part of the cube that has passed through the portal must be moving at that speed relative to the room. The cube will not suddenly lose all that speed relative to the room as soon as the last 1% of it passes through the portal, it would violate Newton's first law.
Of course, all of this is assuming moving portals actually work as they should. And in fact, there is a situation in-game where Wheatley and Chell both pass through a moving portal. It's the moon portal, at the end of the game. The moon's orbital velocity is about 1 km/s, so (even disregarding Earth's spin) the portals are moving at 1 km/s relative to each other. That means Wheatley's velocity relative to Earth increased by 1 km/s when he went through it.
the portal isn't a solid object, it's effectively just air. the box is stationary, the orange portal is stationary, and it's not coming into actual contact with anything moving
@@BlownOutSpeakers You can only define "stationary" or "moving" relative to a frame of reference. When an object passes through a portal, the portal is always the frame of reference, not the earth or whatever celestial body you may be on. The box's velocity relative to the entrance portal (speedy thing goes in) must equal the box's velocity relative to the exit portal (speedy thing comes out). In this frame of reference the box is most certainly moving.
10:02
-statements dreamed up by the utterly deranged
Although Msushi's videos are extremely serious and all, it makes my day whenever he uploads. Thanks a lot, Msushi!
I love these videos so much. I get excited everytime I see a new one posted. A part of me prays that the next video will be about Celeste.
I don't recall her ever specifically saying that, but it happens many many times that a surface will move and dissolve a portal on it. It's a well established mechanic either way lmao
I love that last line!
I think moving portal paradox will just yeet a cube, since cube technically not being stationary. Velocity is relative and only acceleration is absolute, so we can't just say that cube is stationary, because relative to different reference view (for example a car passing by, or a portal itself), so it make sense if we count a portal as the point of reference since this is only logical option
the problem though is the question of which portal is the point of reference. Relative to the moving portal, yeah the cube is going very fast, but relative to the stationary portal, the cube is also stationary. So which portal is the absolute reference point? Which one does the cube exist relative to?
@@littlechickeyhudak The reference frame changes as the cube passes through. The relative velocity between the cube and exit portal must equal the relative velocity between the cube and entrance portal.
@@KingdaToro but why
@@littlechickeyhudak As they say in the game, "speedy thing goes in, speedy thing comes out". "speedy" means speed relative to the portal, not relative to anything else. If you run into a portal at 10 MPH, you'll still be running at 10 MPH when you exit the other portal. But what if you and one portal were inside a train moving at 60 MPH? If you run into it at 10 MPH, your velocity relative to Earth (assuming you're running in the direction the train is moving) will be 70 MPH before you enter the portal, but 10 MPH after you exit the other, stationary portal. Because that was your speed relative to the portal on the train.
Or look at it this way. You're standing on a train track, and there's a train coming toward you at 60 MPH. There's a portal on the front of it. The other portal is elsewhere, stationary relative to the Earth. As the train reaches you, you jump straight upwards so that you go through the portal. You'll fly out of the other portal at 60 MPH, because that's how fast you and the train portal were approaching each other. If you look through the portal on the train as it's approaching you, the room on the other side will appear to be moving with the train, toward you at 60 MPH, and this speed relative to you will remain constant as you pass through the portal.
shooting through the portals can come in handy for maybe like skips and quick launches or speed boosts or stuff
This is what happens when valve forgets that 3rd line of code😂
Oh, that Quantum Conundrum music in the background... unexpected nostalgia.
10:02
"You shoot a portal and you win"
no shit
0:53 its only a paradox when you dont understand how gravinertia works. That example doesnt show the exact angle of the portal. But it would probably just roll our the blue side distance depending on the speed of moving portal
so the exit speed is equal to the speed of the piston, right ?
Idea: the portal surface in the neurotoxin room is made of a different substance than the rest of the portal surfaces that move, maybe it’s the same material that was used before cave bought the moon rocks.
I'm always happy when an Msushi video comes out.
Me too dude. Me too.
Someone should make a mod that has puzzles surrounding moving portal glitches. There's probably heaps of potential for crazy puzzles that require quick thinking and complex thinking to beat them. It'd be so cool.
0:50 Never really understood the confusion here. I might be missing something but to me (A) just seems obvious. I think the mistake people make is simply measuring the relative speed of the cube to the portals, as oppose to the actual kinetic energy of the cube itself. The cube won't gain energy as it moves through the orange portal, so it can't shoot out of the blue portal. We know this because objects entering a portal always maintain their speed. So a cube entering a portal at 0m/s will stay at 0m/s, even if the portal is moving. Because our best explanation for Portal's portals is wormholes. Which are just two points of connected space-time. So walking through a portal should be no different than walking through a door. And you don't suddenly gain speed when walking into your kitchen...
The main 2 things you are missing are frame of reference and that portals would fundamentally break the law of conservation of energy. I believe the answer is [B] due to the fact that the only frames of reference that matter are that of the entry portal and the cube, not the earth. If you were to perform the experiment in an empty universe, the effect would be the same whether you pushed the cube through, or moved the portal. In regards to your door analogy, it's not just the door that moves, the entire room moves too.
"And you don't suddenly gain speed when walking into your kitchen" ah dangit, now i need to find new strats for making a sandwich speedrun
@@n8sgr856 GLaDOS specifically states portals have no effect on momentum. If the cube doesn't have any momentum in the first place, how the frack is it gonna fly out. Its option A, imo.
By this logic, the cube shouldn't go through the portal at all. In order for the cube to come out of the blue portal, it has to be moving at least a bit. If the cube did stay at 0m/s, that would make the orange portal act just like a wall, and transfer the energy of the moving wall to the floor the cube is sitting on (where's an option C :P).
However, I think it is still possible for the cube to gain energy. This energy would come from the moving portal/the wall that it is attached to, so if you were pushing the portal over the cube, you would feel resistance as the portal touches the cube.
@@n8sgr856 I guess you could argue that if the door was moving towards you as you go through it, your speed relative to the door when you exit will be greater than your actual speed. But since the orange side of the portal isn't moving the only way to explain that for the cube would be if it gained speed. Which I don't see possible. But like you said these portals do break conservation of energy. So it's occurred to me that finding the correct answer to this debate is logically pointless, lmao.
What a fucking segue into the ad read! That was excellent!
Love that ad placement in the Rattmann den. Smooth!
7:42 there's a P-body there?!
Yes silly goose.
awesome day to be an msushi fan
I like how you used the quantum conundrum soundtrack in the background 😂
nobody's talking about the fact that you can see p-body in the single player?? like i knew he showed up at the end but the fact that he shows up as a little easter egg is super cool to me
The thumbnail broke me. I new it wouldn’t be about special relativity but I couldn’t convince my brain that it wasn’t because of the Lorentz factor
the Portal Paradox at 0:52 seems to have a really obvious solution to me. instead of a wall with a portal if a wall with a hole in it falls on the companion cube and the cube goes through the hole it doesn't fly out the other end the wall passes it and it's just on the other end because it didn't move the wall did and I think it would be the exact same with a portal instead of a hole.
How I imagine it the companion cube wouldn't plop out or fly out once the falling orange portal makes contact with the floor the cube would be fully on the other side of the blue portal and with no momentum it would slid down the diagonal wall shown at 0:52.
No, it doesn't work that way, because both sides of the hole are moving at the same speed. That's not necessarily the case with portals. If you were to take a piece of plywood, put a blue portal on one side and the orange portal on the other, and drop it over the cube, it will work exactly the same as if you'd cut a hole in it. This is because the exit portal is moving downward with the same velocity as the entrance portal, so everything cancels out. But if you put the orange portal on the plywood and the blue portal on the floor nearby, it's totally different. Whatever speed you drop the plywood over the cube is the speed that the cube enters the portal, which means the cube must exit the portal at that speed. Since the exit portal is now stationary, the cube must be moving relative to the room at that speed.
Another way to picture it is to put the orange portal on the front of a train that's moving forward at 60 MPH. Put the blue portal anywhere not on the train. When you stand in front of the blue portal, what would you feel? If you'd feel nothing, A is correct. If you'd feel a 60 MPH wind blowing at you from the portal, B is correct.
i’m ashamed to admit that the displate ad was very effective on me.
i assume the glitch is similar to that of a re portal, in game it might have been program that when a portal is moved, it could be the equivalent of closing one portal and opening a new one. i dont know im not an expert and just my take on this weird mechanic
The neurotoxin puzzle actually took me awhile because I was looking for a way to *stop* the panels. I remembered every time in P1 I'd place a portal on a moveable panel, it'd just fizzle out.
Special Ed
So using the glitch on wall button you can actually get stuck on the edge of a beam below the chamber and you can walk around on some of the objects down there as well
I don’t think the portal paradox is much of a paradox cause of relative velocities;
The blocks velocity can’t change relative to the portals so the velocity of the cube would have to be added to the moving portal, both for entering or exiting the moving portal.
If the portal is moving towards the block at 2kph the block would have to leave the other portal at 2kph, which makes sense since if you look through the stationary portal it would look like a block is coming at you at 2kph so that wouldn’t change after going through the portal.
if you drop a doorframe around a cube, does that speed up the cube? no! that's how portals work. it has no velocity, and it's not coming in contact with anything moving.
@@BlownOutSpeakers the argument I’m making is that the cube does enter and exit at the same velocity, however this is relative to the portal and not space.
With the door frame, if it takes .5 seconds for half the cube to go through the door frame it will also be exactly 0.5 seconds for half the cube to be coming out of the other side of the doorframe. I’ll say 1 m/s is the speed that the cube enters the portal, I would expect it to then be moving out of the other portal at a Rate of 1m/s. Even if the other end of the portal is moving at 10 m/s and the cube is now moving at 11m/s, it is still entering and exiting the portal at the same rate.
I HEAR THAT QUANTUM CONUNDRUM MUSIC!!
I love the smooth transition to the sponsership
another great speedrunning video, I would expect nothing else
8:59 Pause and look at the face on the door lol
"Just remember that speedrunners never obeyed them in the first place"
Best quote ive ever heard
are we not gonna talk about how smooth the sponsor segue was?
The portal paradox is only a paradox if you're dumb. A portal is literally just a doorway except the exit and entrances are in two different locations. So of course if you move a doorway around an object, the object will not randomly gain momentum for no reason.
Imagine you have one portal inside a speeding train and another that's stationary. If you put anything into the stationary portal, it will gain an amount of momentum equal to its mass times the velocity of the train. Or for an more extreme example, the moon portal. Since the moon orbits Earth at 1 km/s, anything passing through from the earth to the Moon will gain an amount of momentum equal to its mass times 1 km/s.
What holds true in every case is the relative velocity between the object and the portals. The relative velocity between an object and the entrance portal must equal the relative velocity between the object and the exit portal. This is the true meaning of "speedy thing goes in, speedy thing comes out".
It's simple, the cube inherits the speed of the portal.
which portal
@@littlechickeyhudak the one on the moving platform.
@@deltacx1059 but why
@@littlechickeyhudak let's just say the portal is moving down at 60mph, this means when it reaches the cube the cube will be going into the portal at 60mph which also means the cube has to exit at 60mph. It's just simple relativity.
@@deltacx1059 exactly this
I kinda want to make a chamber that uses these mechanics to boost yourself now. This is a really cool video
Tunneler: well atleast i have an mechanic to allow moving portals and...
*You can pass through them without any problems.*
That ad transition was smooth af
I could watch eighteen hundred more of these types of videos, they're so great
it is defiantly a on that moving portal question since the platform with the cube is still and only the portal is moving so the cube doesnt have anything pushing it for it to get momentum
Say there's a portal connecting the Earth and Moon. You enter the Earth portal, and emerge on the Moon. Since the moon orbits Earth at 1 km/s, you're now moving relative to Earth at that velocity. Where did the momentum come from?
The fact is, all that matters is the relative velocity between the object and the portal. The relative velocity between the object and entrance portal must equal the relative velocity between the object and the exit portal. That's what "speed thing goes in, speedy thing comes out" really means.
"you shoot a portal and you win" is such a hilarious quote, like yeah that's the idea lmao
klooger says classic klooger things
if a player enters a moving portal, their momentum is the same when they come out and the momentum of the moving portal they just went through is also added (assuming the portal on the other side is static)
the same applies for when the exit portal is moving instead, and also for portal rotation
this can be used to solve the portal cube paradox
it makes sense when you think about it, if you're looking through the portal that the cube is supposed to come out of then from your perspective it'll look like the cube is moving instead of the other portal, it would make no sense for the cube to be moving so fast only to stop when it comes out
the conclusion was the same in the MinutePhysics video you referenced
this is how its supposed to work with correct physics, not in portal 2 because its broken (obviously)
I see the time machine worked for you guys as well
I would assume that this glitch acts similarly to a reportal, but the moving portal gets destroyed and remade every tick, so it stacks a ton of reportals together and gives you an insane speed boost, but I would really have no idea
Lol they fucking banned it? "Be fast, but not that fast"
I've NEVER known that Pbody was in the SP campaign.... wow.
Amazing and well made content, just like every other video! Keep it up!
i never knew you could shoot portals onto moving surfaces, now i want to try it.
the problem with moving portals isnt that its just a reportal every frame?
entering normally makes you touch orange portal and the blue which is moving (reportaling) grants you speed every frame so you get launched
doing the crouch thing makes your hitbox get past the orange into the blue so the reportal makes you launch backwards from the blue
glad to see you back msushi
10:14 It is definitely B because in relation to the orange portal, the cube is moving.
If you drop a doorframe around the cube, the cube will also be moving in relation to the doorframe, but it won't cause cube to start moving
I see your point.
@@FoxSlyme
why do people always use the doorframe example?
both sides of the doorframe CAN'T be separated
both sides of a portal CAN be separated (in terms of where the entry and exit points are)
place another stationary object on the exit portal and repeat this experiment then tell me there's no movement going on
@@FoxSlyme yes, but the thing is, a doorframe isn't the same as a portal. The two sides of a portal aren't physically connected. The entry point is moving but the exit point isn't, therefore the cube has momentum relative to the exit portal. So It will fly out. So the answer is B
@@DobDob imagine that as 2 hoops connected by a cloth, except with 0 space inside then
good to see you blowing up, been watching for awhile
1:08 Bruh that was THE BEST transition into an sponsor/ad ever! Great video as well🔥
You're so right. Made me giggle in a good way. Good comment.
Hi
I didnt think anyone knows Quantum canundrum yet here is as music in the background. Also nice vid
I love these types of videos. reminds me a lot of Wirtual's Trackmania videos.
I think that the moving portal paradox is that the cube would just fall out of the portal instead of fly out, because the cube has no forward momentum.
No, what matters is the relative velocity between the cube and portal. The velocity at which the cube and exit portal move away from each other must equal the velocity at which the cube and entrance portal move toward each other.
I found a glitch for portal 2!!!! I always wondered about it and tried it and it saves about 4 seconds of time it’s very easy to preform I’ll make a video about it soon
When I heard the quantum conundrum ost I was just like:
… yes