This is a transcript of The Resonance from 2024 December 15.
0:04: ments
0:10: on and
0:19: hi I wonder how many people see that one I know I'm tall don't
0:25: know short hello hello 86
0:30: got people piling in C the tail it yes did another
0:37: shenanigan at the beginning right at the beginning so like if you're there for the start you've seen it and uh if you
0:43: haven't been then it's a mystery hello Griffin phis hello welcome
0:51: everyone uh so as we have people Pile in let me actually also open like a make
0:56: sure I have the stream open so I um make sure everything is working okay how's
1:02: audio coming very fluffy yeah it's very fluffy very
1:07: fuzzy hello I guess I got I have some of that on me too I
1:13: think check think hello check TTV is is the audio coming coming
1:21: okay can you hear us both fine hello brother
1:26: hello hello all of the wonderful people in chat yes can you hear me can people hear me
1:33: good this time a little mu both select a broadcast
1:39: so I think it should be okay the Audio Level a l the same they saying AIO is
1:44: good as H then hello de yes I guess we can start then uh soda
1:50: is okay stream is running announcements are out so um let me also
1:58: hold sorry so hello everyone uh oh I don't I didn't
2:04: fix the twitch colors I don't have the for time for some more things but anyway
2:11: we should we should we should oh um one thing I forgot uh the outter question because I saw a question mark and I
2:17: always forget to I need to check it out to pin there we go um so hello everyone and welcome to
2:24: the fifth episode of the resonance uh which is a combination of my office hours and ser like podcast where you can
2:31: ask us any questions about resonite whether it's technical questions whether general questions about a platform it's
2:37: philosophy its past and its future and you know we'll be here to like answer your questions but also like
2:43: you know we might kind of ramble about some things uh discuss you know how um you know discuss kind of like how
2:52: the platform is going where is it going and sort of you know just give you like better
2:57: like high level view of like you know what motives what are dreams you know
3:02: and Visions for this platform uh and also give you kind of you know technical kind of deep dives into some of the uh
3:09: you know some of the systems that are being worked on or that are being planned so with that uh if you have any
3:15: questions make sure you end them with a question mark uh it doesn't need have to be you know it doesn't need to be like
3:20: right at the end of the sentence you can put like extra stuff but if you have a question mark in your message it's going to pop on everything here uh that way
3:28: you know we make sure like we don't m said um so we did like um let's let's
3:34: let's get the questions you know start coming in and we'll start like you know go why do you he
3:40: that I mean it's it's festive like I you know like it's it's it's um just kind of
3:46: I saw I saw them in the grand is karaoke and uh you know just going to put them
3:51: on my well actually I I wasn't one to put in my head somebody put him on me and then I said the I did put this nose on me and the
3:58: hat me I just did a little bit there we go but it's it's festive it's kind of
4:05: it's kind of interesting like have something your head I see like why people like have antlers on their avatars but these are these are you know
4:11: these are like they come off like they're these are fake like the I think some of the
4:18: animals I forget which ones some of them like shed their antlers like guess like that doesn't make them necessarily fake
4:23: but like you know these are these are fake not because they come off but because they're just glued on I haven't grown this myself
4:30: yes I hope I hope that answers the questions um that was asked by rage 86
4:35: by the way yes question is why you don't have
4:41: antlers there's like you're not in the festive modood at all I guess I guess uh my antlers are
4:47: just uh they're just a little constipated I guess they're what my
4:53: antlers are a little constipated they haven't come out yet I that's horrible
5:00: um it's kind of hard to understand the word for me it sounds like you're saying you're
5:06: constipated I said my antlers are a little constipated oh so you did say con oh my God I was like I was like I swear
5:13: I'm hearing constipated but that feels like not the right word I'm sorry my
5:19: mouth is like basically like full of cotton in this microphone um glavin asks
5:24: what's with the popping bubble sound effect during these resonance streams I that this is the chat with the popping
5:30: oh it makes sounds hold on I can maybe disable that I don't like realize I have like usually my yeah there's how message
5:37: sound I'm going to turn it off there we go okay it's gone sweet so hello everyone so that's
5:44: pretty much you know well we don't have any questions like there was was there was a quick one we answer two questions
5:51: you know like I guess I guess like you know it's a it's a quick episode yeah all right stream by yeah go
5:57: stream by Bo no like if you got any questions you know make sure to get them coming but like if if you don't uh we're
6:05: probably going to start rambling about some stuff I do actually have like one thing I kind of wanted to talk about and
6:10: like draw like little diagrams I don't know if I should do it right at the beginning
6:15: um but um we do have a question a little bit
6:22: like um we actually have some more questions now uh so rash 86 is asking
6:28: what was the last time you to play Minecraft I I don't remember it's been a
6:33: while I kind of want to like play it again but like it's been
6:38: ages um it's been it's been a few Minecraft updates back so there's like a lot of stuff in vanilla that I haven't
6:44: seen yet in terms of like when I last played Minecraft it's probably been over like
6:51: probably been over a year I don't really play Minecraft too much anymore I've played it over and over and over again
6:57: since like 20 12 you say this kind of thing I usually
7:03: like playmaker for a bit and I really like to play it in like VR specifically the v card mode which is like excellent
7:10: um and then I don't play it for a while they make several updates and then I come into it again and there's like a
7:15: whole bunch of new stuff I've actually been playing like a few no actually remember like a few months back I've
7:21: been playing Minecraft with glitch and we actually use the ater mod which is like like been updated and
7:27: I've played it mode like ages ago and um they've been like updating it it
7:33: actually works with VR and it's kind of cool I remember like the first time we got like into ather like I was like what
7:39: is that what is that thing what this thing I just like everything flying around you and it's kind of cool cool thing but I don't want to like I don't
7:45: want to play I want to play it again sometime yeah I really like the um it's
7:51: going a torpedo into a whole tangent actually um do you know of undertale yellow
7:59: I don't know what undertale I know of undertale but I don't know what undertale is I don't know what that is either so
8:07: next question we have a griffin fell is H what kind of pre-prepared physics simulations are looking forward into
8:13: bringing into resonate eventually this is on my mind all the time um I don't quite know what you mean
8:20: by pre pread physics simulations uh what I can tell you is we
8:26: um we are using the beut version two physics engine uh right now like is not fully
8:31: integrated so like for example you cannot do arbitrary reg body simulation you can like you know do like various
8:37: constraints like you know Springs joints you know stuff like that um what you
8:43: want to do in the future is like you know make a full integration so you can actually do like proper rid body
8:48: simulation mess around with stuff you know thr things around and have like fully fledged physics uh we using parts
8:54: of it like for example when you move around environment um you are actually represented by by the sort of constraint
9:01: R your body that specifically handled as um you know this kind of constraints to
9:06: like make it usable for like user Locomotion but technically it is built around a rigid body and you can kind of
9:12: use it like rid body but it's just not like very efficient and like you're missing a lot of extra features for it too um So eventually like know we'll
9:20: have like proper rid body uh uh I don't know like what you mean by pre so like
9:27: if you can like you know clarify it a little bit more if this like answers a question you know but if it doesn't answer a question let us know a little
9:34: bit more like what do you mean about um you know the preped
9:39: physics yeah uh next one is6 have you made any updates to Minecraft vers War
9:45: importer uh unfortunately no um I haven't had like really time to like you know touch it uh it's kind of is
9:51: updating because I don't think it works like with the new versions but um one of the things I kind of want to do um uh as
9:59: some point is sort of like start kind of gradual open sourcing as part of an engine and the whole importer and
10:05: exporter system I think that's a really good candidate for it uh because uh it's
10:11: it's relatively modular it's something that doesn't even like you know it doesn't actually need to touch the data model it doesn't need to add new things
10:18: to it because the purpose of importers and exporters is to take you know any
10:23: data in external format and convert it into existing stuff in data model
10:30: um so it's something you know that can be like easily like we can like you know publish like you know the source code
10:36: for the different importers and exporters and allow the community um you know to like build upon
10:42: these you know make your own modified versions or even contribute official improvements as well as you know build
10:47: your own importers because part of that would be having a good you know architecture for uh loading these like
10:55: dynamically so if you want to like you know import like you know very specific formats you can right or importer you
11:00: know plop it like into the folder like you know install it into like your resonite install and then I'll be able to import you know whatever format you
11:06: want with whatever code you want uh and with that like you know we could like
11:12: you know have if if I don't have time you know to like update importers like that um the community would be able to
11:17: like you know fill in in those areas so I I'll see like if I get time like to touch it um I might like you
11:24: know sometime because I don't want to kind of incorporate some of the stuff I've been kind of like having fun with which is you know play my craft and
11:30: integrate them with the night but uh we'll see what happens like what the time is um the next question is also from 86
11:39: does the vivecraft mod support Quest or steam VR plugging into um I'm not fly sure what you mean
11:47: like by plugging into but like you can like it's a steam VR you know
11:53: essentially steam VR like mod so like like any steam VR headset should work
11:59: with it it I use it with my you know VY I've played it with the quest Pro like using steam link like if you have steam
12:04: VR headset like it's it's not a different you know from any other Ste VR games so you should be able to play
12:11: it sh did I hear the war torpedo I think I said torpedo I don't
12:18: know uh and the next question is uh 86 will Newtonian physics be added two
12:23: currently that can only be done with flex components I'm I'm kind of confused
12:29: what what you mean by that like IED like earlier we're going to have like you know prepar like body physics but you
12:35: cannot do that one you know with like components right now because like you can only do like the character like you
12:41: know control or so um so that's that's pretty much like what we plan on adding
12:48: I don't know like you know if what you're thinking is different from that
12:53: um so if you can like kind of clarify that like we can kind of answer that one better
13:00: uh next question is6 what I mean is I use alvr to link my quest to my Linux
13:06: computer and it only runs steam VR games so could VI Crown run that yeah like
13:11: like I said like it's a steam VR you know game so if if you if you can run you know other steam VR games with your
13:17: setup like you should be able to play in Minecraft with the vi vivecraft
13:23: mode oh I see I see what they mean they mean like um they mean like doing like
13:29: orbital physics and stuff I mean you can do that with like you essentially like
13:35: um you essentially like you know like you don't have the normal kind of gravity that's just kind of uniform
13:41: apply and instead you know you compete like a radial one and then you can you know have like if you apply the right
13:47: forces to things you can achieve like orbits you can actually do that like um
13:53: uh with Photon dust too like there's like it's not quite like you know physics physics but you can like there's
13:58: like a radial for and you can like if you get particles you can get them like orbit a point so that that is achievable bit
14:05: like you know with body physics yeah oh I actually I actually made something like that in Flex too a
14:12: little like ball that floats [Music]
14:19: around there a saying I'm thinking of a memo world with mask qued the application of newon physics to objects
14:25: I mean it's a little bit different so like if it's like um if you're thinking big worlds like you know that's not just
14:31: physics there's like a lot of kind of involved into like being able to build big worlds and there's things that we
14:37: plan to do it will allow for that but it goes you know beyond just physics
14:43: um you you were told it would be laggier to do with flex SL
14:48: components well depends it depends on it depends on the scope as with everything
14:54: cuz like yeah you may not be able to simulate like a whole you know like all
14:59: aspects of like a physics system with just like flux but you can certainly do
15:05: you know like orbital physics orbital physics actually like making things just like have a little bit of velocity and
15:10: mass and like float around a point that's actually not too hard and you can actually do that pretty quickly in FL
15:18: like but like if we want to like apply you know like the whole like big worlds and um you know if if like it kind of
15:25: sounds like want to like big big world and have it like you know fully physical simulated that's
15:30: like even like one way in is the physics like depending on what you want to do it might be quite a challenge like if you
15:36: want you know if like if you want you know to have like every single like
15:41: object like um you know simulate it in
15:47: there like you need something to kind of like you know spread it out and so on um what do
15:53: you I'm kind of depend because it's kind of like you know kind of big scope that you're talking about because in general in game development you know with any
16:00: engines um things are kind of fake to like a lot of extent like you kind of like make
16:07: things look like some kind of physical effect but the computations tend to be like much simpler um so like if if
16:14: you're like you know say like even on the surface of the planet we have the physics simulated there but it's you know just regular physics that's only
16:22: running when you actually are in there if you um if you like you know go
16:30: um you know say like into the spaceship anyone like orbital physics usually like that's not even physically simulated but
16:36: you would have like you know separate simulation that sort of you know only concerns itself like you know at that
16:42: level and maybe like it's not even like purple rigid body simulation because like there might be an overkill for it
16:47: kind of thing um because like you know like otherwise we have to like deal with stuff like you
16:53: know what if the something disturbs it and the planet is you know crash into each other and it's like a lot of kind of really complex interactions
16:59: so it's um um
17:04: it's it can get like very involved very fast and it just you know like s said depends on your scope like what you want
17:10: to do yeah um also like asking a star system with like six in bodies would it
17:16: be laggy that like depends you know literally on how you're Computing it and to what like you know degree of accuracy
17:23: if you're just like you know doing very s like simple like where each Celestial body has like you know uniform Mass it
17:29: do you know um it has like even there there is like multiple
17:35: like ways to kind approach it because like you can be you know say you have like you know like you have the star and
17:42: you have like you know a bunch of like celestial bodies one of the things you can like do
17:48: is the simplest thing to do if you wanted to make something like that I'm going to switch the camer it's a little
17:54: bit the simplest thing you can do is you know you literally just say this this is orbiting around certain radius and you
18:01: just analytically compute you know the position at every time there's not
18:06: actually even physical like you know simulation to it you could do where each point you know it has like some mass and
18:11: it has some velocity and you're constantly applying gravity on it and you need to actually make it achieve stable orbit which means you know the
18:20: velocity needs to completely you know counteract the attractive Force you know of the Sun and you can do that you can
18:27: just going to be updating the velocity but you need to like balance it because if if it's you know not balanced then it might like end up spiraling out over
18:33: time or maybe it spirals in and like you know the whole thing breaks and you could go even deeper because you can you
18:40: know have the gravity be completed just towards the Sun but you could also be like okay I want
18:45: everybody apply you know gravitational force on all the others so like if we have a big body
18:51: here it's going to pull this one towards this one and to this one towards this one but also this one's pulling this one
18:57: towards this one and everything's kind of pulling each other and this is going to be a lot like you know heavier on
19:02: computation because now we're comp Computing gravitational forces between you know all the 16 bodies with each
19:07: other so depending you know how complex you want to go you know the
19:13: computational requirements will you know kind of go higher and higher and then if you want you know if you want the bodies
19:18: to be able to like you know to potentially even Collide and you know then do things when they Collide like you know for example they break apart or
19:24: maybe you know it does something that increases the complexity even further
19:30: so like it it it's something you know that can go from this is completely trivial to compute if I just do it
19:37: analytically to something I have like you know very detailed like physical simulation like where they can Collide
19:42: and break apart you know into small chunks and maybe they will Clump together again and you have like much
19:48: more complex physical simulation so it it depends
19:53: um it depends a lot you know what exactly you want to do so usually it's kind of hard to answer the question like
19:59: you know something's going to be like it unless you kind of specify what exactly you want to
20:04: do yeah if you were if you were just Solly doing you know 16 points that
20:10: interact with each other gravitationally and that's it you could probably get away with that like that's not too hard
20:18: but you know if you want to do anything more then it gets a little more complex uh so the next question is uh oh
20:26: yeah while I'm thinking about it what is the current state of the upcoming performance update and how much improvements are we to expect uh so for
20:33: the first part the state uh we're still like finishing up the photon dust which is the new particle system uh I've done
20:40: like a coverage on you know how exactly the performance of theising approached in the previous episodes and it's also
20:46: available as a standalone video on our YouTube channel so if you want you know more kind of in-depth understanding I
20:52: recommend watching that one uh I don't want to like you know repeat it here just for the sake of time um uh but the
20:59: gist of it uh we need to like move multiple systems uh fully to F engine so
21:05: we can then you know disle them from unity and then we can pull for engine out into its own process running V net 9
21:13: UM the current state is like Photon dust is in testing phase uh we've been getting lots of like great feedback lots
21:19: of great bu reports from the community uh once uh it's kind of fixed up um we
21:25: will um um will essentially remove the old one which is you know kind of the
21:31: tie to Unity and everything will be autoc converted to Photon dust um once
21:36: that is done the two main remaining things are going to be doing the same process for the audio system where we
21:43: essentially make our own because right now it's still kind of dependent on some bits in unity um so like audio system is going
21:50: to be re worked I can expect that one to be faster in the particle system because it doesn't have as much stuff plus I
21:56: already um has been like working on a part of it uh specifically for the Reverb effects so that also kind of
22:02: saves quite a bit of time once that is done it's uh then it's kind of reworking sort of the integration with unity where
22:07: it's like lots of little pieces um so the communication can be you know done over more well defined kind of you know
22:15: like messages which can be done over you know interprocess communication mechanism once that part is done we'll
22:23: be able to pull it into separate process and that's when we get the big performance boost um um for the question
22:29: how much improvements can we expect uh we don't have exact numbers uh that's kind of hard to predict because um you
22:37: cannot never know like you know exactly how much you get until you cannot do it because it's very no complex codebase
22:43: and we can make estimates but the estimates we have uh they're very
22:48: positive because we moved the Headless oftware which runs pretty much all the
22:54: same code uh you know as the graphical client ex know the graphic Parts uh it
23:00: runs pretty much the same code so by moving the Headless to net 9 and running
23:05: in sessions on those we got a good like you know gauge on um how does that same code you know
23:13: run with much better run time and overall like you know like it's been pretty Dramatical Improvement like there
23:20: have been you know events which where the headlight on the same Hardware would previously struggle you know with like I
23:26: don't 25 people and now do as like you know we able to get like you know I know like one of them got like to 44 people
23:33: and kept it stable like 60 Fram per second which is you know very substantial performance improvements I
23:39: do expect that this you know roughly order of magnitude like Improvement but we will not know exactly until like we
23:46: make the whole switch how it going of you know shakes up uh but we do expect like the performance Boost from this
23:53: phase to be significant and significantly not noticeable
24:01: uh the next one is check the fox author my R question for today what are your
24:06: long-term plans to further improve World building capabilities in resonite stuff like terrain or because it came up
24:12: earlier thinks that will building large worlds I also send you a fix switch chat by contact chat oh first thank you for
24:19: like the updated one but um I I probably won't swap it like in the middle of the stream because there's a bunch of questions already kind of piled up and I
24:25: don't want to like mess with that um but use it for the next one for the r
24:30: question so like this one this one's going to going to take a good bit I'm kind of thinking should I like do I have like anything to draw with this one um
24:40: there's let me actually think where to even start because there's there's a lot of things um you know there's things I
24:48: want to like improve like you know with the tool system there's things you know for the scrip thing you know like where
24:55: we have stuff like web assembly improvements to Pro you know Pro FL
25:01: um it's it's it's very there's a lot of things and Depends you know what kind of thing you're
25:07: trying to build like you mentioned tering system that is actually you know what I'm going to get up for this one I'm going to
25:14: ramble uh I have already camera set up over here and I have my brush and I'm
25:19: going to move in my room as well so I don't hit my screen there we go
25:26: hello so um and also hold on let me actually
25:32: bring the chat over here too oh that's not a chat that's not a chat that's not oh that's a question from the chat I'm
25:39: actually s can can you bring it over here please thank you I got it there we go I'll put it over right we'll put it
25:45: like oh my gosh where theck put it right there there we go so there's there's
25:51: like multiple things um and I mentioned earlier you know the tool system one of
25:58: the things I want to do with that and this is kind of more smaller Improvement but it's kind of since I'm going to be
26:03: ramble it kind of you know touches on lot of different things but say take something you know like the developer tool or even the
26:09: brushes um right now like one of the things I want to do with them is sort of integrate them with the facet system
26:16: because like I know with the brushes for example you know there's a bunch of options that are in the context menu and I'm going to grab my things so I can
26:23: give you showcase so there's like a bunch of options like you know there's for example I can change the size like
26:29: this and there's like change color but it's very kind of like you know basic um
26:37: and some of the tools like if I grab the developer Tool uh to actually have oh thank you I can steal one from Cyro you
26:45: know there's a bunch of kind of options in this where if I select something you know if I want to change the the Gizmo I
26:52: have to go here and I have to like you know change which one I want um
26:58: and it's kind of like it's kind of difficult because like I'm already like you know there's like multiple branches that I want to talk about because
27:04: there's stuff with the gizmos that want to like you know improve but there's a bunch of options and you can have to like you know navigate the menu and some
27:10: of them could use like sliders and more kind of complex stuff and so on so the overall goal is if you equip a tool uh
27:18: the tool is going to have you know Associated UI with it so like say I equip this one in my left hand on my
27:24: right hand where I normally you know um you can like you know facet anchors I actually get you know plop a piece of UI
27:31: and there's going to be a bunch of stuff here that lets me kind of toggle and control the thing and this is something
27:37: that we'll be able to have the content team built in game so you'll be able to
27:42: like you know do make your own your eyes for your for your own tools and will build like you know better ones where
27:48: you have like very kind of quick access and my trigger is being mad uh whether
27:54: like you know for example you want to switch to kismo it can just be like plop plop plop you know do stuff PL PL plop
27:59: do stuff you know and you have it like and you have it kind of you know attached to your hand you also be able to like you know place it in other
28:05: places so you can like you know for example say I want to have this you know in my field of view so you can be doing
28:10: something PL PL doing something you know BL and just work like that you know
28:15: that's also going to be useful you know for people who have like limited Mobility so say you cannot use your hand you can have it as you know somewhere
28:21: and still kind of access it do stuff access it do stuff um it's sort of like only it's going to be be like a system
28:28: where each tool can provide sort of like template for its own UI and then like the placement of that UI is going to be
28:35: up to you and you also be able to like you know to extend it you know update it like do do whatever like one of it is
28:41: and if you're building your own tools you know make your own UI elements that they going to control how the tool
28:47: operates so this like one of the things uh that I feel was going to like you know overall kind of improve the
28:53: workflow um there is also other stuff like if I go like back here I'm going to
28:59: deal with this bit say you are in the desktop you know and like you are you are building
29:06: something um say like you know like you open an object uh make sure switch it back to
29:12: this say like you know you open an object you can have like inspector in VR just kind of works you know you can have like here I can be doing a thing and do
29:19: thing here do thing here you know I can pin this so this kind of goes with me in desktop this is a little bit
29:25: awkward so one of the things I want to do there uh just to kind of bring it
29:31: more on par with like typical editors that people use is if you're in your desktop interface uh let me get a little
29:38: bit closer if you're like in your desktop interface and just going to getting like a Sith red um you know you
29:47: can have like your scene and like you know you have your tool you know that's like doing stuff that you have equipped
29:53: and say you have like in a like a box or something and you're like kind of editing it you know and there's like
29:59: Gizmo for like you know moving it around um with the first personal kind of view this is kind of like you know a
30:05: bit like awkward sometimes and we have already few modes where you can like you know you can like UI Focus or can focus
30:10: on it but I want to make it easier so you can just you know hold a key or press a key and you free up your cursor
30:17: and you can you know just hover over this Gizmo and operate it the way like it would in normal editor but another thing that I think is going to be very
30:23: powerful specifically for desktop is if you open an inspector you know that inspector is just somewhere in the world
30:30: and you have like you a bunch of stuff and you can you can UI focus on it but like you know that's still kind of painful because you have to UI focus on
30:37: it un Focus back on the object UI focus on it you kind of like you know you can only have like one thing at a
30:42: time so the most powerful thing that I think is going to be added for the
30:48: desktop mode at some point is where if you have the inspector UI somewhere
30:53: you're either going to hold a key or press a button on it and you're essentially going to pin it to the
30:59: screen so this actually this UI that is in world is going to be you know pinned
31:05: and just kind of projected like this and you're still going to have like your view here so you know you have like your tool you have your stuff but you can
31:12: hover with the mouse and you can like you do do stuff here and then go back here and operate here um and you'll be
31:18: able to like you know do it in a similar fashion that like you know it works for example in blender or Unity where you
31:24: can create like you know additional Windows maybe you can you know actually pin multiple things and have like you know tabs here and can switch between
31:30: them or maybe you know you subdivide this even further so like you have you create like you
31:36: know you split your view so you have like you know maybe your main one and you know so this is still like you know
31:43: your main View and have like you know stuff here but then like also like you know
31:50: maybe you have a additional camera views but you can you know see it like aligned
31:55: you know from different angles so maybe this is you know forward one and may be like this one is like bird's eye view you know what what
32:02: whatever you kind of want and you'll be able to like you know subdivide your user interface um to you know create
32:11: like better workflow that still operates with the same things like this UI that is spinned in here that's the exact same
32:19: inspector you know that you open in here is is just is just you know perfectly
32:25: aligned you know to your screen with very easy access without requiring to focus and un focus on other
32:32: things kind of like kind of like blender then almost yeah that's what I was mentioning like it's kind of like
32:37: blender you can like you can just be like I want to subdivide this one you know for example horizontally you know and it splits and it can make this one
32:44: Whatever you want you know s Unity if you also have like you know multiple computer screens say like you have
32:50: another screen that's you knowbe like a vertical one um you know maybe you'll be able like
32:57: not some inspector Windows here so you have like a bunch of stuff here and a bunch of stuff here maybe you have a
33:02: maybe you have a view here you know just kind of like organize your workspace and utilize multiple screens and I think
33:10: this is going to be one of those things that's going to make building in resonite and desktop mode uh
33:17: way more powerful way more easier but it's still going to be built around around the exact same tools you use in
33:22: VR because that is a big part of our philosophy is like we build things in a
33:29: way that are sort of agnostic um like where it doesn't you know matter if you are in Des or VR like
33:37: for all the tools we build just one version of the tool but the mechanisms that are interacted with are built um
33:46: you know to be like usable in both it's actually kind of funny because um uh in order to achieve that in in most tools
33:55: and in most games if you have a tool uh especially to that like you know project something in the environment or like you
34:01: know say it's like a say it's like you know you have like a first person shooter game usually like when you shoot
34:08: you know it's like a rcast that goes into the scene finds like you know what you shot in most of the cases like it's
34:16: actually you know um make sure clear this in most
34:22: cases um what happens is you know you have you have
34:28: like your gun and like you know you have your
34:33: cursor and like if you want to like you know shoot something what actually happens when you shoot the rast it
34:39: doesn't come from the gun it comes you know from from here from the center of your screen because it's just easier and
34:46: like you know it matches where where you go and this is this is literally just a
34:51: visual it's you know just the prope like it doesn't like under the hood it doesn't actually shoot from the gun now
34:58: with the resonite um all the tools are built you know like if you consider this in VR
35:03: this doesn't work because in VR like you don't want to be shooting from where you're looking if I'm holding a tool you
35:10: know and it points at something I need to actually hit and I selected something on the C I need to actually hit from
35:17: where the tool shot so the rast needs to be coming from the
35:22: tool now in order to make it you know so you can use the same tool in
35:29: desktop what is I does I um it actually figures out
35:36: math which figures out if there's a point in the scenes where it does you know array cast from the scene it
35:42: figures out where exactly to puppet your hand to point the tool so it HS this
35:48: exact same point and in order to do that I had to actually I actually figure out
35:53: like a piece of math that like I kept searching and I couldn't find find it anywhere like I was looking you know for
36:00: a way to solve that problem like mathematically and there just wasn't anything so I had to just you know sit
36:06: down work out like a bunch of diagrams and think about it and think about it some more and think about it even more
36:11: and then I arrive at a solution which lets us you know which is a piece of mod that lets us figure it out and that's
36:18: kind of how resonite works because it just takes the same tool you would be using in VR like for example the devle
36:25: tool and it it pueter your hand precisely so it hits the point that's
36:30: you know under your cursor um and that's you know that's
36:35: kind of part of our philosophies like you know you like as a tool Creator you don't need to worry about that you don't need to worry about how is it going to
36:41: be used in desktop we make a system that like you know positions the hand exactly so it does you know what it would
36:49: expect um so that's kind of like that was the rumble like down one of the branches um
36:56: this other parts you know so like this for example conser with some of the tooling to make World building easier um
37:03: there's a number of other things like I mentioned like you know gizmos when I open a gizmo right now actually s hold
37:11: on let me give you let's do a quick demonstration so you get one I get one say you know I I'm just going to make
37:19: something and so make something too and you select it you know and just select
37:25: it and and you select your own and make sure make sure like you know
37:30: it's uh visible on the camera too you see there's like two gizmos and I want to like I I I want to deselect mine you
37:37: know I'm going to do deselect it deselects both of them because right now the selection system it doesn't actually
37:44: have proper selection system the tool each tool individually can attracts what
37:50: it just selected and it kind of doesn't communicate with anything else so if you want to deselect all it just has to kind
37:56: of boot Force select everything and that kind of gets difficult you also cannot do things
38:03: because one of the things you can do you know in you know in editors like Unity you can select multiple objects and you
38:10: can kind of do that like you can I can switch this to like um actually where's
38:16: the option uh multi select uh I don't even use it often
38:21: there we go multi you can select like multiple things but they're like each their own individual selection because
38:26: like there's just there's no communication between these two selections uh but in unity you can
38:32: select two objects and it actually gives you Gizmo that's like you know in the middle of both so I could for example select two objects and then rotate them
38:39: you know around their sh shared Axis or can like you know move multiple objects all at
38:45: once what that requires though is you know for some system to communicate what
38:51: your selection is and that's something I'm really looking forward for implementing because um it's going to be
38:58: useful like you know for a lot of tools and a lot of workflows where there's a system that's independent of any
39:04: particle tool which sort of manages what have I selected as a user it has like
39:09: know list of selections you can add to it you can clear it if you clear it you can only clear your own selection
39:14: because it keeps track of them but also anything that operates with the selection system can quer it so for
39:21: example the gizmos can be okay you have selected multiple things you know I'm going to make the Gizmo operate over the
39:27: whole selection because there's now there's now a system which tells it what are all the things that were selected
39:34: you'll also be able to like you know use it to integrate it into other tools for example you know one of the tools we
39:39: have um the glue tool allows you to bake things but you kind of have to like you know organize them in the hierarchy once
39:47: we have a system for handling selection um what we can do is like
39:54: where you essentially select multiple objects and you grab the glue tool and you say bake select it and you just bake
40:01: everything that's currently selected that it can so it's going to be another of those systems that I feel is going to improve
40:09: you know workflow like significantly um you know both like on desktop both in VR and it's going to
40:16: open up like a it's going to add like you know this kind of shared system that like a lot of other tools would then benefit from and going to get integrated
40:22: ins Sting the things as also like another things like you know there's like stuff like snapping which is
40:28: another thing that's going to be improved like you know because you can technically snap things you know you can like select like where you want to snap
40:33: something but it's also like kind of limited you know right now so just
40:39: having that system is going to make it easier to implement lot more kind of operations where instead of these things
40:46: being very isolated they're going to be able to interact with each other and we can build tools that kind of interact
40:51: with multiple things much easier um so this this this another you
40:56: know three of the rumble you know going into the Gizmo stuff um I don't know how
41:02: long like I can like Rumble about this stuff for a while but like one of the things you also mentioned I'm just going to use it since it was in your message
41:08: is the tering system there's actually another thing I'm really L looking forward to implementing because uh it's
41:15: going one of those components that lets you build um really big worlds but also
41:20: like one of the things I feel is going to be very fun to play with because you can you know just generate like these
41:26: big terrains and the way I want us to approach terrain system is actually
41:31: going to be built around uh Proto um Proto flux so in instead of like you know the
41:37: system sort of like being baked and very like you know specific the way it's going to work is you're going to you're
41:43: essentially going to build you know your own terrain like you know how the
41:49: terrain should work you build it out of nodes so for example say at the beginning you can have you know some
41:55: input data and this could be anything this could be you know say this could be
42:00: like a height map you know so have like some kind of like texture you know it's like a height
42:05: map it's a very you know simple form of tail line height map and then what you
42:11: do is you can you know uh you have like nodes that uh turn the inputs into some
42:18: sort of like you know visual representation or physical representation like geometry so you can have like you know one that just takes a
42:24: hide map and it just know generates like kind of like chunk geometry out of it and you
42:30: plug this in and this is going to drive your terrain system so this could be you know just
42:36: kind of like flat terrain and it's going to do stuff like you know where some of the nodes you can specify this going be
42:41: a grid of height maps and this will handle stuff for you like you know like LOD where as you move around it's going
42:47: to generate more detail geometry but you'll be able to like you know do more complex stuff like this so you want you
42:53: know uh you want to like have also a Splat map so like you know maybe have like a splot map and this goes into this
42:59: to give different textures and maybe you know you want you want to do some extra
43:05: like vertex processing for certain types of terrain so like for example if it's like if the Splat map indicates this
43:11: these are rocks maybe you want some algorithm that says you know apply these
43:16: this texture you know apply this texture and
43:21: perr like you know the geometry so it's kind of you know more rough and you know this will plug into this
43:28: um so to kind like you know build out a system you want and like you know build out the data structure you want and it's
43:34: going to handle whatever kind of complexities for you like you know like the ter infinite and so on um what it's
43:41: also going to do is you'll be able to like you know swap out the data sources for example instead of like height map
43:46: maybe you know it's going to be voxel map so like you know we have like um you
43:52: know we have like a VX source
43:58: and I'm just going to do quick representation so these are like you
44:04: know Vox sace like voxel data and you know maybe you can plug
44:11: that into the height M generator so like it like you know it will do something like it's going to check the highest
44:16: voxel and generate geometry based on that or you have like you have a different node which instead will
44:22: generate you know Terrain in the style of like you know Minecraft where it's like the Vox are actually you know
44:28: actual like blocks and it's going to handle all the complexity for you you define you know how each one of them
44:33: looks and so on you can like do a lot of kind of complex things or maybe there's going to be another one that instead of
44:39: like you know it being kind of Blocky is actually going to you know generate like a smoothed out like
44:45: 3D terrain out of these you know voxels you know so you have like stuff here and it's like on more you know
44:52: detailed there going to be lots of other systems you know like for example you can have another one one that you know
44:57: also uses another map to populate it with like you know objects like trees vegetation and so on and the overall
45:05: idea is like you know instead of tering system that's you know fixed and how it works we give you the building blocks
45:13: and let you define you know what your input data is you know which can be voxel you know textures it can be
45:18: procedurally generated or maybe you know there's um you do actually have like data that's you know saved but you have
45:25: another node which you know runs a function when when you go into a new part of terrain you just
45:31: say you just generate whatever voxel data you want so like if you wanted to do something like Minecraft as you walk
45:37: around any time you go you try to load a chunk you know that wasn't loaded before
45:43: it's going to run this to initialize the data and at that point it just becomes data which means it can be modified
45:49: there's going to be number of nodes you know and other mechanisms to mutate this data so like if you if you already know
45:56: something like if like a tool or game you know where it sends you know
46:01: modifies this data this is going to trigger the system and it automatically you know updates the visuals for you and
46:08: lets people mutate the terrain and it's going to be useful for both you know the building tools because you can make like
46:14: a brush that you know draws the system or if you're making a game maybe you make like you know like a little like
46:20: bomb and it throw it and explodes and when it explodes it mutates the tering data to actually make a hole
46:27: so it can both use it for building the terrain and also to you know create like interactivity with it and the system is
46:34: going to be flexible enough to let you no know do all these kind of different
46:40: things um and it's the kind of general idea it's one of the reasons I also like you know really look forward to it
46:45: because of all the possibilities and the way you know I feel this is going to be approached is
46:51: it's going to make it uh overall simpler and like you can combine the different noes in lots of different ways
46:59: to create like you know terrains that kind of suit your needs like if you really wanted to for example you could
47:05: have you know you talking about like a Minecraft importer before one of the things I want I would want to happen at
47:11: that point once we have the staring system is where instead of just importing the pregenerated geometry for
47:17: the Minecraft data we just import the Minecraft data you know into the data set set up a no that that's like you
47:23: know that's able to process it and generate the same terrain as the Minecraft so that way you could actually still
47:28: modify it you know play with it and so on because all the data is still going to be there and when I was like I have
47:35: like some design notes you know on this and a lot of kind of design thoughts when I was working at the Minecraft
47:40: importer I actually got like you know a lot of inspiration um based on that because um
47:47: I was poing around Minecraft substrate format and it's kind of structured in a really interesting way where like if you
47:53: in Minecraft you know you have like chunks and the chunks are vertical and they also kind of like you know split
47:59: into these uh vertical kind of segments and what what the substrate format does
48:05: it encos each one of these kind of you know separately but it computes like a pet so like you know if you if you're
48:12: here there's most like you know going to be bedrock and it's going to be you know some stone blocks so for this chunk you
48:18: know maybe the pet is you know bedrock and you know well now it's kind
48:24: of deep slight I'm just going to go deep slight um deep Slade and maybe there some
48:31: actually forget are M are diamonds at this level in Minecraft I don't know I mean let's say a breed Stone I don't
48:38: know Redstone or so it has like a pallet you know and it can be like on the three and there also obviously you know air
48:44: like empty so what it can do if there's only four types of blocks in this particle chunk it anchors this pallet
48:52: and it assigns each one a number and you only need two bits to represent this so
48:57: like this one's going to be you know for example 0 0 this one is to be 0 1 1 0 and 1 one and then to encode all the
49:05: data in the chunk each block in the chunk is just two bits and if there's
49:11: more of them it's going to you know it maybe it needs to use three bits or four bits or more but what's really cool
49:17: about it is uh the way they structured it um all of the names like they also
49:23: have like a prefix for example this one will have like Minecraft Minecraft air Minecraft this and it
49:31: makes the formart a lot more kind of extensible so like when you use mods the mods can add their own custom blocks and
49:38: just you know like for example there can be Aether you know I was mentioning that earlier they can be ather and has like
49:45: you know it's own block and they can add extra blocks easily without meshing with the others which didn't used to be true
49:52: for um for the older like uh formats you know before substrate um or Anvil no no
50:00: I'm messing it up the substrate is the library the format is called Anvil um but they used to like s where each of
50:08: the block it actually just had like an ID which means if a mod wanted to add another
50:13: block like eventually like in official Minecraft would add a block with the same ID and then now this would Collide
50:19: and now you know you're mob is kind of confused but it kind of came up with this system where it's both kind of more
50:26: efficient and also a little more extensible so when I was like poking around it I got like you know lots of ideas for you know how our system is
50:33: going to work and it's kind of like you know part of the reason I came like with the whole like data layer where you define how your data's you know done and
50:41: then you feed that into nose that generate you know stuff like geometry from it you know and other other things
50:47: so there's a lot of lot of stuff at this I think I remember about the system in partr quite a bit but um overall I think
50:55: this is going to be really powerful and a really fun system you know just to kind of play with and mess around and so on so um that one that's one of those
51:04: things I'm really looking forward to implementing and it's going to be built around you know Photon uh not Photon uh
51:12: protox um I was probably going to be some phot do Integrations too but the
51:17: you know you'll be able to like use a lot of the same kind of logic to like you know go down to the level we can also say you know how individual like
51:24: you know how our individuals IES of the terrain like modified um there's lots of other things
51:33: too so like um probably the last one I I don't want this ramble to go like for much longer because I've been going for
51:38: a bit um one of the other big things that uh I think is going to be really big for
51:46: resonite um is with some of the data model updates where we introduce something called The Domain
51:53: system so right now in resonite you know we are in single world and you know this
51:59: world is like it's like its own self-contained thing it's like you know its own session uh what it makes harder is if
52:06: you want to build really big worlds you know worlds where you can travel between them like you know
52:11: physically um so what is going to happen is that um each word it's it's going to
52:19: become something called a domain and the domain you know it can be it can be just the world it can be you know just like
52:24: it is right now but we're going to add mechanism where you can have multiple domains essentially
52:31: multiple kind of sessions loaded with mechanisms for them to like interact with each other so for example say like
52:39: you know we are you know in this session and this is you know this a session you
52:45: know there's like there's like stuff you know there's like people they have like objects and so on uh and this is own
52:52: session as it is now you know like that's that's that's me that's Cyro because I'm taller
52:58: it's like you know the the cubes we have created um I um what do you'll be able to do is
53:05: you know say there's say this is like you know session a you
53:11: know session a you'll be able to like make another session you know that's not
53:17: normally would be completely separate you know and there's like some other people here and they have own their own stuff they have they have spheres and
53:23: this is Session One you know the session one you'll be like
53:29: if these two sessions communicate you'll be able to say these sessions are actually physically next to each other
53:36: and I'm I'm just going to read and there's more people and they have they have the sphere and going be a triangle
53:43: so these are physically next to each other so if you are in decis we can you know we can see this one and if we just
53:49: if we just you know go and walk oh this is all to get no let's say there's a
53:55: third person and the person just you know walks over here it's going to seamlessly transition
54:01: them to the other session same way like you know people in this session they can see this session so to like you know kind of put them like kind of next to
54:07: each other and you can you know put another one here you could you could make you know a grid system if you want to but you know kind of similar like you
54:15: know to uh Second Life where you can kind of travel between multiple GDs but the whole idea is like you'll be able to
54:22: make sessions um you can make them relate to each other in any way you want it
54:29: doesn't have to be in a grid uh there's going to be like you know a system to kind of do it so what
54:34: we could do instead um is instead of the session being right
54:40: next to this one you know maybe maybe say like you know there's like a
54:47: little table on this one oh this is all together so there a like little little
54:52: desk and there's you know this tiny house on it and there's an idea you know you can
54:58: scale down and if you scale down and go here this little house on this desk is
55:03: actually whole other session you know and this is session
55:11: let's say session house so you can actually travel into the session which has you know its own
55:18: stuff you know there's like Furniture you know and there's stuff and there's people you know and there's like other
55:24: things this is all contained with within this house and is actually this session is actually just shrink down like you
55:29: know within this so there's an entire world in this house that you can enter by shrinking down and going in
55:35: there um and you essentially just say you know this session which is designed to be know
55:41: part of the house is like you know is like this big and this like you know and
55:46: positioned like to this object in this other session and is I'm going to handle the transitions for you and this work
55:53: the other way say you know here here we build like you know some kind of
55:59: mechanism like a spaceship you know we build like I kind of like nice spaceship real
56:04: quick um we build like you know this little like thing and we fly out this kind of looks like a weird fish um we
56:11: fly out this session is actually part of like much bigger session which you know
56:16: maybe has the entire planet and we can you know fly around and you know this thing is its own session which has you
56:24: know lots of little sessions in there that you can kind of go into so you can like you know you can travel kind of
56:29: between scales and kind of achieve you know almost like infinite
56:35: infinite Universe um and you know and maybe like this goes even further maybe like you know the whole galaxy you know there's a
56:42: whole galaxy where some bits you know they are like the solar systems are their own
56:48: session so you can you know travel that way uh and this session you know just it
56:53: has some kind of Galaxy Visual and some things that like tied into its own like subsessions which then have their own
56:58: subsessions and can like go as deep you know as you want and construct like
57:04: really physically big and complex kind of Worlds uh and that's going to be you
57:11: know like the whole kind of domain system uh and I think it's going of like allow to build like you know way way
57:18: bigger things that we can do right now there's also another thing because uh one mechanism I want to have for this is
57:25: uh for session also travel into other sessions or shouldn't sessions but
57:30: domains um so say the spaceship that we built that's actually its
57:36: own that is own you know session or its own domain this session like you know
57:43: rocket so we actually we enter this one and then we travel and we actually leave
57:48: this session and you know it travels into another one we we arrive into some other
57:54: session you know there's some people here and we arrive
58:01: here you know in the I'm drawing this um we arrive here in the session and we
58:06: step out we actually have you know are now also in the session so you can have like the vehicle the inside of the
58:13: vehicle can be its own session that can then travel to another one and you can step out and you are within that other
58:20: session um there's another mechanism that's going to be part of this and part of the domain um um domain system is
58:28: where each domain it has you know can have like multiple sort of sections to it and there's like you know the section
58:35: that's the inside of it there you know that has all the furniture it has all of the details you know every little bit uh
58:42: but then also it has its own sort of external representation you know like for example the spaceship so the session
58:48: has like you know external representation which is just the spaceship
58:53: H um so when this session enters another one it doesn't like every everyone in
59:01: this session doesn't actually need to load inside of this they only see its
59:06: external representation to other users which is really much simplified so it doesn't take too much performance and
59:12: it's only you know if they stepped inside they would actually load it so this kind of system it's going to
59:18: be it's sort of like LOD for the entire like you know kind of regions and this will work you know regardless of whether
59:24: you know it's a session that kind of moves from each other or if it's like you know a chunk based system if you have like or grid based
59:30: system because like if you have a grid if like you can load grids uh chunks that are like you know really far away
59:36: and they instead of like you know loading the whole thing they have like their own kind of LOD representation
59:42: that you see if you if you see them from distance and it loads the more detailed one once it kind of get
59:49: close so this I believe like is going to be like kind of one of the game ch
59:56: changer mechanisms for resonite once uh we're able to kind of work on this one because it's going to turn like you know
1:00:02: the platform from being able to build just you know individual worlds which you'll still be able to do if you really
1:00:08: want to just individual world nothing forces you into the system you know you
1:00:13: can have just isolated session isolated domain don't allow any other in but it's going to provide a tool um to build
1:00:22: things that are like you know much bigger where you can like you know travel PRS you can travel you know to
1:00:27: microscopic levels you can you can have multiple people go you know into tares or spaceship and fly somewhere else you
1:00:34: know and then like arrive at some other session and like you know step out and talk with people there it's going to
1:00:39: open up like a lot more possibilities on how people interact on resonite and how
1:00:45: they interact on this platform and it's going to open up more possibilities for the kinds of experiences you can build
1:00:51: in here and make them kind of more connected like even if you take you know this place um I'm going to switch the
1:00:59: camera uh you know if you take this place um let me actually go some POV you
1:01:06: see we're kind of like in the sky and there's like an island over there and right now that is fake like if I
1:01:12: actually go into it um if I go no clip and I fly through this you see this is
1:01:19: fake it's just a billboard and this like a fair typical
1:01:25: for small world but like if you if you actually go you know into things like it
1:01:32: it just kind it breaks the immersion it's okay if I look at it from distance but like once once I fly over there and
1:01:37: see it's fake it kind of breaks it with this system that Island over there it
1:01:43: can actually be an obession and if I fly over it it's going to load it and I can talk with the people that are there with
1:01:48: the system that's handling you know the external representation some of the stuff that's actually happening on the
1:01:54: island can be you know maybe maybe it's going to like you know render pric render a new preview so if somebody
1:02:00: spawns something big you know on the island it ends up in the preview and can
1:02:05: I can see it from distance I probably want to be like to see it like you know moving for in real time but I'll get
1:02:10: some idea what's going on the island with mechanisms to also communicate between the domains you know
1:02:17: they can be stuff like for example the you know the time of the day that we have right here this can sort of be like
1:02:24: a a meta domain that kind of covers multiple domains it's sort of like a layer that's around all of them and that
1:02:32: doesn't like really contain much on itself but that kind of has you know some shared information for all of these
1:02:38: so like no matter which one you are in there's some basic stuff like maybe there's you know I mean it wouldn't make
1:02:44: sense for time of the day since there's like Galaxy but like say there's you know some kind of global announcement
1:02:50: thing so this is you know part of the meta domain and this can communicate with every
1:02:56: single one of these so like any of these can you know send a signal to this and it's going to
1:03:02: go to all of these so no matter where you are you know that can trigger things to happen we like you know we kind of
1:03:09: want to script them so I think this is probably a good point to kind of stop
1:03:14: this big ramble because like I can go kind of deep but I didn't want to cover
1:03:19: this one this is like one of the ideas I'm like really excited for it's actually also ties you know into the
1:03:24: things I was talking earlier with the tering system because tering system uh you know it might not even be contained
1:03:29: in in an individual session that can be you know part of the sort of meta session where if you walk in multiple
1:03:35: chunks the tering system is actually being handled by The Meta session where you
1:03:40: know um like where theeran system itself has its own like chunk system and it's kind of handling that or maybe um there
1:03:49: actually istering system in in each individual chunk but there's uh going to
1:03:55: be mechanis for you know for them to communicate because you needed for other things too like if you have like you know some Cubes at physics and you want
1:04:01: them to transfer from one to the other they need a mechanism to kind of communicate between the domains so
1:04:08: there's a lot of kind of possibilities a lot of things are going to be also figured out but this is the general gist
1:04:14: of the like you know the big plan of like where we want to take resite in the future and to be able to build worlds
1:04:20: like you know way bigger than you can do anywhere else so thank you very much you know for the for a question I I think I
1:04:27: rambled for a good amount like we should probably start getting to some other questions but um at least you know I got
1:04:33: my I got my ramble you know for this episode of night out of the way which means the one I was planning I might
1:04:39: leave for another time so thank you very much fortive Fox auor and thank you very
1:04:44: much for listening I'll probably split this one into multiple videos on each of the sections just so it's not too long
1:04:51: um cool but I I I hope that answers the question um that answers the question
1:04:57: you know to the fullest um let's see going to move the camera
1:05:05: back here uh oh we need to break the chat
1:05:11: back I I hope like the next question isn't under like rambl one because like I'm going to sit down and be like oh I
1:05:16: need to get back up but I I glanced at it I don't think it's going to be that so I think I think we're good
1:05:24: to I think we're good sit down for a bit uh I just there we
1:05:30: go that just kind of weird do there oh that's the good
1:05:36: view so I am bad at names K oh excuse
1:05:41: me I'm bad at names K asks does creating your own in-house solutions for
1:05:46: everything or many things make resonate harder to update because you don't get the benefits of third parties working on
1:05:52: systems for you oh it actually does the oppos it um usually when we build our own inhouse
1:05:59: system it h because like I feel like we got like reputation a little bit like
1:06:05: you know we like to boodo like our own inhouse systems but usually my first instinct is to do the opposite I want to
1:06:11: look for a library or something that we can use that's going to save us a lot of work um a lot of the things that we do
1:06:20: are res I like we end up reaching a point where using a third party Sol solution doesn't quite fit our needs um
1:06:30: it's like it essentially reaches a point like where like it's it's like we kind of
1:06:36: have to more deal with the issues of the library just to kind of progress and that that's what end up you know ends up
1:06:42: slowing in the updates because it kind of puts the road blocks and making our own in-house system lets us design one
1:06:50: that like that is like a perfect fit for what we're trying to do and because of the there we're trying to do you know
1:06:55: things that lot of other platforms are not um it ends up like requiring a lot
1:07:01: of kind of like in-house Solutions because we need like you know sort of unprecedented level of control over
1:07:07: those system so we can achieve our goals and make make it fit with the rest of our
1:07:13: architecture um but yeah like it kind of depends um but all of the systems you
1:07:20: know that we have kind of inh house solution for there's there's a justification for that
1:07:25: like there's been something that made it necessary to have that system
1:07:31: because given a choice I will like you know like for example with beu beu that's a physics engine is excellent
1:07:37: it's a big project we wouldn't want to do then one you know on our own and the way be physics is written um it's very
1:07:47: it's very kind of lowlevel kind of physics engines which means like you canot get to like adapt and integrated
1:07:53: in a way that suits your project and I really appreciate like you know that kind of thing and it's one of those
1:07:58: things where um I like I I don't see us
1:08:03: ever like making our own other is like not in the forceable future um and we'll very likely you know
1:08:10: kind of continue utilizing that one there are actually cases even with that one where it makes things hard to update
1:08:15: because right now what beu has done uh a while back actually moved to
1:08:22: initially net five I forget which version it's on right now but it essentially requires you know the Monet
1:08:28: run time because they they wanted to use some of the new high performance you know features of it and because of that
1:08:35: we can't use the you know Upstream versions anymore and we have our own modifications our own fork and I
1:08:40: actually had to spend time backporting some of the updates they did you know back to like something that works with
1:08:46: NET Framework so that actually made like there's already hard to update because
1:08:52: of that and it's one of the reasons we want to move you know to net 9 so we can actually sync up with the latest version
1:08:57: and make it easier to update but often times there's going to be something like that Library does something doesn't fit
1:09:03: well with what we're doing and it has additional work uh we have system you know that is
1:09:10: buil specifically for our purpose that usually makes things smoother so the main thing is you know how much effort
1:09:15: is making that custom system and maintaining it and usually when the
1:09:21: maintenance burden of like you know like third party Library crosses over the maintenance verion of inh house Solution
1:09:27: that's when we you know decide like we're going to make the switch we're going to make our own
1:09:33: inhouse uh we got some questions uh R 86 improvements to protox
1:09:40: yes there's a number of them I actually did talk there's another stand loone video uh on our YouTube channel uh which
1:09:47: talks about you know future Improvement to FL just in short um there's going to be stuff like nested noes so you can
1:09:53: Define your own functions you can Define interace faes so it like interacts better with lots of other systems as
1:09:58: well um there's also going to be DSP so like you can you know process audio
1:10:04: meshes textures you know do stuff like procedurally do like V kind of like processing like that so there's a lot of
1:10:09: improvements tolex that we want to do as well I do recommend watching the video on our YouTube channel it's it's it's
1:10:15: called something like future of scripting you know with prole or something like that so give that one to watch if you want to know
1:10:21: more uh next one bit crack IGN are there any neat cool features you want to add
1:10:28: to Photon dust after testing after performance update yes yes there's a number of them so uh one of the features
1:10:34: we want to introduce is uh um uh submitters so you can like you know when
1:10:41: particles like you know the particles can actually spawn you know more particles and it can be you know during
1:10:46: their lifetime it can be when when they die it can be when they cide you know it can be like when particles have Trails
1:10:51: the trails can be emit themselves you know so you can do all kinds of cool effects the other feature is also going
1:10:58: to be um uh like effectors force fields where you can Define you know for
1:11:04: example a sphere in the world and you say the sphere applies you know turbulence you know to the particle so
1:11:10: you can create like winds you know it can create force fields like you can shoot particles you know and then like B
1:11:16: you know like do all kinds of things with them um and that's overall I think
1:11:22: it's going to be very powerful system as well there like one that I'm kind of like want to do at some point is like
1:11:27: add one of the things I made with Photon D is that it supports uh it's very
1:11:33: modular and it supports uh different renderers so the particle system it does its own like simulation and computes you
1:11:39: know new points new colors new rotations and so on and that goes into a renderer and the renderer decides you know how
1:11:46: are these points going to be represented visually so you can have like you know the you can have like you know Billboards or you can have like you know
1:11:51: meshes you know the particles that present meshes one thing I want to is something's going to use um um what's it
1:11:59: called um March cubes algorithm and sort of make a mesh so you can sort of do
1:12:05: like you know like liquids with it and I think that's going to be cool for lots of like you know lots of like effects I
1:12:10: always like think of the uh thing of like you know the liquids and portal like you know like we have the the gels
1:12:16: and you'll be able to do stuff like that with it uh but I I don't know when I'll be able to add that one because there a
1:12:22: little bit more involved but um uh um I'll have to see on that one but yeah
1:12:28: there's a bunch of them and next question Rel 86 what would
1:12:34: I use brushes uh brushes for when building a world could you give me some examples when you have time in answering
1:12:40: yes so there's there's lots of ways to use brushes it's a very very powerful system um so you can pretty much use it
1:12:48: you know for any part you know from prototyping to actually building the world so if you start building some
1:12:55: environment you know like I can I kind of want to get up for this one again but I just sat down um with the brushes uh
1:13:03: let me actually I'm going to stand up and there we go I'm going to move over
1:13:10: there and we still have this stuff over
1:13:16: here so I'm going to clear this one out um so say actually I'm not even going to
1:13:22: use this one I think I'll use smooth POV so say like you're buing a world one of the things that even our own team often
1:13:28: times does is like when they you know block out the environment they'll be like you know or maybe like we want to add a thing over here so like you know
1:13:34: you just quickly draw it and you're like okay like maybe a desk over here you know and just draw it like this and get
1:13:42: you know very quick idea and maybe this is going to have like you know a thing over here you know and sort of fov on the
1:13:49: camera oh is it too F it's it's a little too narrow oh I
1:13:55: think it might be a bug um it looks PR okay so you essentially you you kind of
1:14:02: sketch out like what you want to do and because like you can draw in 3D space you get like you know a good idea you
1:14:11: know you get a good idea you know spatially like you're like okay like this is how the space you know feels
1:14:16: like you know I have like stuff here maybe like you know put some stuff here so the brushes they're really good tool
1:14:22: you know for initial kind of bling out and prototyping um and of course like once you kind of
1:14:27: done you know all this goes away you make models but you can use it to quickly sketch a place you can do the
1:14:33: same thing if you know if you scale so if I go to scaling mode I go to no clip I can scale myself
1:14:40: up so the whole thing is you know and you could do you can do this kind of
1:14:45: stuff you know on bigger level so be for example I'm going to add a door here there's going to be stuff here you know
1:14:52: maybe I I want to add platform here there's going to be like this you know
1:14:57: and this goes here you know and there going to be like a maybe I want to add like a tower here you know there going
1:15:02: to be like a thing and it's going to go down here uh and the seear is already going through there which is also
1:15:08: another cool thing is you know we can do this kind of stuff collaboratively and maybe you know I want to add like you
1:15:14: know I want to add like you know some kind of arch over here you know that
1:15:19: like has things you know or maybe I want like you know I want more I want another island of here so there going to be
1:15:26: island you know there going to be tree and you kind of sketch it out when you scale it up and you know you scale
1:15:34: down and then you kind of like you know get a feeling for like you know this is what it's going to feel like this is how big it's going to be you know and I've
1:15:41: literally just kind of sketched this and you know just going to be thing over there you get much better idea of like what you want to build before you build
1:15:47: it and literally took me less than a minute to sketch all of this so that's one of the that's one of the lob kind of
1:15:54: benefits the Brash system uh but there's even more so let me go back inside um say you actually want to build
1:16:02: more environment so like you have like stuff like this with plants so what I'll do and let me
1:16:08: enable private UI so I'm in the resonate Essentials TOS
1:16:14: brushes there's a bunch of them um there's some cool ones if I go uh plan
1:16:20: brushes because the brush brushes they're like you know fully scriptable and fully configurable you know you can
1:16:27: pretty much make them do whatever you want and we've made a bunch of them for you you know for a lot of kind of common
1:16:34: tasks so say like I actually want to add you know some grass over here I can literally just go and be like you know a
1:16:41: little bit grass over here you know maybe I want some over here and I just draw it you
1:16:48: know add a little here so you can use them as actually you know part of the
1:16:55: you can like build something I think actually these things like ages he made like a tool that like DS these so like a
1:17:02: lot of the plants a lot of the stuff you see in resonite and that you see in the cloud home there was built with these
1:17:07: same tools so you know um there's another one
1:17:13: so uh this for example you know billboard brush but we also have Rock brushes so say like you know you want to
1:17:19: add some rocks around it can literally just be like you know and Little Rock here and maybe you
1:17:27: know I want like one that's kind of covering these plants so I'm just going to draw one here I'm going to cover this
1:17:32: plan which there we go and like you know smaller one here another one here you
1:17:38: can like if you want you can build entire Wars out of this one I can do the same thing you know if I go back
1:17:45: outside and I will scale myself up and actually C can I have a uh can
1:17:52: you grab the tool for making things collidable like player collidable what
1:17:58: I'll do I'll draw you know some rocks and say like I want I want you know
1:18:04: something to kind of bridge this thing so I'll go here and I'll just you
1:18:10: know draw like rock here and can you make it collidable there we go and you see Cyro
1:18:17: immediately is able to hop on that one and I'll draw another one for him here and makes it collidable and
1:18:26: fals well I'll give I'll give you another one you also probably want to make this other not grabbable
1:18:32: anymore oh yeah somebody else we get that one okay I need to do that one and then I'll give you another one here
1:18:40: another one here this one this one's actually kind of bad it's kind of I'll do
1:18:51: this okay and you see is like little like small and I kind of like watch him you
1:18:57: know go through the terrain I just made and see now it's easier easy to get here and I literally just Dre this Z with the
1:19:03: brush and I can do the same thing I can scale down and go into third
1:19:13: person you know and and we actually also collaborated because like you know Cyro used this oh
1:19:19: this actually smaller than I thought it would be you know we have collaborated because cro you know I was a able to
1:19:25: draw these and C made them so like we cannot grab them by accident and I can just kind of H and H so there's like
1:19:31: lots of possibilities like this there's one more brush I want to show you that's kind of fun the there's let's see
1:19:40: geometry brush snapping tools uh quad brushes I forgot where we
1:19:45: put this one I think it's this one yes this one this one geometry line brush so you see this one it sort of
1:19:52: draws like this kind of tube um and S I'll ask you to do the same
1:19:57: thing again in a sec I'm just going to scale myself
1:20:03: up and I'll add like I'll draw like a tube actually even bigger I'll draw like
1:20:08: a tube here that goes like this oh and my tracking is freaking out
1:20:15: hold on let me do that again oh I was facing the wrong way so let me do that again I'm going to and I
1:20:24: messed that one up there we go and it goes
1:20:31: here and then it goes here and then maybe opens up here there we go cider
1:20:38: can you make it uh collidable and also UNG grabble
1:20:45: okay that should be it okay so now we got like no this tube what oh did we
1:20:51: make it uh no it's still gravable oh is it still gravable oh I might have not
1:20:56: hit it hang on I think hit the wrong one uh I'm also gonna modify the material
1:21:02: for it's a little bit faint actually do have the material to hand the the mesh
1:21:08: might need to be dual cided hang on okay can fix it up give us
1:21:15: a and change the sness of the mesh coll going to sh side it yeah that's good
1:21:20: it's correct to collider and oh yeah let's open the material too so we have the material I
1:21:27: just want it to be less transparent oh that's very strong just
1:21:33: go to 0.5 eh there we go it's this visible enough I think okay okay and now we
1:21:40: should be able to just you know go through this tube that we have made and you can see the cor over there
1:21:47: I think I made it to non transparent and we go over
1:21:53: here is over here we oh and I through part and then we
1:22:00: exit here and we just you know plop out here and uh and that's it so there's
1:22:05: another cool thing you can do and actually I lied there's there's one more brush I want to show you uh it's also my
1:22:13: well I keep saying is my favorite uh I think it's in bubo brushes there's Cloud
1:22:20: brushes or smoke brushes so I can uh light smoke I'm going to light smoke so
1:22:26: this brush You See It kind of like this smoke and it's like you know volumetric so I do the same thing I scale
1:22:34: up and say I want to like you know add little clouds you know I'm going to add
1:22:40: Cloud here I'm going to cover this area you know kind of in
1:22:46: clouds maybe somewhere around here you know and just throw around and maybe some of them are
1:22:53: leaking inside maybe there's fire or something actually no fire is not good and then I know I don't like more here
1:22:59: cover this area up there we
1:23:06: go and I scale myself back down I go
1:23:12: here and and now there's uh there's there's extra clouds and I go inside you know and there's a the clouds are
1:23:18: looking inside for some reason which I cannot figure out a good reason other than just Dem everything if
1:23:24: I go here you see this is look this is all now cloudy and
1:23:30: Misty so brushes are really cool like you know you can actually build entire environments of them or if you already
1:23:37: have an environment you can decorate it and all of these brushes they were made in game which means you know whatever
1:23:43: effect you need you can you know there's a good chance like you can make it with a brush so they are they are really good
1:23:50: kind of like you know War building too I think more than I think better like an War building to than most people like
1:23:57: realize so I hope this kind of answers the question I I um like I've seen
1:24:02: entire worlds you know build just like you know with brushes and procedural materials and they're very powerful so
1:24:09: if if you like you know World building I strongly recommend check out you know check out the Arizon Essentials tools
1:24:15: brushes you know take them apart you know make your own try to build stuff with them like it's a lot of fun um like
1:24:21: I remember some sessions like we would literally just you know grab the tube one and just thrw tubes out on the wall and we just zoom around them and it was
1:24:28: like a lot of fun you know doing that so uh I'm going to disable the
1:24:35: private there we go thank you very much for your question we're going to go back and hopefully the next question doesn't
1:24:40: make me get up again there we
1:24:46: go actually happy like a lot of like kind of good material like all cut out like into individual videos because the
1:24:53: brush system is actually one of the things I really wanted to show sometime because
1:24:59: um I feel it's like very powerful and not like you know not enough people like use it
1:25:06: yeah so yes uh hope it answers the question L uh next one is uh we also
1:25:13: have like uh 35 minutes left so I'll see how many questions are there there's quite a bit piled up so we might start
1:25:20: speeding through these a little bit more um I'll see how it goes I'll try to avoid any further deep Rambles if I can
1:25:28: help it uh so next one let me switch camera view navigating of than menu with too
1:25:35: many branches can be tedious navigated are any plans improving the for default tools I I literally answer this question
1:25:41: early in the Stream um yes there's uh the tools they're essentially going to get like you know facet which you can
1:25:47: typically place you know on one of your hands or like anywhere uh in the world like you know place it in your Viewpoint
1:25:52: uh and other places so yes that that is PL plan to be significantly improved in the future I do recommend checking out
1:25:59: you know the recording of this uh um because I I did like go a little bit more in
1:26:04: depth uh next an idea what do you think of having new elements like inspector
1:26:09: into other windows while we still a few I literally talked about it one as
1:26:15: well yes like just watch that was actually that was asked before you started talking about it oh right like
1:26:22: we're really behind on questions um yeah I'm going to skip to these pins uh yeah beenin like asking pin
1:26:31: screen cool full screen yeah I could be able to do full screen uh bit crack IGN
1:26:36: oh inspector thing reminded me I was working on a HUD for a game and found scaling is pretty hard with Dynamic fov
1:26:43: motion BL makes it unreadable what system featured makes such stuff easier like General SL uh HS yes uh one of the
1:26:50: things like I do want to do like especially for desktop is you know um so you can just Define like a facet and see
1:26:56: like this is the screen and it just kind of projects itself on the screen like you know bypasses a lot of the stuff like motion BL I know like Cen in
1:27:02: particular like v i and like other on the our team they've been uh when they
1:27:07: making the tutorial theyve actually fighting that quite a bit uh they made a system that works but it was you know
1:27:13: lot of pain yeah it was a little bit uh a little bit of
1:27:19: silly so is asking uh spherical Wars with gravity yes yeah like like we can
1:27:25: already do spherical gravity like that's already an option so this is just going to make it so you can you know make it way bigger uh next question the six I
1:27:33: haven't seen entire star system that you can Traverse with large distances large Force arate could you give ex asking in
1:27:39: chat um 86 will 64bit floating points be a thing I mean they're already thing
1:27:46: they're called Doubles uh but they're not used for most things because um
1:27:51: there's actually a performance impact if you use them uh one day on Modern architectures like
1:27:58: it it actually didn't used to be this way it used to be that like doubles were as fast as
1:28:03: floats but and a lot of people still you know think that but it has changed significantly you know over the past
1:28:08: like 10 years or something I I don't know the exact timeline but right now floats tend to be way faster uh for a
1:28:16: number of reasons one there's more kind Hardware dedicated to processing those through they take literally take half of
1:28:23: the memory which and often times applications can be constrained by memory bandwidth and
1:28:28: also cach size so if you you know if you if you generate like cash misses twice
1:28:34: as often that's going to hurt your performance quite a bit uh and the other part is because now there's also like
1:28:40: heavy use of vectorization outo vectorization which means your CPU like
1:28:45: if you're for example adding or multiplying lots of numbers it can do a lot of them together so you can do something like you know you load eight
1:28:52: floats you know into speci register and you multiply all of them at once in a single operation if you use doubles like
1:29:00: you know because they take take twice as uh much space you can load only four of them instead of eight which means you
1:29:06: literally have your performance you know for these operations on that like you know alone so we're very unlikely to
1:29:13: switch to you know doubles for like you know representing everything because that has a quite a big impact uh but
1:29:18: with the domain system what we usually do is like you know the coordinate system within the domain keeps things in
1:29:24: relatively small region and there's an additional coordinate system that determines the coordinates of the
1:29:30: domains relative to each other and with that like you know it can make it as structured as you want because you don't
1:29:35: not dealing with it for every single individual object um which means like you know like you can you can have like
1:29:42: kind of arbitrary press you want like you just have a system that's kind of coordinating how they're positioned with each other so uh this I feel is the best
1:29:50: kind of approach to solving you know the limitations of the FL in points I think um I think they were kind
1:29:59: of to kind of into it what they're also probably referencing is like on the GPU
1:30:05: because a lot of people think like oh why don't gpus just use doubles and well the like really high the really high-end
1:30:12: gpus like quadros and stuff those do have double support but that's more so meant for like you know Data Center and
1:30:19: like you know simulating like protein folding and stuff like that
1:30:27: yeah for like modern gpus they're optimized for floats and that's why you see like floating Point really far out
1:30:33: and that's why you have to use strategies like what fruk said to kind of make the worlds you know a bit like feel a bit bigger I mean you can use
1:30:40: doubles even like on like modern gpus that like consumer it's just they're way slower and I think it's the same with
1:30:45: quad like quad like they have better performance but it's still if you use floats like it's still more performance
1:30:52: because like ultimately you know they're have the size you know have memory Bond withd and often times
1:30:59: quicker to compute yeah uh so Nuki is asking question the new paradig for how
1:31:04: components are put together for New particle system is interesting seems high extensible can we expect that more for systems like materials will be moved
1:31:11: over to this sort of plugin Parts one at the time system so it's not really a new
1:31:16: system it's uh like like it's pretty much like using you know like the indal
1:31:22: kind of module for the particle system is component and then you're just telling the particle style which ones to
1:31:28: use and the reason for that is because they can be shared you can have you know the same module used in multiple
1:31:34: particle Styles so it's something that's specific you know to Photon dust of How It's Kind
1:31:41: structured um I don't think it would like really work for materials you know because like the material is just its
1:31:46: thing so it doesn't really make much sense there uh it's it's definitely not like you know not a paradigm
1:31:54: it seems like it's already like that because you know you already have you know your materials and you can already plug them into a mesh render kind of
1:32:00: like how you do with like phone contest with the different modules it's just oh yeah yeah this a really good example
1:32:06: like you know we have multiple materials and then can have measure in there which just references those material so it kind of is doing that you know and the
1:32:12: material is sort of like Atomic unit you know of something that's kind of referenced um bit C assume chunking and
1:32:20: domain systems will be separate um it's kind of the same thing like Chun like
1:32:25: like we don't have like you know fully like defined terminology for it but like you know we call it Chun we call it
1:32:30: domain we call it like you know session it's kind of the same thing it's just kind of like self-contained part of the
1:32:35: world like you know users can exist in it and then you can have like multiple of them in parel and you know position
1:32:41: next to each other but it's is the same thing essentially um next one we have n con so
1:32:48: wait how much of each other contents will sessions able to see uh that's going to be defined like you'll be able to you know like when if making world
1:32:54: like that you'll be able to say you know this is you know what is shown to other users so this going to be very hardly
1:33:03: customizable um so like you it's going to pretty much up to you how much you want others to
1:33:09: see 86 star SS possible in resonite maybe maybe maybe eventually maybe maybe
1:33:15: they'll switch engine again to us uh
1:33:21: yeah really really probably not but uh we can we can we can dream SL joke about
1:33:28: it um rash the six what about loading lag when switching from session to
1:33:34: session within domain uh that's something that's going to be you know kind of overall improved um uh even like
1:33:40: you know before the systems comes in like want to make it as smooth as possible some of it's going to be helped like you know with the upcoming
1:33:45: performance update the other stuff like you know we want to smooth out the general kind of like loading of stuff uh
1:33:51: but essentially that's like you know separate problem that we want to solve you know just make all the loading processes way smoother once we do switch
1:33:58: to customing engine I think it's going to fix up a lot of that uh because we have a lot more control you know how is
1:34:03: stuff uploaded to the GPU because right now for example when meshes load they all have to load in one go for textures
1:34:10: we have a Time slicing algorithm so it's like you know only like if you're uploading a big texture it's only going
1:34:15: to upload a little bit like every frame but for meshes we don't have that because the apis in unity are a lot more
1:34:23: limited for doing that um so it's all bit trickier
1:34:30: there and next one three are like the same question okay uh I just read all
1:34:35: three of them so n asking follow up to that is there a plan to give us a away within within a session to limit updates
1:34:43: uh like limit the speed that thing will update to save Bond we in case his characters being far apart uh or is it a
1:34:49: subsession thing solution for that yes there's actually going to be um we don't want to rework the system that's
1:34:55: handling sort of like you know updates you know that's a Computing you know when the ik updates when you know
1:35:00: everything in the word updates and one of the things we want to introduce is something called variable rate update um
1:35:07: what I will do is say that certain components instead of up updating every
1:35:13: single frame they're going to update you know every second frame or every third or every fourth and can essentially
1:35:19: limit how fast it updates so for example you know like if you're in a session you know and Sal right next to me both our
1:35:25: ik systems will update you know at the full rate so like you know we see each other smooth but if somebody's you know
1:35:31: way over there we can see like barely see them or maybe we don't see them at all like if we don't see them at all
1:35:36: maybe they update you every 30 frames you know because it doesn't matter as much if we can still see them but in
1:35:42: distance maybe they update every 10th Frame or every eighth um and that's going to save a lot of performance and
1:35:49: there's going to be like you know systems to kind of control that so you can say these things are important important this things to update you know
1:35:55: like you know at least this fast or things is not important you know the system can like you know limit how fast
1:36:00: it updates and save performance that way so there is going to be a system for that uh just going to read these three
1:36:10: questions also thank you for the raid and I actually I can't read that
1:36:16: uh is like it's like I'm going to pull it out just so you can see somebody c c
1:36:24: thank you for the raid it it made it gray gray fond on a gray background so I was not able to read that but thank you
1:36:30: very much for the raid they probably R Us a while back and we just noticed because we had a pile of questions and
1:36:36: we got 25 minutes left so we actually pretty good on time now um okay guess
1:36:42: that means more rers modern ballon is asking a question I have uh I'm curious with multiprocess
1:36:50: and eventual eting of unity will there be any issues with final I when get process on net 9 no it's it's a purely
1:36:56: CP like code like there it just does the same like if you think about it the
1:37:02: Headless is actually running you know the ik and there's no process there like the Headless doesn't use Unity at all
1:37:08: but we actually don't use final I specifically like like like directly um
1:37:14: what we use is a part of it so it's kind of like it's pretty much been like
1:37:19: portrait to for ex which just like one of Reason want to like like you know replace it because because it doesn't quite fit in the engine
1:37:25: architecture um so it's eventually going to be replaced but we're going to replace it you know because we want our
1:37:31: custom system that we have full control over um but like it has nothing to do
1:37:37: with the switch toet 9 it runs with net9 um nun why can you stream outdo directly
1:37:46: over resite but not video is it a stream thing direct video streaming ever planned so um I'm pretty much the reason
1:37:53: is like it has not been implemented uh implementing you know streaming video it takes time uh it's something we want to
1:38:00: add at some point I I feel like it's going to be like also like a really good building blog because you can do stuff you know like stream your desktop you
1:38:06: know to show other people like what you're doing but you could also have like you know a camera and like you
1:38:12: could even make things where the streaming camera instead of like using OBS you can just kind of compose everything and just you know stream it
1:38:18: directly you know from here make it kind of like the process simpler and let you know script part of parts of it you know
1:38:24: with proton Flags um no I'm missing
1:38:31: things uh with prot flag um but yeah like we want to add it at some point the
1:38:36: reason it's not there is just it hasn't been implemented yet so uh it's actually something I've been
1:38:43: like looking into as well because like there's like multiple Solutions ideally we would want to have you know GP ACC
1:38:50: encoding especially like if you do like higher resolutions but also like the GP acceleration wants they to be specific
1:38:55: like you know to Nvidia so like but we also want users you know have AMD to be able to do it so it's kind
1:39:02: of uh a fair bit of work next question Jack the foxter uh
1:39:08: should I feel bad for my questions Tak my scam time every week no I really like the rambles and like that literally gave
1:39:13: me like material for several videos that I can split and you know it filled a lot of the time I was actually like at the
1:39:19: beginning like we we didn't even have too many questions I was like is just be kind of rambles about stuff and it's
1:39:25: just kind of give excuse to ramble and I like like I like doing DS you know where
1:39:30: I can actually showcase you know something like I can like you know draw because it makes it more visually
1:39:37: interesting um and those videos like like I've done like you know one for the performance one for like uh you know the
1:39:43: future of pro flux they've been like doing pretty well people seem to be liking them so and I
1:39:49: think I got at least like four or five just out of the stream alone so like thank you for those
1:39:56: questions uh next question Lex is asking now I'm thinking that the variable the variable rate updates could
1:40:03: dynamically react to similar how Photon dust Works where if specific System is using up a lot of performance it could
1:40:08: dynamically change the update rate of that system could it be possible yes that's actually this actually related
1:40:13: because uh I've been wanting to do the variable rat like update system for a long while um and actually I've been
1:40:22: like you know kind of placing bits of it you know into the systems that are being reworked so for
1:40:28: example like Proto flux that's you know it has mechanisms in it for like you
1:40:34: know update like the tracking that lets it kind of fit into that kind of system same with like you know Photon dust a
1:40:40: lot of the procedural you know asset system they use the same mechanism they essentially trigger an update let the
1:40:47: update you know around um you know let it update around you
1:40:53: know at whatever you know background like you want once it's satday it's going to get integrated and that frees
1:40:59: up another update to happen if something um you know if if
1:41:06: something uh you know change the meat something nothing changed and you know just done so this kind of pattern that
1:41:13: there is on night like you know basically F engine has been using uh and it make systems that work much better
1:41:18: with VR because like it doesn't constrain your whole FPS you know your
1:41:24: FPS doesn't Drop Like Only the FPS you know things are getting updated um with
1:41:29: the variable rate updates that's essentially going to make this kind of pattern applicable to a lot more things
1:41:34: and I feel that's a lot better way you know to control frame rate because you can say I want to hit you know 90 frame
1:41:40: per second and the system is going to look and it's going to be like okay my ik is the most important one because
1:41:46: like you know uh it's me I want my I want my movements to be smooth and
1:41:51: depending you know how much CPU time you have it's going to be like okay like I can I can afford to keep running you
1:41:57: know Cyro at full rate but like those things in the distance I'm going to lower them down enough you know so like
1:42:03: you keep hitting 90 frames per second because you can also like Cascade it so like you know say like there's say there's 10 people over there in the
1:42:10: distance and the system decides I'm going to update them every 10th Frame so on the first frame it updates first
1:42:16: person second frame updates second person third frame updates third person you know and it kind of spreads out
1:42:23: impact of those over 10 frames so all those 10 people they're taking they're
1:42:29: essentially taking as much performance as a single person just you know for the updates um so that kind of system is
1:42:37: going to make it much easier for the system to sort of like self-regulate to hit whatever Target frame rate you want
1:42:44: uh maybe like you know like if you're on a potato system it's going to be okay I'm going to update my own ik at full
1:42:49: rate and C gets you know every second frame whenever third frame so it's going to be choppier for me but like overall
1:42:55: everything is still going to be smoother so I believe system like that gives like
1:43:01: way better control on that and yes like Lex was also asking wouldn't affect the for upgrade time and
1:43:07: not lose FPS yes that's pretty much like the goal is like uh the system can see you know how fast you're running and
1:43:14: decide like you know to give things less time or more time you know depending you know how you hand like how your system
1:43:20: is able to handle things and how much is there I saw see another question I'm like oh no uh Grand UK what is your favorite
1:43:27: pizza to eat no no you may not say the USA Pizza um this makes the question
1:43:34: hard for me I mean I usually I usually like kind of simple
1:43:39: pizzas like uh like pepperoni one those are pretty good um I do have a yeah I do
1:43:46: like mushrooms on Pizza like uh I like mushrooms uh I wonder
1:43:54: oh yeah this one uh so this is another 3D scan um so usually pizzas like that
1:43:59: this one has like you know there like pepperoni on it uh it has you know some peppers too I like those I like when
1:44:05: there's mushrooms on doesn't have mushrooms I'm hungry I'm hungry there
1:44:10: like onions in it onions are good um I don't like where there too much on
1:44:16: Pizza there's yeah there's another Pizza I had like while back like uh uh and I
1:44:23: wouldn't I wouldn't say this one's my favorite one but there's like there's a story related to it um is
1:44:31: the deep dish and I literally I literally had a slice of it
1:44:39: I had one slice and after eating that I I didn't want to even think about the concept of
1:44:47: food for the rest of the day I was like food doesn't exist I don't want to think
1:44:52: about it thinking about food makes me sick and then what's even funnier is
1:44:57: like um um we went like like I think was
1:45:03: like a week or two later um me and glitch we went to Navy Pier you know to
1:45:09: just kind of like go around and you know see the place and so on and we were like you know getting to parking lot um and I
1:45:16: was like GL I'm kind of hungry you know do you think we could like go up somewhere like you know get some food and GL is oh like we could go to J again
1:45:23: you know get another deep dish I literally sto being hungry when he once he said that just thinking about
1:45:30: how feeling this pizza is made me stop being hungry it's so fing you don't even
1:45:36: need to eat it to fill you up so
1:45:42: it's I mean it kind of doesn't it's kind of going attention on this question because it's more like this is not my
1:45:47: favorite pizza to eat I don't even say it's my favorite pizza to think eat this is this is my
1:45:54: favorite pizza to not eat to not eat yeah to not eat yeah you
1:46:01: get you get um you get extra with this one but I did pepperoni mushrooms on it it's good yeah what what you say Do they
1:46:09: have any cursed pizzas do I have any cured [Music]
1:46:15: pizzas I think like maybe like the most like quote
1:46:20: unquote cursed but I don't think it's really CU I like it is like macaroni and cheese pizza or Alfredo pizza Alfredo
1:46:28: pizza is pretty good chicken alfredo pizza I'm hungry I haven't eaten yet today those are just pizza pizzas that
1:46:35: are like other meals I also have another cursed one this one actually kind of was kind of blood so like this is from two
1:46:41: years ago like at foration um it was just like a cheap like like pizza it was
1:46:47: kind of it was kind of testing kind of bland and um whenever foration G he made
1:46:54: this sauce that he calls uh the scotch sauce it's really good especially you know with chicken I was like I wonder
1:47:00: what it tastes like on pizza so so I tried to put a little bit and it just kind of did a lot and it was extremely
1:47:05: salty so I had to like take the other slices and kind of dip it into it but I was like I need some flavor in this this
1:47:12: is very Bland tasting super cheap pizza so you you get another cursed Pizza you
1:47:18: know with the with like um whatever that is well it's sauce but
1:47:23: you know looks
1:47:28: cursed and gr gr is going D it FS a
1:47:35: man Griffin pH next question let's also check on time we got 13 minutes so we still got time for some questions but if
1:47:41: suddenly lots of questions pop in at this point uh we might not be able to get through all of them so like if you want if you have a question you know
1:47:48: make sure to get it like ask as soon as you can so next question Griffin is what sort of functionality is planned for the
1:47:55: contact tagging system when we eventually get to that update list filtering and sing session wi listing
1:48:01: for tags and tag groups contact notes um yes pretty much like I would say like all of these um the whole contact UI is
1:48:07: just going to it's one of those pieces of UI like we're just like we're going to make new one from scratch way better
1:48:13: add extra functionality make it much more extensible you know make it just overall much nicer and take the old one
1:48:19: and just throw it into fire like it's it's very
1:48:25: convoluted and like you know more again it's kind of bland pain to work with but yes um we like you know but kind of
1:48:32: searching options we want to add ability so we can actually tag you know um people like you know so can for example
1:48:38: be like you know you give somebody a tag like you know like a like a teammate you know or maybe close friend or maybe
1:48:44: acquaintance or maybe this group or maybe this group you know so you can assign people texts and you can be like
1:48:50: okay like I want to filter people you know buy this tag um and same like you
1:48:55: know it's going to integrate into other parts like for example session hosting and you're going to say I want to open a session I want it to be open only to
1:49:02: contacts you know with close friend so like if you're like you know feeling that like you kind of want to like you
1:49:08: know you don't want big group of people uh you can you know have session that like only your close friends can see or
1:49:13: maybe you want to work on something so make session open only you know uh the people like you work with on particular
1:49:19: project and just give you lots of flexibility that way uh different want to add you know context notes so you can
1:49:24: a piece of information uh that's going to also integrate into other paths like one of the things we have right now
1:49:30: that's very limited but it's there uh you know his ability to ban people uh or block people specifically I should say
1:49:36: well ban as well we can ban them from your session so having more options for those so you can for example say I want to like you know I want to block that
1:49:43: person you know Avatar or maybe I want to just block their voice or maybe I just want to block their visual but keep
1:49:49: the voice or maybe I just want them not to see them at all uh or maybe I want to block them for like you know they annoy
1:49:54: me right now but like I don't care about blocking them forever so I'm just going to block them you know for a day and it's going to automatically unblock
1:50:00: maybe you like you know leave a note why did you even block this person so you're remember so things like that um another
1:50:07: of the things um I H it like on the tip of my thong
1:50:13: and I forget about it um yeah I just kind of forgot about
1:50:21: it oh and one of the things like the whole UI is also going to be you know reor into facets so you could for
1:50:26: example you know um the chat UI um that's going to be in facet is also
1:50:32: going to use data feeds and you'll be to you know for example pull it out and you know put it on your hand if you want to
1:50:38: so you can kind of see you know um you can kind of see like messages like you know for example with a few important
1:50:43: people we have like very quick access you know to their messages or maybe like you have multiple tabs you know give you
1:50:49: kind of lot of flexibility you know in that regard um I still can't remember the other
1:50:55: thing there was like one thing I really wanted to mention and I kind of forget about it oh I remember I remember um one
1:51:02: of the things you know that also comes together with the tagging is ability to set your state Now set your online
1:51:08: status so for example you can set yourself to be invisible and only visible as online or maybe even sociable
1:51:16: to close friends so stuff like that you know like like where you don't want to you know
1:51:22: everybody cannot see that do online but like you want your close friends to see so there's a lot of kind of cool functionality with the tagging that you
1:51:28: know that we can build around it um it's also going to kind of integrate like you
1:51:33: know once we can have Profile Systems we can also like you know see one of the things I kind of wanted to do is like
1:51:39: unify the contacts you know with the session list um because right now like they kind of doing similarish things
1:51:45: like they're showing like this of people so we could like make it like you know where um you actually see these are the
1:51:51: people you're in the session with and you know not all of them actually have to be your contacts but you still see their profiles and you can you know do
1:51:57: stuff like you know even if you don't add them as a contact you can add notes you know you can add like uh um you know
1:52:04: you can block them from there because right now right now if you want to you know block somebody and you don't have as a contact you have to go and search
1:52:10: them or have to click on their name if you if you just see it in a single place I feel it makes things much much simpler
1:52:16: you could also you know for example override things like for example say sometimes happens some people don't
1:52:22: use voice normalization and like they're always quiet and have to mess with their audio have it kind of be persistent and
1:52:27: maybe have like an override that says like you know I'm want to for normalization on my end for this person
1:52:32: uh because I have you know trouble hearing them so lots of lots of like you know things like that like have have
1:52:38: things a fair bit more unified uh the whole messaging system that's going to be like improved like uh there going to
1:52:44: be like a new data feed which is going to make it easier to like you know add multiple types of messages as well we
1:52:50: want to add like stuff like even editing m mes deleting them you know stuff like that um it's kind of you know going from
1:52:58: the top of my head on these things so hopeful that kind of answers
1:53:03: the question pretty well um still got uh s minutes we got
1:53:10: one question so we got more questions you know um oh there's like one that just popped in uh well one after the
1:53:18: other one there was still like one question uh n is asking yeah how much control will we have overate up system
1:53:25: will I be able to tell that next room over should be at low rate and the
1:53:30: details are going to kind of depend like what's going to work on the system right now like you know um it's not full
1:53:36: designed yet so I can't really tell you you know how exactly it's going to look but there's going to be some mechanism
1:53:42: which is going to you know which will tell you stuff you know in this area like or like this part of hierarchy or
1:53:49: you know or with these conditions should use this update rate um so there's going
1:53:55: to be some controls but like you know details are going to be uh sketched out like you know once we actually work on
1:54:01: this part specifically Alo check the fox auor Rich embeds yes I don't want to add like more
1:54:06: types of messages uh so you can like you know kind of like do more kind of cool things with those stickers stick yeah
1:54:13: stickers I want to add stickers because you just you know appro like stuff and you could like use them like maybe like given animations one of the things I was
1:54:19: thinking I don't know if it's going to be too annoying like you know add like some controls for it B so you can
1:54:25: actually send something and it's going to trigger a particle system you know that just pops out out of your dash so
1:54:31: like somebody sends you it goes and it's just you know confetti or something um I
1:54:37: think it could be like fun uh I think people probably you know so people probably not want it so we probably have
1:54:43: like mechanism that like disables it you have to kind of click it first or something um we might also need like you
1:54:49: know something that like limits the complexity but like stuff like that uh R are going to be
1:54:54: cool like one of the things also um and this kind of part of our philosophy uh
1:55:00: in sort of you know combining like like you're using the
1:55:05: same piece of UI or code for multiple things one of the things you also want to rework is the wars UI so like the
1:55:12: wars is actually going to use a data feed and each element in the word browser that's going to be like you know
1:55:17: a template um then when you get an invite in your contacts that message just going to use the same template you
1:55:23: know to PVE with the world so which helps in multiple ways it helps because we don't have to build two separate
1:55:30: pieces of UI you know for doing what is essentially the same thing but also it improves familiarity for users because
1:55:36: if you if you see a way to open a world in your Wars menu and you see the same thing you know in your
1:55:43: contacts I feel that makes it like easier because now like you know especially for new users because you're
1:55:48: going to recognize you know that visual element you know from the other place um and right now it's a little bit
1:55:55: difficult like you know to build messages because like it's all built from code and that's just painful
1:56:01: painful to like you know write and every time like we want to add a new type of message it's
1:56:06: like it it takes a lot of like effort and like messing around and it just
1:56:11: doesn't render right but when we can actually make the template in game have like the content team handle it that
1:56:16: makes it so much easier um uh next question bit crack group
1:56:24: chats uh yes like one of the group chat like will be another thing that's it's not really part of the context UI so
1:56:30: that probably won't come as part of it it's something we'll probably consider and make sure the UI is prepared for uh
1:56:37: but it kind of needs you know mechanism to actually handle like Group contact and a group chat I mean uh which means
1:56:43: you know kind of controlling like you know their lifetime you know like life cycle like when do they get created when
1:56:48: do they you know get deleted making sure it's going to be abused for things uh but it's something we would like to have
1:56:54: as well uh that one's probably separate from the contact UI so I don't think that's going to come as part of it uh
1:57:00: we'll kind of see you know what state we are in when we get actually working on it uh as just checking 3 minutes left so
1:57:07: this might be the last question um uh flashy nesso is asking is there
1:57:13: any way to show main Dash to other people mostly for helping guide new people around uh so not officially like
1:57:19: you can do it on the stream like I did like earlier if um if I uh render
1:57:26: private UI so like you know I just checked option like render private UI so you
1:57:31: kind of see and if I open my Dash you know like you can see uh the other way
1:57:37: is there's a setting if I go just going to show you uh
1:57:44: camera uh there's uh where is it um is it camera or was it uh user
1:57:51: interface no that's the wrong one was it user interface I actually forget where it is
1:57:58: I didn't mean to do that um wait wait wait
1:58:04: Cera do I know where that one was where what was uh option to like
1:58:12: render when when take oh there we go quick photo capture uh there's capture private UI so if you check that on you
1:58:18: can you know enable that and then if you take screenshot in game and and across the dash if you take a
1:58:26: screenshot uh you know it it captures that so you can do that and you know show people this this this you know this
1:58:31: over here um that's one way to do it I actually have like a shortcut for it too so I
1:58:37: have like you know cture PR are here um so that is one way uh I know some
1:58:45: people they have like you know rip the dash and they have like a version for it that like is you cannot really full interact with it because like we we for
1:58:52: for security reasons we make it so the components you know don't work in World space but uh there's versions of that
1:58:58: that you can find so maybe that can help um otherwise you know like you can use like the screenshots or render it on the
1:59:03: camera like that so we have like one minute left so
1:59:09: I think this is a good time to kind of stop it um uh actually there one more question
1:59:15: gruk in the future when you see friend and contacts list in a session will possible to jump to that world in war stop and maybe in inverse I know it's
1:59:22: possible to jump to the contacts list from the name played but what about the is usage
1:59:28: um I don't fully understand the question of TR play so so like when you see a
1:59:33: person in your contacts list in a world and you click on them you could be like oh I want to view this world in the
1:59:38: world's list instead that they're in the world that they're in in the world's list I don't
1:59:45: understand uh well have to like ask on the next one like I I think I need like
1:59:50: little bit more context and I'm also like just kind like ending it now so um thank you very much you know for all the
1:59:56: questions you know thank you for the rambl questions I hope like you enjoy you know kind of the explanations um you know thank you s for
2:00:03: like you know helping me kind of like answer like things and you know helping me demonstrate some of the stuff because I feel it's like really cool like when
2:00:09: it's you know multiple people kind of collaborating which is one of the really big strengths of
2:00:14: resonite um and you know thank everyone for like everyone who's like you know
2:00:20: using res who's like supporting us you know on a patreon uh we're making like you know content like this platform and
2:00:26: just using it every day it helps the platform grow it helps us you know to keep going and improveing it so thank
2:00:32: you very much and we'll see you with uh next stream actually uh I wonder if we going to they might not be one next week
2:00:40: because I'll be traveling to the US um we might still may be do one but like DVD on that one so we we we'll see how
2:00:47: it kind of shakes up um I'll let you know uh so thank you much uh thank you
2:00:53: for watching and we'll see you if if we don't see you like you know have like really happy holidays have like you know
2:00:58: happy like happy Christmas and New Year and whatnot uh it's probably going to be some streams like you know from us but
2:01:05: not sure if it's going to be like you know under resonance but I'll try to make one if I can uh depend on how
2:01:10: things go uh because I'm be visiting some friends so thank you very much and see you you know see whenever the next
2:01:16: one is bye ah wait you this my Dash