The Resonance/2025-09-21/Transcript

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This is a transcript of The Resonance from 2025 September 21.

This transcript is auto-generated from YouTube. There may be missing information or inaccuracies reflected in it, but it is better to have searchable text in general than an unsearchable audio or video. It is heavily encouraged to verify any information from the source using the provided timestamps.

00:00: Start recording.

00:02: There we go. It should be live.

00:04: Uh, I'm going to post the announcements.

00:07: Hello, beautiful people.

00:09: Hello.

00:10: [Music]

00:12: Are we connected?

00:13: Are we live? Can you hear us?

00:17: Can we hear you?

00:22: Hello.

00:24: Hello.

00:25: Imagine

00:27: live stream where we could hear

00:28: everybody in the audience. There we go.

00:31: It's posted. Do we have anyone? Hello.

00:34: Nobody yet.

00:35: Nobody. Hello.

00:39: Everything's clogged.

00:41: Watch. Nobody like join the stream. Oh.

00:44: Oh, we got Hello. We could be. Hello.

00:46: And we got Nordri. Hello. We're getting

00:49: people.

00:52: Yay.

00:54: Hello

00:58: barf.

01:00: Hi guys, I'm eating a hot packet.

01:01: Let's modify art. Hello.

01:07: Hello.

01:08: The funny mob. Yes.

01:11: Welcome everyone.

01:14: Uh

01:15: let me double check this. Good thing I

01:18: get the space. I don't want to suddenly

01:21: have this space. Oh my god. We got

01:23: Schnopit and Taongs from BD_.

01:27: Oh my god. Hello and welcome. Uh we are

01:32: doing another episode of the resonance.

01:34: I'm FXUS. I'm here with Syra and

01:38: um

01:39: in this stream like you can pretty much

01:41: ask us anything you want about Resonate,

01:43: anything about ourselves like the team,

01:45: the the past, the future, uh whatever

01:47: like you want to ask, feel free to ask.

01:49: Uh sometimes we might redirect you to

01:51: like you know better places like for

01:52: example moderation office hours. Um

01:56: uh the only thing make sure to put

01:59: question mark at the end of your

02:00: question in this in the chat that way

02:03: kind of pops on our chain. Uh make sure

02:05: like you know we don't miss it. Um and

02:07: with that we should be able to get

02:09: started. Uh we're also going to be going

02:11: through uh u questions from Discord

02:15: first. Uh, and once we through those,

02:18: uh, we're going to be going to the

02:19: Twitch ones. So, uh, hopefully some like

02:22: pile up in the meanwhile. So, yeah, we

02:25: should be able to get started.

02:27: So, I might, uh, move the camera just,

02:30: uh, create anchor group. There we go.

02:33: Just so it's not moving as much. So, is

02:37: this good? I think this is good.

02:40: I think it's good.

02:42: I always

02:44: mess with the camera angle.

02:47: There we go. So, the first question from

02:50: Discord is from Mintshock. Uh,

02:53: Mintshock. Uh, is this readable?

02:57: Now, Mint is asking uh followup. I was

03:00: asking, oh, hold on to the followup. I

03:03: was if save object twice, will those Oh,

03:05: I think I know what it is. Um Mer is

03:08: asking yeah if I was more asking in the

03:09: line if I save object twice will those

03:12: after the duplication only take up

03:14: exactly as one does or is like metadata

03:17: for that inventory entry time sub

03:18: terminal so on counter get my storage

03:20: for each entry um so this I think asking

03:24: like you know like how the storage

03:25: counting works um just for the future

03:29: please include like you know if you're

03:31: like doing like a follow-up just like

03:32: ask it as a normal question because like

03:35: you know it's a week since like we've on

03:36: the last one and it's like the context

03:38: gets a little bit lost. I think I kind

03:40: of remember it roughly but um you know

03:43: this is like now now when we're doing

03:45: the stream this is like what we get. So

03:47: make make the questions as

03:48: self-contained as you can. Um

03:52: however um there's like stuff like so

03:54: thumbnails thumbnails are technically

03:56: just assets. Uh so those will count

03:59: against your storage. So if you like

04:01: save if you take an avatar and you save

04:03: it for example multiple times um any

04:07: assets that are shared are only counted

04:10: using storage once but they need to be

04:11: exactly the same. A thumbnail it's very

04:14: likely whenever you save it the

04:15: thumbnail is going to be slightly

04:17: different. It's not going to be the same

04:18: asset. So that's going to you know be

04:20: also counted against storage. So

04:22: typically the avatar itself whenever you

04:25: save it um it actually saves you know

04:27: the position like where you saved it

04:28: that's part of the saved object that's

04:30: going to make each copy of it like

04:32: slightly different. So those are like

04:34: the uh the data model like asset

04:39: that's going to be slightly different

04:40: for each saved entry. Uh so that doesn't

04:43: end up like you know getting the

04:45: duplicated because they're technically

04:47: different assets even if they like

04:48: differ very slightly. Uh however

04:50: anything like you know the textures the

04:52: meshes these typically don't change

04:54: between like you know when you save like

04:56: um it multiple times so those are

04:59: duplicated stuff like the time stamp

05:01: that doesn't actually count against the

05:02: storage that's just part of the

05:04: metadata.

05:05: Uh the only thing that gets counted are

05:09: um are essentially the um the assets

05:13: themselves, but also the assets

05:15: themselves will typically differ

05:17: slightly for each saved copy unless you

05:19: like explicitly save like you know the

05:22: exact same copy. So I hope it kind of

05:24: answers.

05:29: Next question. Oh, this is a long one.

05:31: Um where do I even put this? Uh, how do

05:35: we put this here?

05:36: I'll step to the side a little bit.

05:39: So, uh, Tifer is asking, "So, I went to

05:42: a public world where a lot of people

05:43: arguing about whether something should

05:45: do. Their compl usual, nothing too

05:46: serious, but I want to ask about

05:48: something interesting. I listen to two

05:49: people arguing. They kept uh arguing

05:51: until they decided to stop because they

05:53: couldn't resolve themselves to

05:54: conclusion. One tried to point out flaws

05:57: in argument, but ultimately failed to

05:58: help the debate and kept arguing. Then I

06:01: got so frustrated to listen to these

06:03: people constantly argued. So I grabbed a

06:05: corkboard, bunch of sticky notes and

06:07: pins. Uh then put all their pawns points

06:09: onto the board and told them why these

06:11: argument points are not interacting with

06:13: each other. The heat became dispersed

06:15: which is great. It was very interesting

06:16: to see different experienced leard

06:18: players have interesting ideas how to

06:19: serite are going to improve. At times

06:22: they can add insightful statements based

06:23: on their experience real development to

06:25: prove their feasibility. Is there any

06:27: plans to find a way to look at

06:28: experiences and player inputs in a large

06:30: data set? Um maybe some sort of monthly

06:33: survey to player base would feel

06:34: listened to in the dark argument. Um and

06:37: maybe separate survey for new players

06:38: since the first impression input is very

06:40: valuable when it comes to knowing what

06:41: they would know. Data is quite powerful

06:43: thing. Um I mean that's kind of like

06:46: what GitHub is like. GitHub is like

06:48: currently our way of like you know

06:49: getting feedback. Um and that's you know

06:52: bought for like new players like and we

06:53: get feedback from both new players and

06:55: we get feedback from like uh existing

06:57: players. So a lot of arguments uh for

07:00: the you know things like our features or

07:02: changes it already happens on GitHub

07:04: like you know that is a place where that

07:06: occurs. So I would say we already have

07:09: that uh oh my god thank you for the

07:14: subscription.

07:16: say we were like we already we prepared

07:17: the the chat it's spring the particles

07:20: steer

07:21: but like I would say like we already

07:23: kind of have it um we might like do some

07:25: stuff like in the future uh for the

07:27: survey it's it can be a little bit

07:29: difficult to like like usually do one

07:30: survey and we ask people you know what

07:33: their experiences

07:34: uh like are they using it like are they

07:36: new to it they're like using it we kind

07:38: of did that like when we did the

07:39: performance survey we actually asked

07:40: people how frequently do you play um so

07:45: um

07:46: you know we've kind of done that but

07:48: it's like more kind of targeted um

07:50: generally like we kind of collect you

07:53: know um data through GitHub because

07:56: that's like you know the easiest to kind

07:58: of like work with um we might do more

08:01: surveys in the future like we don't have

08:03: specific plans for any um usually be

08:06: probably more targeted ones

08:08: um we probably don't do them monthly

08:10: because like you know there's a lot of

08:11: admin there's a lot of preparation

08:13: processing data and so on and right now

08:16: um one like you know like it would

08:18: consume like additional bandwidth and it

08:20: not it wouldn't necessarily you know be

08:22: something that's actionable uh so right

08:26: now like I don't think like

08:29: we need to do like one right now like um

08:34: usually like we do that like you know

08:35: when we are we feel like you know we

08:36: need data for like the next choice but

08:38: like if we're like already focused on

08:40: you know working on something we're not

08:42: going to change that focus until that

08:43: task is finished. So it doesn't make

08:46: sense to spend a lot of time like

08:47: gathering additional data um

08:52: you know when we're not able to like act

08:54: on it. Uh because then like you know we

08:56: just spend a lot of time like gathering

08:57: the data but by the time like we're able

08:59: to act on it the data is stale. So

09:03: usually we would like do the survey

09:04: around the time like where we actually

09:05: want to make like some kind of decision.

09:07: Uh and that's kind of know what happened

09:09: with the performance survey. Like we

09:10: were kind of deciding we're like should

09:12: we work on prioritize the IK or should

09:14: we prioritize performance

09:17: and we're actually unsure. We did a

09:19: survey and it will inform the decision.

09:21: So if you like reach a point like that

09:22: again we need to figure out like you

09:23: know like what is this next path forward

09:26: for something once we kind of like you

09:28: know ready for a new task. um we look a

09:32: lot of the data we have and if we feel

09:33: like we need more that we don't have

09:35: from the existing sources um we'll

09:38: probably do like a survey but it it

09:40: tends to be very you know case like

09:42: situation like case specific

09:45: um it's also like you know usually

09:47: whenever we make decision also like a

09:49: lot of other things that come into it

09:51: like a lot of other kind of needs um so

09:54: it's like you know one like some of the

09:56: pieces like the views uh to determine

09:59: things. But ultimately like you know

10:01: people will everybody has like different

10:03: idea what should be the next priority

10:05: and people have you know different needs

10:07: different preferences and usually we

10:08: need to look at what's the best sort of

10:12: cost to sort of benefit like ratio like

10:14: how much time we need to put into

10:16: something and how much value we'll get

10:18: out of it. Uh and how like how well does

10:21: it set up us for the future and things

10:23: that are planned to be done after you

10:25: know whatever we do. Um and it also

10:28: depends you know currently what the

10:29: priorities are. So usually the decision

10:32: tends to be kind of complex and like we

10:34: try to choose ones that like help the

10:37: platform grow and help us you know kind

10:38: of keep this pressure kind of going as

10:40: much as possible and that might not be

10:42: you know what everyone wants but it

10:44: might be like you know what helps like a

10:46: lot of people even like you know with

10:47: the performance we still had like there

10:49: was about like uh from what I remember

10:51: like about 10% of people who are like

10:53: you know they didn't care about

10:54: performance they just wanted better IK

10:56: um and it kind of sucks that you know we

10:59: had to like choose the performance

11:00: performance, but it's the thing that

11:02: like help us players. Um, that helps,

11:05: you know, gives us more support. Uh, and

11:08: because it gives us more support, we're

11:10: then able to work on other things like

11:12: eventually the IK. But if we chose the

11:14: IK maybe, you know, like our support

11:16: will kind of keep dropping because

11:17: performance will still be number one

11:19: issue for most people and that would

11:21: like you know lead us into like a little

11:24: more kind of trouble uh as a company

11:27: because like if we don't get like you

11:29: know the support we need it's going to

11:31: be hard to work on things um in the

11:34: future.

11:36: So I hope this kind of kind of helps.

11:40: Uh next question is also from Tero. Uh

11:44: they are asking

11:47: uh let's put a C here. Uh they're asking

11:49: so this is for the moderation team. Oh

11:52: but I couldn't find a question straight.

11:53: I went to read what made the players I

11:55: found very interesting per generally

11:56: made with fiance which is surprising.

11:58: Their statement provides that reports

12:00: are one-sided and targeted player of the

12:02: report does not have choice to defend

12:04: themselves. False reports are possible

12:05: in other games. Is there a way to

12:07: prevent this? Can we record hearing

12:08: method? you know about particular

12:10: evidence that if you're posting

12:11: statement a support position uh to be

12:13: recorded hearing video and there will be

12:15: very entertaining and might make a world

12:17: on this. So um one like you this should

12:22: be this is better kind of suited for the

12:24: moderation office hours that just

12:26: happened like you know shortly before

12:27: this one. Uh they should have a thread

12:29: like in the forum like if you check like

12:32: you should be able to post there. Um but

12:35: what I can tell you is um that statement

12:41: that's not accurate because uh whenever

12:43: the moderation team is like dealing with

12:45: things um they will often times like you

12:48: know talk with a person they will try to

12:50: gather information and evidence and then

12:52: based on the string and evidence they

12:53: make the decision. There's also an

12:55: appeals process. So even after decision

12:57: has been made the person can like you

13:01: know make an appeal and if they present

13:03: like sufficient evidence that cannot

13:05: refuse like what happened um you know

13:07: the ban is lifted and like um the you

13:10: know there already are mechanisms and

13:13: they currently happen however one thing

13:16: I found and I don't want to talk like

13:17: about anyone in specific but I've seen a

13:20: number of reports where we did um

13:26: you know like we did like take like um

13:29: what's it called like a moderation

13:31: action against someone um and the person

13:33: would be given the reason like the

13:36: moderation team would hear like you know

13:37: they would talk with them they would

13:39: have like you know have a discussion

13:40: with them like about like what they did

13:42: um

13:45: and then they actually wouldn't provide

13:47: anything like that would like exonerate

13:50: them um so they would end up like being

13:53: banned and then they would go public and

13:56: essentially lie about the reasons, you

13:58: know, like why they got banned and they

13:59: would lie about like how the process

14:01: went because if they told the truth that

14:04: would make them look bad. So

14:08: that tends to happen quite a good

14:10: amount. Um,

14:12: usually I would say like at least from

14:14: what I've seen people who

14:18: are truthful about the reason they got

14:19: bound to like you know to their friends

14:20: and to public like that's more rare than

14:22: not. Um, so

14:26: if if you look at like you know

14:28: statements like by those people that

14:30: tends to give you like very very skewed

14:32: perspective of how the process works. Um

14:36: I can also tell you there actually was a

14:38: case where um somebody did fabricate

14:42: evidence

14:43: uh and it was found out and we reverse

14:46: the actions like we apologize to the

14:47: person and we took a lot more severe

14:49: actions against the person who

14:50: fabricated evidence against someone else

14:52: because that is a very very serious

14:55: matter. Um, so stuff like that can

14:58: happen, but there's the appeals process,

15:00: you know, and this like and that worked

15:02: out because like we actually found out

15:05: that the evidence that was submitted was

15:07: made up. Uh, and the person actually

15:10: they went like through quite a lot of um

15:14: a lot of effort to like, you know, do

15:15: that uh to make it look real. Um, and

15:19: also that person,

15:21: you know, like was then not hurtful

15:23: about like what happened. But we're not

15:25: going to go like into specifics. Um

15:28: there's actually kind of no touches on

15:30: the other part because like um

15:33: we generally won't do this like you know

15:35: the court style because essentially once

15:37: something goes to court that is a very

15:39: serious

15:41: you know there's a very serious kind of

15:43: like approach and it also makes

15:45: everything public and often times

15:47: moderation efforts um they moderation

15:51: reports they might like you know deal

15:52: with like you know sensitive matters

15:53: like you know something that you don't

15:55: necessarily want to air out in public or

15:58: maybe it's against someone you know who

16:01: like you know if somebody was harassed

16:02: or somebody was um you know some harmed

16:05: by somebody they might not want to like

16:08: you know air it out like all in public

16:10: so

16:12: that probably wouldn't be the light

16:14: approach like you know for this kind of

16:15: thing. Um it also might like you know

16:18: involve like people like you know

16:20: people's identities and other kind of

16:21: sensitive you know data. So making that

16:25: public is also like another

16:28: you know

16:30: I don't think that's the right approach

16:32: for like most moderation things. Um if

16:35: you look at it like you know at the

16:36: actual court system often times like

16:37: companies will also kind of do this like

16:39: where instead of like you know doing a

16:41: court case um they will you know do like

16:44: arbitration and stuff like that because

16:46: they that doesn't require things to be

16:48: public once you if you know with the

16:50: actual like legal system once you go to

16:52: the court things become public and you

16:56: know there's the discovery process and

16:57: like that can tend to be like you know

17:01: harmful in some things because now

17:02: everything's kind of part of public

17:04: domain not public domain but like

17:06: everything's kind of public public

17:07: record. So

17:11: TLDDR we kind of take a lot of things

17:14: you know people especially who had like

17:16: moderation things like the kingdoms take

17:18: it with a big grain of salt

17:21: um

17:23: and uh

17:25: you know

17:28: I don't think like we would like make

17:30: like you know like a public like way to

17:32: approach this because I I don't think

17:33: this just I don't think this is the good

17:35: approach for moderation. Man,

17:39: your business is your business.

17:44: The

17:45: next question is also from Terror and

17:47: like seems it comes with a meme. Um,

17:50: let's see.

17:56: Uh, it seems there's a lot of players

17:57: who would complain and ask questions. Do

17:59: you have any idea about this? Is it

18:01: because they didn't like answer they

18:02: asked before or they are just too afraid

18:04: to ask? I mean, I don't know if they

18:08: don't if people don't ask us questions

18:09: like, you know, then we don't really

18:12: know because we don't hear about them

18:13: like we don't hear from them like why

18:16: they're not asking questions. It might

18:18: be they just don't, you know, not aware

18:19: that like the office hours are

18:20: happening. So, we, you know, kind of

18:22: encourage people to like um we encourage

18:26: people

18:28: we encourage people, you know, to like

18:29: watch this or ask questions in advance

18:32: um if they're

18:35: not asking things that like you know is

18:38: a little bit difficult for us to do

18:39: something because we don't have data. If

18:41: people don't engage with us then um it

18:44: is hard for us to like you know not know

18:46: like why um

18:49: yeah TLDDR we don't know people don't

18:51: tell us.

18:55: And

18:56: the last question I think is this the

18:58: last one I'm gonna not sing over the

19:00: preview. Uh yeah, that should be the

19:02: last one in the third.

19:04: The last one is uh from uh Paltine. Uh

19:07: for a project I'm working on, sometimes

19:09: engineering malfforms on records when

19:11: important, they cause the game to freeze

19:13: or crash because of things like

19:15: incorrect type names and record. Is that

19:16: something that I should make issues

19:18: about is caused by a bug in my stuff?

19:20: But I would think there should fail more

19:22: gracefully and generate a missing

19:23: component object or something instead of

19:25: taking down user session. Um it kind of

19:28: depends. I would probably say make the

19:30: report. Um it's kind of hard to like you

19:32: know judge it without knowing what

19:34: exactly is happening. Um

19:38: yeah I would say make make a GitHub

19:39: report like um depending on what it is

19:41: like we might just you know kind of

19:43: harden something but also if it's not a

19:45: bug you know on our end we might not

19:48: really prioritize it because like you

19:50: know if if you're doing something that's

19:52: kind of breaking stuff and you're kind

19:53: of doing something non-standard like we

19:54: might just be like sanitize your code.

19:58: Um it depends what it is. If it's

20:00: something that's like relatively simple

20:02: like sanitization or we just canot throw

20:04: an exception instead of just trying to

20:05: handle something we might just make the

20:07: change but um without any additional

20:10: details. I can't really tell you what

20:11: the best course like on our end would

20:14: be. Um but just make the GitHub and

20:17: we'll look at it and then we'll decide

20:19: uh how to approach it.

20:23: So with this uh we're through all the

20:25: discord questions uh and we got our

20:28: usual schnoid from Grand UK which

20:31: actually I can put it up here. Um so

20:34: Grank is asking schnop. Uh I'm going to

20:36: consult my schnoid document.

20:40: the the schnapy mint. the actually no

20:42: wait I have I have one I have one that's

20:45: uh

20:48: I was really short but like um

20:51: my my schnopit is that uh

20:56: my schnop is like that like um my kind

20:59: of personal is like I've been very very

21:02: brain fog lately like after like do like

21:05: working on the split in um

21:09: it it took a lot And um I've been trying

21:14: to like start like working on things and

21:16: like I would just end up like you know

21:17: spending entire day like you know trying

21:19: to like make something work and it just

21:22: I'm barely like making any progress

21:24: because my brain's just not braining and

21:26: like and I'm like like I don't I don't

21:28: like this. I just I feel like I need to

21:30: do things. I need to fix stuff and do,

21:32: you know,

21:35: there there's a lot of bugs and a lot of

21:37: like things to still clean up and I just

21:38: like I'm not making any progress and I'm

21:40: trying to force it and it just doesn't

21:42: work. Um, and it's kind of like blah.

21:46: And so that's kind of like my schnop.

21:49: Um,

21:52: yeah.

21:55: Brains don't do brains don't do brain.

21:59: Do you have a schnuppet yourself?

22:02: Do I have a schnoid? Let me think for a

22:04: moment.

22:06: Is there anything that I'm snapping

22:08: about?

22:10: Um

22:13: h

22:17: I don't think I have any like explicit

22:20: schnoets which is I don't know good but

22:23: uh

22:25: yeah I can't

22:28: save it for next time. I guess I guess

22:31: if you wanted something out of me I

22:33: guess I'm also kind of feel a little

22:35: burnt out so

22:36: Oh

22:37: yeah.

22:41: But we also got time punks

22:44: uh by BD underscore. I would say

22:46: actually mine is like um

22:49: um so like when we like work on things

22:52: um you know it it it is actually some

22:55: somewhat related is like you know we

22:58: tend to deal with a lot of sort of like

23:00: negative stuff you know stuff is broken,

23:02: stuff is missing, stuff is not working

23:03: the way it is supposed to and we spend a

23:05: lot of time kind of like you know fixing

23:08: things and that can get like quite a lot

23:10: because like you know it's just like

23:11: every day just dealing with things are

23:13: broken, things are missing, things are

23:15: not to implement it and it just becomes

23:16: very kind of you know stressful and like

23:18: it's just like you know we're seeing

23:21: only that

23:23: but like what helps a lot is like when

23:24: we kind of you know when we fix some

23:26: things or we improve things you know

23:28: things get implemented um for me Typhon

23:31: X is like you know people who when we

23:33: fix something we fix their issue or we

23:35: improve something they um sometimes you

23:37: know come to us like in game or online

23:39: or like you know whenever and they're

23:41: like you know thank us for fixing things

23:44: And that actually helps a lot because

23:47: now we feel like you know like instead

23:49: of just things all being broken and

23:50: everything's missing and everything is

23:52: awful all the time we feel we made like

23:54: good progress and you know feels like we

23:57: actually made like a good difference and

23:58: that makes like you know all that kind

24:00: of work. Um it's almost like you know

24:03: gives like a tis for like all the like

24:05: work like we put into things and it

24:07: doesn't feel like you know it's just

24:08: kind of endless toil of like broken

24:10: things but like we actually kind of

24:12: improving things for people. Uh, and for

24:14: everyone who does that, like thank you.

24:18: I guess uh

24:21: my tie punks would be that I've been uh

24:24: I've actually been kind of like

24:27: discovering or rediscovering um how

24:30: useful spatial variables are. They are

24:32: just the bees knees, man. They are so

24:35: like even if you're not using them

24:37: spatially just having like a unique

24:40: spatial variable that like is is like

24:44: kind of prefix so you kind of name space

24:46: it to like

24:48: coag like coagulate or like accumulate

24:51: um a dynamic amount of things is just so

24:55: handy. Like being able to get like the

24:58: maximum angle something has like many

25:01: things have rotated. you know which one

25:03: has the most maximum angle it's rotated.

25:06: It's just so easy. It just does it. It's

25:08: just basically free. It does it for me.

25:09: It's so nice.

25:12: Yeah. I like how your how your tongs is

25:15: my tongs.

25:18: But yeah, I was I wanted to add special

25:21: variables for so long because I was like

25:22: it's going to be super powerful.

25:26: The next question is from modify arc.

25:29: Uh, what is a dark orb around you? Um,

25:33: dark orb?

25:34: I don't actually know what you mean.

25:36: I mean, there's there's that orb that's

25:38: that's like a checkerboard, but I don't

25:40: know about

25:42: you might you might you might need to

25:43: clarify a bit. We don't know we don't

25:46: know the meaning of the dark orb.

25:49: [Music]

25:51: So, adjusting the camera angle a bit.

25:53: Oh.

25:58: Uh, next question is from BD_.

26:01: What is your, uh, B asking, what is your

26:05: resonance frequency? Um,

26:09: uh, I don't actually know what it's a

26:11: silly question or asking how. I mean,

26:13: like you would know like because every

26:14: week, so it's like weekly, but so the

26:17: answer is seven. Yeah, seven. The answer

26:19: is seven. I guess if you wanted a

26:21: serious answer, it's whatever your uh

26:24: it's whatever your simulation frame size

26:27: is. Um and whatever frequency you can

26:30: hum to make a standing wave in a

26:32: waveform visualizer.

26:34: It's seven.

26:37: [Music]

26:39: We got cutie question. Uh for asking, do

26:43: you think we should uh take the bik B

26:45: bikini bottom and push it somewhere

26:46: else?

26:48: We'll take Bikini Bottom and push it

26:51: somewhere else.

26:52: Is there a moon that I missed?

26:54: It's a Spongebob thing.

26:55: Oh my god. Of course it's Spongebob. How

26:57: Why did I not assume it's a Spongebob

26:59: reference? I should just like I should

27:02: assume it's a Spongebob reference.

27:05: Frozen Alex asking uh better tun light

27:08: to like

27:10: wait.

27:12: So we're going to get like poo like that

27:14: one. it doesn't really work well with

27:16: super act.

27:18: Um, however, if you have like you know

27:20: specific requests, you can always make

27:21: like a GitHub issue like ask us like you

27:23: know what feature you want uh what

27:25: features are kind of like missing. Uh

27:27: but the general answer is like we might

27:29: uh for like any huge shader work. Um we

27:33: might end up like waiting until we

27:35: switch away from like you know Unity for

27:37: the renderer because we'll be able to do

27:40: custom shaders at that point. Uh and at

27:44: this point like you can just make

27:45: whatever like you know uh whatever tool

27:47: shader you want. So um depending what it

27:51: is like depending what features are like

27:52: missing like you know we could make like

27:55: you know kind of tweaks or changes but

27:57: um it it depends on the specific request

28:01: uh because like we don't know like when

28:03: what better means. Better could mean

28:05: like you know maybe you're just missing

28:06: like a single texture mode or maybe like

28:09: you want like completely different

28:10: shading mode or something. So,

28:13: um it's it's kind of hard to answer like

28:16: this.

28:17: Yeah, he probably wouldn't do something

28:18: like Pomi straight up.

28:22: Uh next question is from Leob Artist. Uh

28:27: uh they're asking uh cuz editing bone

28:30: transform in Blender is easier than

28:31: Resonate. Is there a way of importing

28:33: bone transforms from Blender to

28:34: Resonate? Example, using animations for

28:36: a single frame. Um,

28:38: I'm not sure how that relates like

28:42: I mean you can like import like you know

28:44: just like empty like grid like this. It

28:47: should work but I don't know what

28:49: exactly you're trying to do.

28:52: Yeah, like I don't know how this relates

28:54: to Unity animations but yeah you can

28:58: just like you don't need a mesh on it.

29:00: You can just import the rig itself.

29:03: Yeah.

29:09: Uh

29:14: questions asking uh Navy 3001, can we

29:16: set a custom stamp for anniversary event

29:18: or is it set image? Um I don't actually

29:21: know that it's just more like Koma

29:23: question.

29:26: Uh next question we got is from Grand

29:28: Chaos is another big one. Uh Grant is

29:31: asking I'm trying to write a plug-in to

29:34: do funny things with list but strings

29:36: fall into value. The list input and

29:39: objects output. I already decided to put

29:40: list input problem with list as input

29:43: but how do I make sure type constraints

29:45: for object input output type of strings.

29:48: The constraint for object type I

29:49: currently have is where the classing

29:51: member but doesn't exclude strings here

29:53: is no T.

29:55: Uh

29:57: I'm not really sure what you're asking.

29:59: is a lot of things.

30:02: I mean

30:06: the the last part strings aren't like

30:09: sync members. Sync members are like

30:11: things in the world.

30:12: They're not like any one data type.

30:15: They're part of like a component and

30:17: stuff.

30:19: Yeah.

30:21: Yeah. Just another like where like it's

30:23: kind of

30:25: like Yeah. There's just not those things

30:28: like if you're like using sync member

30:29: like those like strings, URIs, URIs and

30:32: nables like they need to be contained

30:34: within like a sync field like

30:37: um but it's really hard like this is

30:39: like very

30:43: like no context.

30:46: If you could be more specific and you're

30:47: in like a follow-up question that might

30:49: help.

30:50: Yeah.

30:54: Okay. asking uh is also asking will you

30:57: raid into someone streaming resonate

30:59: after finish office hours like the

31:00: moderation office hours did uh if

31:02: there's somebody streaming then yes

31:06: next question is from a master master uh

31:09: question uh why are some slots not

31:11: allowed to be moved around like ro slot

31:12: and what is stopping the slots since I

31:14: don't see what's preventing those slots

31:15: from moving uh this like a security

31:17: thing uh just to kind of avoid like

31:19: people messing with it and breaking the

31:21: permissions

31:26: Um,

31:28: Zamarcus, uh, I'm pretty sure that's

31:31: Colin, uh, is asking, "I'm trying to

31:33: wrap my head, uh, around Cesil because I

31:35: found bug in assembly post processor. Is

31:37: there any advice so I can avoid losing

31:39: my sanity from Cecil? Also, is there any

31:41: good way I can debug the game?" Um,

31:46: uh,

31:46: no, you will lose your sanity. I've I've

31:49: I've done so like multiple times myself.

31:51: Like you will be so sanity. I'm sorry.

31:55: Yeah, it's uh it's not pretty. You like

31:58: if if you found the bug, let us fix it.

32:01: If you want to lose your sanity, go

32:03: ahead. Uh we won't stop you, but you

32:05: know, you don't have to if you already

32:08: found the bug.

32:09: It also might be bug in Cecil because

32:10: actually when working on things, I found

32:13: a bug in Cesil where it would explode on

32:16: trying to process specific code. it

32:18: would just explode. And the way I fixed

32:20: it, I literally took the same code and

32:22: just move it into its own function

32:24: that's just being called.

32:26: So it's and it fixed it like now it

32:28: explodes like and I even like left a

32:30: comment in the code. I'm like

32:33: this is a separate function because ceil

32:35: explodes like you know trying to process

32:37: the like you know the function like data

32:40: like on this. So

32:43: it's um you will use it. I'm sorry.

32:47: At least we're not like weaving new

32:48: assemblies and loading them at runtime.

32:52: Uh, next question is from uh Z the

32:55: Cheetah. Uh, they're asking, "How does

32:58: the block party event for work on how?"

33:01: Um, again, that's more uh Chroma

33:03: question. Like I'm not like organizing

33:05: it myself. So, I'm sorry I don't have

33:07: answers for you. Um you might want to

33:09: ask like at the um um ask at like the

33:14: art team office hours in case like

33:15: chroma like actually I don't know if

33:17: usually it's not there

33:21: u but they might not more because

33:22: they're going to work more with chroma

33:23: more directly.

33:25: Uh modify arc is asking question for

33:29: cyro. How is progress going on with

33:30: discla

33:39: um I tried for 12 hours straight uh

33:43: before the splittning was released to

33:45: make the SDL clipboard work. No way, no

33:47: how does that thing want to work. Unless

33:50: you have a window that is made by SDL3

33:53: and the user has focused it themselves

33:55: and it just doesn't happen to be focused

33:58: like automatically.

34:00: The clipboard is just really

34:01: inconsistent and finicky and won't

34:02: function correctly. Um, so we can't use

34:06: STL for clipboard either and we also

34:08: can't use it for the audio system. But

34:10: uh there was a uh community effort uh to

34:14: make like a little Rust library um

34:17: called uh W I think it's based on like W

34:21: clipboard RS or something and that just

34:24: kind of works. Um the reason it hasn't

34:27: been done yet is just primarily because

34:29: I' I've also been very burnt out and

34:32: only very recently got to some feedback

34:34: that was left on the PR. So,

34:39: [Music]

34:40: it has been a journey to say the least.

34:44: Yeah, it's soon TM, but we got burned on

34:50: a steel.

34:53: Next question is from BD on stream. We

34:56: can see dark sphere in the background

34:58: centered around either camera or fruits.

35:00: Is there a sphere? Um,

35:03: there is no sphere.

35:07: I have a confusion.

35:09: [Music]

35:10: I don't see it.

35:11: I I'm literally looking at the

35:15: Let me look at the stream on Twitch.

35:17: I'm looking at the like OBS and I don't

35:20: see anything.

35:21: Let me look on Twitch and see

35:24: what

35:26: how.

35:29: Huh?

35:31: And I got to wait for Got to wait for

35:33: stupid ads. M

35:35: revenue.

35:37: Yeah, I'm giving you I'm giving us

35:39: revenue one more.

35:40: Giving us revenue. I don't see it on the

35:42: stream either. Like I just open it and

35:44: I'm like I I don't know. Is there like

35:47: some kind of meme or something? I don't

35:49: know.

35:52: Uh I'm still waiting for the ad.

35:55: I I don't see it though. I need to

35:57: clarify. I should be asking why does the

36:00: floor keep vibrating in that war? Oh my

36:02: god.

36:03: Thank you for the for the subscription.

36:07: [Music]

36:10: Uh Peter is asking why does the floor

36:13: keep vibrating in that world? Tell us

36:14: who you noticed.

36:16: Why not?

36:18: It's fine. Don't worry about it.

36:23: Modify Arc is asking clarification dark.

36:26: It looks that there's slightly tinted

36:28: bubble around Fuks.

36:30: Can like can like one of you send like a

36:33: picture or something or whatever?

36:35: I have no idea.

36:37: Like like not in the Twitch chat um but

36:39: like just like maybe post it in like the

36:41: the screenshots channel or something or

36:43: somewhere like off topic maybe.

36:45: Yeah,

36:46: we don't see it.

36:52: Uh, Kikon's asking,

36:55: uh, repeating my question to Prime, what

36:57: sort of wire switching puzzles would you

36:59: like to see in a sci-fi adventure game?

37:02: I don't know. I don't really play sci-fi

37:04: adventure games. Sorry.

37:06: Something unique. I don't know.

37:08: Something that doesn't

37:10: I don't know.

37:13: It It depends. Usually with puzzles like

37:15: that, like they need to be like fun and

37:17: not too repetitive and not too tedious.

37:22: Um G is asking is there a reason why you

37:26: can grab a reference to a list but not

37:28: bags from components with them on? Uh I

37:32: mean bags are usually not like used more

37:33: like directly but it might just be like

37:36: that's missing implementation

37:38: like missing like a thing to be added.

37:42: the bugs are usually not like really

37:43: exposed directly like so because they're

37:45: like more internal kind of typeish but u

37:50: I don't know there's like a few cases it

37:52: might just be missing like a handling

37:53: for that in the code.

37:56: Uh, next question is,

38:00: uh, like artist is asking, I guess I

38:02: have avatar that has multiple burn

38:03: animation strips that have bone

38:05: transforms. I just don't know who to

38:07: find those animations to get those bone

38:08: transforms. So, how would I find those

38:10: on avatar?

38:12: Usually, usually if you have animations

38:14: that are coming in with the model, you

38:16: can uh, choose to place all of the

38:19: assets on the model in the import

38:21: dialogue under the extra settings. And

38:22: that should place any discrete

38:26: animations clips that you have on the

38:29: rig on the actual like thing you import.

38:33: But also if you're using it for avatar

38:34: like usually automations don't work with

38:36: avatar because the avatar becomes driven

38:38: you know by ike and stuff like that. So

38:41: um that doesn't quite work.

38:45: Yeah. If you're doing it for the avatar,

38:47: that's a very manual setup to kind of

38:49: like lurp and slurp between the

38:52: rotations of the IK and the animations

38:54: or whatever.

38:55: I guess the question is like what are we

38:57: like, you know, trying to achieve like

38:59: like because I'm kind of not

39:01: understanding it right now.

39:08: Uh,

39:10: next question is from Nicon. I think

39:12: this is like more s question. Uh, with

39:15: KDE now so much better than Windows,

39:18: window manager,

39:20: Valve pushing support for Archer to

39:22: Steam Deck and Microsoft bumbling about

39:24: Windows 101. Duh hard. Do you think

39:27: there will be year of Linux?

39:30: People have been saying this will be the

39:31: year of the Linux uh for

39:35: uh about half of my lifetime at this

39:37: point. um it'll be the year of the Linux

39:41: when

39:43: uh it's the year of the Linux. I don't

39:45: think there's really a good way to

39:46: predict that. I mean,

39:49: you know, Microsoft is kind of, in my

39:51: opinion, bumbling their OS, but

39:54: I think that there's still a lot of hold

39:56: outs on on Windows and including a lot

39:58: of my friends because, you know, it

40:00: needs they need something that works

40:03: with their existing workflow. They don't

40:05: have time like I do to like, you know,

40:07: like take the plun, like take the leap

40:10: of faith and maybe Linux will work well

40:12: for them, maybe it won't. They don't

40:14: have the ability for that kind of time

40:16: investment to see if it works.

40:18: Oh my god. Thank you. Oh my god.

40:20: Oh man.

40:22: Thank you. Oh my god.

40:27: Also, I did get a

40:29: Did we Did we hit the doctor limit yet?

40:33: Yeah. Who's whoever's counting how much

40:35: how many we got? Uh, hit it. Counter

40:38: counter person do it. Um, I didn't get a

40:41: message from uh my friend Raid who's

40:43: watching this through MP

40:45: and uh we don't have any dark sphere

40:47: around us and at least to them. So,

40:50: I'm very Maybe it's a maybe Twitch is

40:52: doing a weird thing. I don't know.

40:55: Yeah, I would be very curious to see

40:56: what you guys see.

40:59: Yeah, I'm very confused.

41:01: Oh, hang on. We have the dark.

41:04: Oh, I Hang on. We got a picture of it.

41:07: Um,

41:08: can I bring it in?

41:10: Yeah. One moment. Copy.

41:14: Paste.

41:17: Um, apparently that. And then there's

41:19: one more.

41:23: What? And we got this one here.

41:29: What?

41:31: I think that's just like the reflection

41:33: on the floor. That's like

41:36: Yeah. Like I don't I don't see any dark

41:39: sphere.

41:39: Oh. Oh. Oh. Oh, I see. So, that is the

41:43: inside border of a sphere that's around

41:45: us. You can actually see it on the

41:47: floor. If you look very closely when you

41:48: walk around, there's a little border in

41:49: front of you.

41:53: Do you see the little the

41:55: Oh, I see it. Okay.

41:57: That's what you guys mean. I thought you

42:00: were saying there was like a

42:01: post-processing.

42:03: Yeah, that's the that's like whatever

42:04: this world has to kind of do like the

42:06: fog layer. Um, we thought you

42:08: I don't think I don't think it's fog

42:11: layer. Might be the post-processing.

42:13: It might be the It might be the depth.

42:15: It might be the depth uh filter,

42:17: honestly. What they might

42:18: No, this is postprocessing. No, no, no,

42:20: no. This is thing actually. Maybe it is.

42:23: Yeah.

42:24: Yeah, it's probably the depth filter.

42:25: But um we thought you guys meant like

42:28: there's a dark sphere like haloing us or

42:30: something crazy like that or like

42:32: there's like a ghost behind us or

42:33: whatever.

42:38: Okay.

42:38: It's actually another thing is like

42:40: sometimes like when people do like

42:41: effects they want to be and they want

42:43: them to be know around the player.

42:45: They'll put like a sphere around their

42:46: head but you don't actually need to do

42:48: that. You can make like with most

42:49: filters you can make sphere that's like

42:51: huge and it just renders all on top of

42:54: everything.

42:55: And there's a better way to do it

42:56: because like you won't like you know

42:57: clip through it or if you like use a

42:59: camera that camera will not like you

43:01: know

43:03: exit.

43:05: So in case like you're doing those kinds

43:06: of effects like uh there might be better

43:09: approach.

43:11: Yeah. Most of the filters. Yeah.

43:14: The actual question. Um

43:17: yeah it'll happen when it happens.

43:19: There's no way to predict it really. I

43:21: don't think I don't think it's like a I

43:23: think it's going to be more like gradual

43:25: process than like you know just sudden

43:26: like boom like Linux and like things

43:28: like that like they kind of help because

43:30: I'm kind of in similar boat where I kind

43:32: of want those switch to Linux because I

43:33: don't like what is happening to Windows.

43:35: I have lots of issues with it but I need

43:38: things to just work and general Linux

43:42: doesn't do that like it's it's like it

43:44: requires a lot of kind of you know

43:45: fiddling about and I don't have time for

43:48: that.

43:50: because I need like, you know, I need to

43:52: like work on things. So, like if I don't

43:54: have like time to dedicate

43:56: ah

43:56: Oh my god, more subs.

43:58: Oh my god, there's even more.

44:00: Thank you very much for the subs. I'm

44:02: going to continue talking now.

44:05: Um,

44:05: but it's it's uh

44:09: I really want to switch. Every time I

44:12: try Linux, like something just explodes

44:14: or doesn't work. So, it's kind of I'm

44:16: missing some software. But like the more

44:19: stuff is made to work, the easier it is

44:22: because it's kind of you know peeling

44:23: away like you know one reason after

44:25: another like why I'm not able like to

44:27: use it myself and I feel that's going to

44:28: be for a lot of people and the more

44:31: Linux improves and the more like it

44:33: makes it easy to use more people will be

44:35: able to switch to it and that's why I

44:37: think like you know just be more gradual

44:39: uh gradual process. Yeah, and make no

44:42: mistake, Linux can work well. It just

44:45: takes a little bit more elbow grease to

44:48: to get it into a working state. And

44:49: that's time that a lot of people don't

44:52: have.

44:55: [Music]

44:58: Thank you so much, B

45:00: Yes, thank you.

45:02: account like we reach the the we reach

45:05: the author limit.

45:08: Yeah, if somebody's counting otter.

45:15: Uh, next question is from modify arc.

45:17: One needs to be updated so I can see our

45:19: emoji in game. It just shows up as tofu.

45:21: Um, images need to update like the font

45:23: chain. Uh, so it like includes like

45:25: newer versions. I don't know like which

45:27: one includes it. So, um, but usually

45:30: it's that,

45:35: uh, Navy 3001 is asking, um, is it true

45:39: that slot count doesn't matter anymore?

45:43: It never count mattered in the first

45:45: place. There's actually been like one of

45:47: actually I I think I have that on my

45:49: like schnopit list because that's like

45:51: one of those things that like keeps like

45:52: you know perpetuating where people use

45:54: it as a measure of performance and it's

45:56: a really bad measure of performance.

45:58: There can be some coloration where like

46:00: you know something has a lot of slots

46:03: will be really heavy

46:05: but it's not guaranteed like you can

46:07: have you can have like like the way I

46:09: like to compare it to is almost like you

46:11: know measuring per like performance of a

46:14: car by counting how many screws it has.

46:17: Um, and maybe you know cars a lot of

46:19: screws is like very big heavy car

46:21: because like for big car like you need a

46:23: little more screws because there's more

46:24: larger volume but maybe it's constructed

46:26: just from like big pieces and there's

46:28: not as many screws. So maybe it's heavy

46:30: anyways or maybe you have a very small

46:32: and light car but it has a lot of tiny

46:34: screws. Um, and it's like really fast,

46:37: you know, and very light. So it's

46:41: well there might be some like indication

46:43: it's like a really really bad measure of

46:45: like you know performance. Um because

46:48: slots by themselves they don't really do

46:51: much. Um the heaviness of the slots you

46:55: know is going to depend what you put on

46:57: them. You know what components you put

46:58: on them like you know like if you have

47:01: Thank you take cortex for the

47:04: subscription.

47:06: Um but yes um

47:09: um

47:11: it's it essentially like is not a good

47:15: like you know metric for performance and

47:17: we've been kind of you know saying that

47:18: like for a while and people keep like

47:21: using it anyways and it's is a little

47:24: bit frustrating because like it's you

47:26: know one of those things where like

47:30: we don't know like what what to do

47:31: because like we tell people like this is

47:32: not really good way to like measure

47:34: performance. this is not, you know, what

47:35: should be looking at, but people do that

47:37: anyways. And it's one of those things

47:39: that just kind of keeps perpetuating

47:40: things through the community even

47:42: through like, you know, we try to combat

47:43: it. Um,

47:46: and just kind of like, you know, make

47:47: people think more about like, you know,

47:49: how performance works and what affects

47:51: performance and what doesn't affect it.

47:53: Like you could you could make, you know,

47:55: something has very few slot. Maybe like

47:56: we can make like a thing that has a

47:58: single slot that's going to be way

48:00: heavier to exist than a thing that has

48:03: 10,000 slots. So,

48:07: it's not a good measure of performance.

48:10: Yeah. I I keep seeing people like say

48:14: like, "Yeah, I know it's not a good

48:15: measure of performance, but I just use

48:18: it for blah blah blah blah blah." And

48:20: I'm And I'm just sitting here and I'm

48:21: like, "Well, don't use it for blah blah

48:24: blah blah blah. It's not a good measure

48:25: of performance. I don't care how many

48:27: slots you're looking at to get an idea.

48:30: There is no idea. It does not give an

48:32: indicator of anything. It doesn't matter

48:35: like in terms of in-game performance.

48:37: The only thing it like might kind of

48:39: affect if you have a lot is like

48:41: serialization and deserialization, but

48:43: even then you need to get a lot of slots

48:45: before it starts hitting that.

48:48: Yeah, it's uh

48:53: it's Stop it.

48:57: It's is like usually like with

48:59: performance you kind of want to look

49:00: like you know more like how much like

49:02: execution time like something takes. Um

49:05: and usually the best way to like measure

49:07: of something because performance tends

49:08: to be very very very complex. You can go

49:11: like very complex interactions is you

49:13: know do sort of like AB testing. take

49:15: like whatever object you're making of

49:16: whatever avatar, make lots of

49:18: duplicates, see how it kind of performs

49:20: and then like you know make uh take

49:22: another avatar, do the same amount of

49:24: duplicates and then compare how much the

49:26: timings you know change. try to do like

49:28: kind of clean scenario but you know

49:31: measure how much actual kind of time

49:33: like things take and also keep in mind

49:36: some things you know say for example um

49:41: do you use the you know find child node

49:44: and you actually use it on the root and

49:46: you search the entire route if you're in

49:48: a simple world

49:50: that's going to be probably reasonably

49:52: fast you might not even notice it but

49:53: then you actually go and you're going to

49:55: be like oh this performs well then you

49:56: go into a lot more complex world that

49:58: has you know way more stuff and now you

50:02: know it becomes way way heavier uh

50:05: because now it has can I know scan a lot

50:06: more stuff so

50:10: it's even the same thing can like you

50:12: know the performance can depend on the

50:13: scenario

50:15: um and often times like you know like

50:17: you need to kind of adjust your approach

50:19: to make things be kind of more efficient

50:23: um and like you know we'll see like how

50:26: you know like

50:28: Think about like you know the

50:28: performance impact of an individual kind

50:30: of things you know for example with

50:32: slots. Another thing is you know um say

50:35: like a lot of colliders if you put a lot

50:37: of colliders and those slots all move

50:39: around then like you know those

50:40: colliders need to be updated that's

50:42: going to be heavier versus those slots

50:44: not having colliders or just you know

50:46: having like something that doesn't you

50:48: know update when their word position

50:50: changes. So for example, if you have you

50:52: know something like an inspector,

50:53: inspector has lots of slots. Um but a

50:57: lot of those like you know they they're

50:59: most kind of like information. So like

51:01: you mostly just have like some small

51:02: memory cost for each uh but they're not

51:05: actually being recalculated at a frame

51:06: because they don't need to be. So think

51:09: of slots, you know, slots are you know

51:12: the skeleton um you know and you put

51:16: like stuff on it and you can put heavy

51:18: stuff on them, you could put light stuff

51:19: on them. You can organize things. Oh my

51:22: god. Thank you. Thank you Boros for the

51:25: for the subscriptions.

51:27: Oh my god, we're getting a lot today. I

51:29: think this is this is probably either

51:31: it's crow or it's very close to the

51:33: other.

51:34: Yeah, I think uh I think we're about to

51:36: get very aquatic on this stream next

51:38: time.

51:40: Bears.

51:42: Oh my god.

51:43: Okay. Yeah. Okay. All right, pal. All

51:46: right. I I I feel I feel Oh,

51:50: I didn't mean to spawn that. Go away.

51:52: Oh, how'd I get these?

51:54: The Oh my god.

51:58: Thank Thank you. N Oh my god. I feel

52:01: like we should just call it a be like,

52:02: "Yeah, like we're we're we're

52:04: Yeah, let's just say let's just say it's

52:07: done now. We're going to do it.

52:08: We're going to be

52:11: for an aquatic world, too."

52:14: Um but yes. Um, oh my god.

52:20: Thank you for

52:24: Yeah, it's happening.

52:27: People want the author.

52:29: But yes, uh, don't use slots like you

52:33: know like look at what's actually like

52:36: you know on the thing and like measure

52:38: how much actual like impact like it has

52:40: when it exists in the world.

52:42: Yeah.

52:44: Also like I don't want to like get too

52:46: big into it but like also like we know

52:48: with net 9 we'll be able to add more

52:51: profiling tools which might help give

52:53: you like you know more better metrics

52:55: for things but um

52:57: Tracy profiler

53:00: we should go to the other questions.

53:03: Uh Oz is asking um

53:07: from what I understand from the gets

53:09: issue y to C++ is kind of not looking

53:11: that good due to a number of reasons. We

53:12: will pull the thing. Um

53:16: earn the right is fairly slim in regards

53:18: to simply doing unity stuff. thing is I

53:20: to C++ just that iffy on our version.

53:23: Um, I also C++ like in my I've been

53:26: trying to like make it work for years

53:28: like with things and it's

53:31: painful like it will just explode on

53:35: like you know the weirdest stuff and

53:36: then you have to like you know jump

53:37: through hoops just to make it work and

53:40: I've tried to just compile things and it

53:42: just and it explodes and it explodes

53:44: trying to process some generics and I've

53:46: actually done some digging into it and

53:47: those generics are coming from

53:51: the lists

53:53: just like you know the common like C

53:55: like like you know collection data type

53:58: and I'm like okay we're not getting rid

54:00: of that and it just kind of explodes on

54:02: that because it doesn't like some

54:03: combination of generics used somewhere

54:05: but it doesn't tell you where which is

54:08: one of the reasons why it's so painful

54:10: it's error porting is awful like often

54:13: times like you will not know what is

54:14: actually causing you know things to

54:16: error out and have to do a lot of

54:17: digging to figure it out

54:20: and It's just like

54:24: it hasn't really been worth the effort

54:26: like and I I tried to get like the

54:28: entire forks engine to work with it. I

54:29: actually got to work it like at one

54:31: point after like 2 years which included

54:33: like bunch of like back and forth with

54:34: united to fix bugs with it. Um

54:39: but like now it's just like I don't

54:41: think it's like you know like I tried a

54:43: bit but I don't think it's worth the

54:45: effort. um it might potentially help

54:48: with some things which is another thing

54:49: like I'm like and is it even like worth

54:51: the effort because I'm like

54:54: that's right if if it was like you know

54:56: not too much effort to just compile it

54:58: and it won't explode then we could try

54:59: it see if it's better. Oh my god. Thank

55:02: you. That's another one. Um

55:06: um but yeah, like it's uh

55:11: it's it's too much effort and I don't

55:13: think it's like I don't think it's worth

55:15: it like because it might not even be

55:18: better. It might be, but it also might

55:20: not be. We don't know until we try and

55:22: it takes a lot of effort to try. So we

55:25: just kind of like throw that one away.

55:28: Yeah, we just need a new render, man.

55:30: We just need I mean we're going to like

55:32: move to a different render and we'll

55:34: have like more news on that soon. So

55:36: keep tuned

55:39: and there's also a bunch of stuff for

55:41: the sphere.

55:44: What? Huh? Glitch was asking what breed

55:47: is your dog in blue hood. What?

55:51: Uh I'm a pine martin. I'm not a dog.

55:54: And also like

55:58: okay

56:00: weird

56:03: uh

56:04: nitrite 2 is asking any update on fully

56:08: procedural from scratch meshes. Um we

56:11: have lots of them.

56:13: Well I mean I think they mean like being

56:15: able to define your own vertices and

56:17: stuff.

56:18: Oh,

56:20: like

56:22: I mean it's like I don't know what

56:25: exactly they mean because that means

56:26: multiple things. Just

56:28: I I I think what they mean is probably

56:30: like being able to be like, "All right,

56:32: this vertex is here. These are TVs. This

56:34: is normal, etc." And like you make

56:37: triangles and stuff and build a mesh

56:38: like from scratch.

56:41: There's I mean it's planned

56:44: if if that's what you're asking. It's

56:45: planned like like if you want to

56:46: generate your own but like if you're

56:48: asking just procedure messes in general

56:50: then like you can just we have lots of

56:53: them.

56:58: Uh next question uh seems like a

57:00: follow-up like artist. I have a bunny

57:02: avatar. There's multiple different

57:04: positions and transforms for ear tail

57:05: and things that wouldn't be driven by a

57:07: K. Should animations still work? Uh they

57:09: might like if they're not driving any of

57:11: the like you know the skeleton like

57:13: these slick bits like um it might um I

57:17: haven't actually like done the tip of

57:18: that myself so like I don't

57:21: I mean for sure

57:22: as long as it's not being driven by the

57:24: IK it should work just fine

57:30: and modif

57:35: we we we told people if um if we get

57:38: like you Oh. Oh. Is it not uh is it not

57:42: out yet? 141 out of 200 subs.

57:47: We got 59 more. Let's go, guys. Come on.

57:49: Does it does it count the previous

57:50: streams?

57:53: But yeah, like we'll um we will we will

57:56: we will do other stream. We will be

57:58: become authors and be very author

58:06: first an elish texture. are now a

58:08: chromatic sphere. Um, this one

58:10: technically pre-existed.

58:12: This is uh one of MMC worlds.

58:16: Next question is from Amster. So, let's

58:18: check time. Uh, oh, we're

58:22: in an hour. Uh, so we still got an hour

58:24: to go. A master, will there be a better

58:26: way for future plans for native

58:28: postprocessing and there's a network

58:29: engine? Yeah, like once we once we So,

58:33: there's like two things. uh one we want

58:34: to have like you know nice system in

58:36: game so you can like define like you

58:37: know set of filters um how processing

58:40: works and you can you know assign it to

58:42: cameras you can assign it to user view

58:43: so like you have like much better

58:44: control over it the other part is once

58:47: we actually switch render and you able

58:49: to do custom shaders um you can just

58:51: make a shader to do like whatever post

58:53: processing you want uh and I think it's

58:55: going to be very powerful

58:59: and next question is from Nukon advice

59:01: on whether or not to use hypercharging

59:04: in Resonite in the postbotennic era. Um,

59:08: test it out. Test it both ways. See

59:09: which gives you better performance.

59:14: It's one of those things is uh you got

59:17: to measure things.

59:21: Next question from uh what if I arrow?

59:26: I think like somebody was like like

59:29: concerned like idea of like doing one

59:30: like that's like optimized for playing

59:32: Resite. That'd be kind of cool.

59:36: Maybe kind of neat.

59:39: N is asking would you let would you use

59:42: Resonate as default window manager if

59:44: someone made a version of Linux that let

59:46: you?

59:47: I don't know how that would work. I

59:48: don't I don't think I would just because

59:52: like I

59:54: I kind of do like my like the rest of my

59:56: computer being separate from Resinite.

01:00:00: Um

01:00:02: you know just because

01:00:05: I don't know I like my desktop the way

01:00:07: it is.

01:00:15: My far is asking are resurrect DB links

01:00:19: clickable from the Twitch chat viewer

01:00:21: that you're using. I don't think they

01:00:23: are.

01:00:24: No, probably just have to copy them.

01:00:28: Um, next question is from Ozie. Uh, Ozie

01:00:32: is asking

01:00:34: uh

01:00:36: actually something I've been curious

01:00:38: about and perhaps advanced question. We

01:00:39: have a lot more information in the war

01:00:41: tab found in debug for sub and timer

01:00:43: render engine weight time. Can you

01:00:44: explain what exactly this mean or when

01:00:47: should be useful to read those matrix?

01:00:50: Um American color go through it. Uh

01:00:53: wonder if I should uh move the camera.

01:00:56: Let me do this the camera to manual and

01:01:00: I will move it here

01:01:03: and then I'll make it render private UI

01:01:05: so you can like

01:01:08: let's see render private UI. There we

01:01:10: go. So, you can see my dash. And I'll

01:01:14: move this out of the way. Uh, and let's

01:01:17: open the debug

01:01:20: worlds.

01:01:22: So, we have a few things there. Um,

01:01:27: it's actually kind of hard because I

01:01:29: can't see it like over the camera. So,

01:01:31: you got a frame rate. Uh, that's pretty

01:01:33: much, you know, your frame rate. You got

01:01:34: the engine update time. That's sort of

01:01:36: like the how long it takes for the

01:01:38: engine to update like total. But it also

01:01:41: doesn't mean like all of this time is

01:01:43: processing. Some of this time might be,

01:01:45: you know, waiting on the renderer to do

01:01:47: its stuff. It's just measuring um how

01:01:51: long it takes between like each tick of

01:01:53: the engine, you know, to do things. Then

01:01:56: you got render time. This one only works

01:01:58: when you're in VR because uh this one

01:02:00: you actually take directly from Unity.

01:02:02: Uh and this indicates how long it took

01:02:05: Unity to actually render the scene. Uh

01:02:08: but Unity only reports this in VR. It

01:02:10: doesn't report it in desktop. So desktop

01:02:12: this is not going to show anything. Um

01:02:14: then you got engine frame start wait

01:02:17: time. Um this is actually on the FS

01:02:20: engine side when it finishes all its

01:02:23: work and it's like okay let's I can

01:02:24: start another update. It actually needs

01:02:26: to wait for the renderer to be like okay

01:02:28: like I'm ready for another frame. Uh and

01:02:31: here and here's also like you know new

01:02:34: input data. This is how long it's

01:02:37: waiting for, you know, Unity the render

01:02:40: to tell it like, you know, I'm ready to

01:02:42: start. Uh, so this essentially, for

01:02:44: example,

01:02:47: might be doing background jobs. Um, but

01:02:51: it's essentially just waiting for the

01:02:52: renderer to tell it like, you know, it's

01:02:55: ready. And usually this will be high if

01:02:58: you're more rendering constraint. So

01:03:01: like if the frux engine processing is

01:03:03: too fast uh then you know it then it

01:03:06: essentially has to wait on the render to

01:03:08: be like you know ready for another

01:03:10: frame. And you can also see how many

01:03:12: bytes I've kind of added like when I was

01:03:14: debugging specific thing. Um you can see

01:03:17: uh when the renderer sends a message

01:03:19: saying okay I'm ready for a new frame.

01:03:21: It sends stuff like you know the inputs

01:03:24: and like lots of other stuff like that

01:03:26: it measures um and this is the size of

01:03:29: the message in bytes how much that big

01:03:32: uh how big that is. Um and it's like you

01:03:34: know serializ message. Then you have

01:03:36: engine start to submit time. This is

01:03:38: actually uh when the engine starts like

01:03:41: a new update tech uh

01:03:45: uh to how long you know um how long the

01:03:49: engine actually takes in actual

01:03:51: processing to submit a new frame. So

01:03:55: this is like you know the engine um it

01:03:58: got like that the render is ready for a

01:04:00: new frame. it starts doing its

01:04:01: processing um you know updates

01:04:03: everything updates all the worlds and

01:04:05: then generates a new frame update and

01:04:08: then submits it to the render and then

01:04:10: it's you know done with like that job.

01:04:11: It still does some work afterwards.

01:04:15: Uh but it's not measured here. This is

01:04:18: like literally how long it takes from

01:04:19: the renderer being I'm ready for a new

01:04:21: frame. Here's the new input data for the

01:04:24: engine to submit a new frame. And you

01:04:27: can actually see this like you know it's

01:04:29: around tends to hover around like 8 9 10

01:04:31: milliseconds. So the like in if if the

01:04:34: render

01:04:36: um if the renderer like you know was uh

01:04:40: if I was not rendering anything I would

01:04:41: get like around like 100 frames 100 fps.

01:04:46: Um then you also get a render start to

01:04:48: submit time. This is kind of similarish

01:04:50: thing but it's measured from the render

01:04:52: side. So it tends to be similar value to

01:04:56: this one but usually it'll be slightly

01:04:58: higher. Uh this is actually the renderer

01:05:01: when uh when the renderer starts a new

01:05:04: take uh it gets you know all the input

01:05:06: data and tells FX engine I'm ready for

01:05:08: your frame sends it over engine

01:05:10: generates it updates uh and then this is

01:05:13: how long it takes from the renderer

01:05:15: starting it stick telling the render

01:05:17: telling the engine it's ready for a new

01:05:19: frame to receiving a new frame. So

01:05:22: that's going to be slightly higher

01:05:24: because you have like you know you have

01:05:26: like time that it takes uh for the fs

01:05:29: engine to communicate over IPC then your

01:05:33: frame is ready and also like you know to

01:05:34: process whatever uh the frame start

01:05:37: information was. So this should

01:05:39: generally be similar to this previous

01:05:41: one just slightly higher. Uh and

01:05:44: actually I used it like during the

01:05:45: development process because this was too

01:05:47: high and I noticed like you know it was

01:05:51: um I tuned the IPC mechanism to like you

01:05:54: know not have like a lot of overhead. Um

01:05:58: then you have frame process to next be

01:06:00: in time. Um this is also coming from the

01:06:03: render side. Uh this is essentially when

01:06:06: the renderer processes it finishes

01:06:09: processing you know whatever frame frame

01:06:12: data it was sent by the FX engine uh to

01:06:17: when the next you know next uh

01:06:21: essentially tick starts and this

01:06:23: includes any sort of rendering that like

01:06:26: Unity does and also like any Unity stuff

01:06:30: you know that comes after our engine

01:06:32: updates. So like if there's any like you

01:06:33: know um SteamVR like you know whatever

01:06:36: whatever scripts exist on Unity side

01:06:39: they will contribute to this time if

01:06:41: they happen

01:06:43: uh you know before or after our update

01:06:45: loop. Uh then I got asset integration

01:06:48: time. This is um this is specifically

01:06:51: measuring so on the on the render side

01:06:54: when when the renderer sends a new like

01:06:58: essentially says like I'm ready for a

01:07:00: new frame here's input data uh instead

01:07:02: of doing nothing while it waits. It

01:07:04: actually integrates assets. So like if

01:07:07: there's any texture uploads any material

01:07:09: uploads any mesh uploads it'll be

01:07:11: processing those. And this is actually

01:07:13: one of the reasons like why loading is

01:07:14: so fast now is because all the time that

01:07:17: engine is computing your frame the

01:07:18: render will be uploading stuff to the

01:07:21: GPU to like you know utilize that time.

01:07:24: However,

01:07:25: um one thing to be cautious about this

01:07:27: one is it doesn't um

01:07:31: this doesn't mean all its time was

01:07:33: actually spent uploading assets because

01:07:35: if it doesn't have anything to upload uh

01:07:38: it'll just wait like it'll it'll sleep

01:07:40: until it receives something from like

01:07:42: you know engine which it can because

01:07:45: like our asset uploading is actually

01:07:47: multi-threaded and runs in background.

01:07:49: So even if engine is computing stuff, it

01:07:51: can still be sending assets to upload uh

01:07:54: to the renderer.

01:07:56: Um so like that will like you know make

01:07:58: it wake up and like you know some

01:08:00: processing. But if you see like you know

01:08:01: for example you see 10 millconds here it

01:08:04: might be like it's possible if there's

01:08:06: not too much upload it'll maybe spend

01:08:07: like you know 1 millisecond uploading

01:08:09: the assets and the 9 millconds it was

01:08:11: just kind of sleeping waiting on your

01:08:12: frame. Um you also got particle extra

01:08:15: time. we actually give particle systems

01:08:17: a little extra time to process uh to

01:08:20: update that way you know they actually

01:08:23: run smoother. This technically lowers

01:08:25: the overall frame rate a bit like if it

01:08:27: becomes too big but it makes particle

01:08:29: systems a little bit smoother because

01:08:31: for the normal asset processing the

01:08:33: moment like FS engine is ready with a

01:08:35: new frame we stop asset like integration

01:08:38: and we like you know do more of it the

01:08:40: next frame but with particles we don't

01:08:42: want to wait because they it might

01:08:44: include whatever was computed in the

01:08:46: frame so we give it a little extra time

01:08:48: to process and then you can actually see

01:08:50: how many task were processed these are

01:08:51: like you know it's generally task Um, we

01:08:54: can also see how many times it waited on

01:08:56: a handle. This is how many times the

01:08:58: renderer has slept you know when when

01:09:02: essentially it reached a point it was

01:09:03: like okay I don't have anything more to

01:09:05: process I'm going to sleep and then I'm

01:09:08: going to like you know if something

01:09:09: comes I'm that's going to wake it up and

01:09:11: this is actually kind of this is kind of

01:09:13: telling you how many times roughly it

01:09:14: like woke up you know during engine

01:09:18: computing you know like a thing uh and

01:09:20: then you also get the remaining task

01:09:22: there's how many tasks were essentially

01:09:23: left after it finished processing so

01:09:26: when it has bunch of stuff to process.

01:09:28: Um, and then it receives a new frame. It

01:09:30: essentially stops processing. This is

01:09:32: how many tasks are left at the end of

01:09:35: that. Uh, and you got like normal task,

01:09:37: high priority task, uh, render task and

01:09:39: particle tasks. Um, and you can see

01:09:42: there's like there might be some normal

01:09:43: remaining task. Generally high priority

01:09:45: should be low because it processes those

01:09:47: you know with high priority. Um so

01:09:50: usually you see their main task

01:09:52: particles that also zero because like

01:09:54: they have the little extra time you know

01:09:56: for processing. Uh then you also got

01:09:59: frame update handle time. Uh this is how

01:10:02: long it takes on the render side to

01:10:05: actually process the frame update that

01:10:07: FS engine generated. So that's

01:10:08: essentially applying all the updates you

01:10:11: know for the state of the scene uh for

01:10:15: like rendering how long they take to

01:10:17: process and then includes the updates

01:10:18: themselves and can also include stuff

01:10:20: like for example you have reflection

01:10:21: probes that render uh or or spherical

01:10:24: harmonics that compute that will

01:10:25: contribute to this time. Um you also

01:10:28: have shared memory managers because we

01:10:30: use shared memory to communicate between

01:10:32: the processes. Um and there's like

01:10:35: managers that like where systems can you

01:10:38: know allocate blocks but uh um those

01:10:41: blocks are allocated from memory

01:10:42: managers which allocate a bigger block

01:10:44: typically 16 megabytes and they

01:10:47: essentially allocate small chunks of

01:10:48: that and then free them. Uh you can see

01:10:51: there's currently four in use. Uh one of

01:10:53: them is actually empty because in use uh

01:10:56: there's three. um it actually keeps like

01:10:58: you know one reserved um just so it

01:11:01: doesn't have to kind of keep allocating

01:11:02: deallocating them. It also tells you if

01:11:04: it's pruning. Uh if it detects there's

01:11:06: too many unused ones it starts pruning

01:11:08: where essentially it'll mark them and if

01:11:11: they're like unused for long enough uh

01:11:13: it will just deallocate them and free up

01:11:15: memory. And as you can see it's

01:11:16: currently using 42 megabytes. Uh that's

01:11:18: like you know used to communicate

01:11:20: between the fruxion and the renderer. Uh

01:11:22: there's how much free memory is and

01:11:24: capacity 64 which kind of works out

01:11:26: because like there's four of them and

01:11:29: the minimum size is 16 megabytes and

01:11:31: they can be bigger if like you know

01:11:33: something like a big assets are being

01:11:34: uploaded it is a bigger one but uh the

01:11:36: minimum size is 16 megabytes. Uh and

01:11:39: then you got like you know typical

01:11:40: updates this is like for extension side

01:11:42: uh this is actually how long it takes to

01:11:44: update the world. Uh the frame start is

01:11:46: like you know how long it essentially

01:11:48: waits on the render you know to be like

01:11:52: okay I'm ready for another frame you can

01:11:54: start computing things. Um then you

01:11:56: could like a setup like uh this one's

01:11:58: pre-existing this is the uh this is

01:12:00: actually running in um parallel so like

01:12:04: the audio update time that's this is you

01:12:07: know in background because the audio

01:12:09: system it runs fully asynchronously from

01:12:11: the main thread. Even like if the

01:12:13: everything freezes, you know, all the

01:12:15: main thread freezes, um, audio still

01:12:19: works because it updates asynchronously.

01:12:20: It's specifically designed that way

01:12:22: because you don't want your audio to

01:12:23: freeze. But this is how long each audio

01:12:25: take takes to process. You want to be

01:12:28: careful with this time if you like I've

01:12:30: seen some models where like audio would

01:12:31: start like degrading and the culprit was

01:12:35: actually the world had like dozens of

01:12:37: listeners because each listener takes

01:12:39: time to update. If this starts getting

01:12:41: too big, like generally this should be

01:12:43: under millisecond or if it starts

01:12:46: getting say above five milliseconds,

01:12:48: there's probably something wrong. You

01:12:49: should like check like if you have like

01:12:51: maybe too many listeners that shouldn't

01:12:52: be active. Uh you also get like you know

01:12:55: how many samples uh are available.

01:12:59: Um that's you know essentially how much

01:13:01: the buffer has for playback. Uh if this

01:13:04: runs to zero that's let me get clicks.

01:13:06: That's like, you know, when it underruns

01:13:08: and you can actually have like, you

01:13:09: know, count of the underruns as well.

01:13:11: Um,

01:13:13: see, let's see what else is there. Uh,

01:13:15: this one, actually, I think this one's

01:13:16: broken. I may need to fix this one. Um,

01:13:20: and then I got individual word updates.

01:13:21: Uh, there's the user space, there's like

01:13:23: my local, uh, and there's like this

01:13:25: word, how long it takes to update. Uh,

01:13:28: and these ones I think are also broken

01:13:30: right now. I need to fix those. So, yep,

01:13:32: that that goes over this stuff. Uh, I'm

01:13:35: going to move the camera back now and I

01:13:39: will disable private UI. And I hope that

01:13:43: answers the question. Hope that was like

01:13:45: a good info.

01:13:47: What a bit in the explanation like you

01:13:50: ask for one.

01:13:54: Okay. Uh, one thing I'm also going to

01:13:56: mention, um, not all of those times

01:14:00: they're like, you know, they're not

01:14:03: like, you know, exclusive like like they

01:14:06: they you cannot like add all of them

01:14:08: together. That's not like, you know, how

01:14:09: long things take like some of the

01:14:11: timings there. Uh, they measure

01:14:13: different time points. So you know like

01:14:16: one of the times like can be say like if

01:14:17: this is your timeline um and you know

01:14:20: you've got like some events like you

01:14:22: know here happens something happens here

01:14:24: something happens here something happens

01:14:26: you know some of them will measure

01:14:27: something like this they will give you

01:14:29: this time some of them will give you

01:14:31: this time so like you know some of the

01:14:33: timings will actually include some some

01:14:36: of the other timings because uh I've

01:14:38: seen like some people kind of get

01:14:40: confused by it where they think you know

01:14:41: it's all happening in sequence and you

01:14:43: just sum all these two together and

01:14:45: that's not actually the case. Um it it

01:14:48: is for some of them but not for all of

01:14:49: them. Uh so you know it might kind of

01:14:52: confusing because uh you like if you add

01:14:55: them together like you know it would

01:14:57: kind of work out that like you should

01:14:58: have like a lot lower frame rate than

01:14:59: you really have.

01:15:04: Uh,

01:15:06: next question.

01:15:08: [Music]

01:15:14: Uh,

01:15:18: there's the subs. Uh,

01:15:23: noon is asking, uh, is there a way to

01:15:26: ensure Zo is connecting to session over

01:15:27: LAN? Uh, I've been hosting on one

01:15:29: computer with VR on the other. Um I mean

01:15:33: generally resonite will prefer like LAN

01:15:35: if uh if it's already on land.

01:15:38: Um

01:15:39: make sure like you don't have uh make

01:15:42: sure you don't No you don't have to um

01:15:46: um make sure

01:15:48: I've always had to otherwise it doesn't

01:15:50: work.

01:15:52: What if I don't if I don't set it to

01:15:54: land I have to if I don't set it to land

01:15:57: it won't connect through land.

01:15:59: That's not how it works. Um

01:16:03: actually do you have

01:16:05: what I was going to say um one thing you

01:16:08: have to make sure under network make

01:16:10: sure disable l is not actually you know

01:16:13: toggled because that might be what's

01:16:14: happening like maybe you disabled in

01:16:16: like a thing maybe we override it like

01:16:17: when you do that um but normally what

01:16:20: resonate does is if you're running you

01:16:22: know on local network it actually sends

01:16:25: uh it uses UDP broadcast to announce the

01:16:28: session on LAN so other computers will

01:16:30: pick up that information and they'll

01:16:32: prefer that information for connecting.

01:16:34: So there could be cases on specific uh

01:16:39: there can be cases you know for specific

01:16:40: like you know networks maybe you like

01:16:43: you block some of that in that case it

01:16:45: will not work um but generally it should

01:16:47: work like I actually use it like a lot

01:16:49: myself

01:16:51: um

01:16:53: um because like like I like you know do

01:16:55: kind of testing so

01:16:57: make sure like the disable is not uh

01:17:00: make sure disable is not disabled. Now

01:17:02: you can also try uh there's prefer TCP

01:17:06: um you can toggle that on uh because on

01:17:08: land it's going to use TCP because it

01:17:10: knows the direct IP address because it's

01:17:12: on the same like local network and TCP

01:17:14: tends to work really well on local

01:17:16: network but um the the LAN like it

01:17:22: doesn't like that doesn't like do

01:17:24: anything for the actual like you know

01:17:26: connections like when you set it to LAN

01:17:29: uh what it does it only sends the LAN

01:17:32: broadcast.

01:17:34: So, it doesn't send information to the

01:17:35: cloud about the session. It only sends

01:17:37: it on local network and that's what that

01:17:39: set thing does. So, which is kind of

01:17:41: weird that like it wouldn't like work,

01:17:43: but I think maybe you had it disabled. I

01:17:46: don't know.

01:17:47: I don't know. I I just know that like if

01:17:49: I wanted to connect through LAN, it

01:17:52: would only like choose LAN if I set the

01:17:55: session to LAN.

01:17:57: That's weird.

01:17:58: Otherwise, it would try to punch

01:17:59: through.

01:18:00: That's very weird. Are you sure like you

01:18:03: didn't have like the this like

01:18:04: Yeah.

01:18:05: You didn't have disabled on like

01:18:06: toggled?

01:18:07: Yeah. Are you sure you didn't have it in

01:18:09: any of the config files?

01:18:11: Yeah. No, I had nothing in the I

01:18:13: actually had enable TCP on in the config

01:18:16: for my server and it it didn't work

01:18:17: until I said to land.

01:18:19: That's that doesn't make any sense. I

01:18:22: feel like there's something going on.

01:18:24: I don't know. To me, it says Lance Sar

01:18:26: said it to LAN and it worked. But that's

01:18:29: not how it works.

01:18:32: But this is how it works for me. I I

01:18:34: think there might be something else like

01:18:36: going on.

01:18:37: We got to fight to the death now.

01:18:39: I I say like if it doesn't work like

01:18:41: like make a shoot.

01:18:44: But like it doesn't

01:18:47: No freaks. I'm just going to complain to

01:18:48: you about it. Oh,

01:18:53: what

01:18:57: is your neck longer?

01:18:59: Where is the is the IK?

01:19:05: And what if I is asking stream after

01:19:08: other stream? Um, we'll cross that

01:19:10: bridge when we come to it.

01:19:15: Uh, abysmal uh 5223 is asking uh does

01:19:21: forcing render decoupling in graphics

01:19:23: settings doubling my frame rate in 20

01:19:25: user session mean I need double the CPU

01:19:27: performance

01:19:29: uh kind of yeah

01:19:33: like essentially means like you know

01:19:34: like you're not uh you're CPU bound in

01:19:37: that session uh which means like the GPU

01:19:39: like you know if it's standard it can

01:19:41: push like double the frame rate so if

01:19:43: the CPU was able to like you know go

01:19:45: voice as fast um like update the world

01:19:48: twice as fast then like you should get

01:19:50: like you know twice the frame rate which

01:19:52: is actually one of the reasons like it

01:19:53: was added as you know so it's a good

01:19:55: measure of whether you're CPU bound or

01:19:56: GPU bound

01:20:00: uh I'm 20 uh sorry not 20 uh 0258 is

01:20:04: asking uh do you get money from Twitch

01:20:06: subscriptions we do and thank you for

01:20:08: those they actually help contribute to

01:20:10: the development so they're very much

01:20:12: appreciated it.

01:20:16: Um

01:20:19: Oussie uh O is asking what helps you

01:20:22: guys most when it comes to GitHub issues

01:20:23: besides well foring reporting

01:20:25: requirements of course. um follow the

01:20:28: reporting requirements. That's that's

01:20:30: actually the biggest part is like like

01:20:31: people don't follow them and

01:20:34: what's sometimes people argue about

01:20:36: stuff and it's just like

01:20:40: not a good like way like for us to spend

01:20:42: the time because like we just want to

01:20:44: like solve issues and like the things we

01:20:46: ask for are so we can solve issues very

01:20:48: efficiently um because we are very

01:20:50: limited on time and when people end up

01:20:52: like wasting our time like we get very

01:20:55: unhappy. Um so

01:20:59: please be

01:21:01: people being considerate of our time.

01:21:03: Uh and you know making sure make like

01:21:05: good quality report. Uh make sure

01:21:07: there's also like you know a good

01:21:08: balance is like make it like because

01:21:10: there's like issues that like have

01:21:12: barely information and there also issues

01:21:13: that have like way too much like it's

01:21:15: like paragraphs. Um usually the best is

01:21:18: you know something that has all the

01:21:19: important information but it's concise.

01:21:22: You know it's just the thing I like is

01:21:24: like bullet points. just be like, "Okay,

01:21:25: this thing, this thing, this thing, this

01:21:26: thing." It's very easy to parse, very

01:21:28: easy to process. Make, you know, also

01:21:30: another thing, make good titles. There's

01:21:32: actually a thing I wanted to do, one of

01:21:34: the resultances is just go over a bunch

01:21:35: of the GitHub issues and like, you know,

01:21:37: rate like the titles and be like, you

01:21:39: know, this is a good title, this is not

01:21:40: a good title. Uh there's some reports

01:21:42: where it's like um a bug, you know, with

01:21:46: thing. And I'm like, I I don't know what

01:21:47: it is. Like bug can be absolutely

01:21:49: anything. So it's like I'm not going to

01:21:52: like look up that issue because like I

01:21:54: don't like you know I can't like parse

01:21:55: it like good headline for the like good

01:21:58: title for the issue that goes a long

01:22:00: way. Uh but that's also you know in the

01:22:03: reporting requirements. Um if you want

01:22:05: to be more thorough check the how you

01:22:07: prioritize document because that also

01:22:08: has like a lot more information. um that

01:22:12: helps but generally please follow

01:22:15: reporting requirements make things easy

01:22:17: for us because the the if you make

01:22:20: things easy for us like we'll we'll love

01:22:22: you for it and we'll we'll tend to like

01:22:25: you know prioritize those issues and

01:22:26: that's one of the things

01:22:28: I keep hoping some people would pick up

01:22:30: on that like we tend to like you know

01:22:32: prioritize more issues that are like

01:22:33: well written that like follow those

01:22:35: reports um but people don't pick up on

01:22:38: them that keep like they keep like doing

01:22:40: things Like when we ask them you know

01:22:42: please don't do this like you know do

01:22:44: this instead this is more efficient

01:22:46: some people just keep doing it and it

01:22:48: just feels like like what what do we do?

01:22:56: Uh next question

01:22:59: uh uh uh is asking is there a way to

01:23:03: make the game simpler for people coming

01:23:04: from VR chat for example like making

01:23:05: Darth simpler. Um, so we do plan to like

01:23:09: uh rework uh a lot of the UI. Uh, we've

01:23:12: done like a bit of it. Like we rework

01:23:14: the settings UI which like has much much

01:23:16: nicer kind of you know more modern kind

01:23:18: of look. It's more easier to use. Um, we

01:23:21: still pretty much like have to rework

01:23:23: like you know most of it like the world

01:23:25: stuff like we kind of do like after that

01:23:27: one month kind of had a reward but we're

01:23:28: going to do like another pass. uh the

01:23:31: contacts, inventory,

01:23:33: files, um those, you know, need to be

01:23:37: reworked. And then we also kind of like

01:23:38: touch like because right now the main

01:23:40: dash has like some stuff that's not

01:23:42: supposed to be there, but there's not

01:23:43: really other ways place to put it. So,

01:23:45: we're also going to add more tabs to

01:23:47: kind of like organize things better. Um

01:23:50: but we also like our our team recently

01:23:54: added a new help tab. And I can actually

01:23:57: um I kind of want to show it. Um,

01:24:00: let me switch to private UI again. Uh,

01:24:04: go third person and I'm going to grab

01:24:07: the camera and so I can show you my

01:24:09: dish. There we go. Um, so I'm like, you

01:24:13: know, mentioning the settings UI. Uh,

01:24:15: this one, you know, has like much nicer

01:24:17: kind of look like it's like categorized.

01:24:19: There's like, you know, descriptions for

01:24:21: things when you hover over them. So,

01:24:22: like we made this like one much nicer,

01:24:24: but these ones, this needs to be

01:24:26: reorked. This needs to be reorked. This

01:24:27: this this one's kind of okay. Uh this

01:24:31: one needs to be reworked. This one like

01:24:33: would probably move somewhere else. Uh

01:24:36: uh but this is the help tab and like you

01:24:38: know this is specifically made to help

01:24:41: new users. So like if you come in and

01:24:42: you're like okay I want to set up my

01:24:43: avatar. So you click on that and look it

01:24:46: loads like a stuff for you and there

01:24:48: should be um like a nice video you know

01:24:51: that kind of showcase you how to do

01:24:52: things. There's like you know

01:24:53: information

01:24:55: uh it kind of walks you through a lot of

01:24:57: things. Uh there's like you know um

01:25:00: there's categories so you can like you

01:25:02: know learn how to use stuff.

01:25:06: So yeah um let me move this back.

01:25:11: There's like a number of like things. Um

01:25:14: what does also help is like you know if

01:25:16: you um if you're coming you know say

01:25:19: from VR like um what is useful to us is

01:25:22: like telling us what stuff is confusing

01:25:25: to you like what stuff do you get stuck

01:25:26: on what stuff gets makes you frustrated

01:25:29: because if we know what the pain points

01:25:31: are then we can design things that going

01:25:32: to be better um sometimes people tell us

01:25:35: you know like I want the UI to like look

01:25:37: like this but then we don't know like

01:25:38: you know what problem is it solving uh

01:25:41: because we usually just can't take

01:25:44: designs you know and just at the face

01:25:46: value. We need to know what problems

01:25:48: exist. Uh because usually coming up with

01:25:50: a solution for it that's you know

01:25:52: something we do on our end and we want

01:25:54: to okay look of like you know lot of

01:25:56: different inputs and figure out a

01:25:58: solution that works for both because if

01:25:59: somebody offers us a solution they're

01:26:01: like you know just change this this way

01:26:03: maybe that will work for them but that

01:26:05: it will not work for other people and

01:26:07: it's our job to make it make sure it

01:26:09: works for like you know as many people

01:26:10: as possible. Uh so the best thing is you

01:26:14: know let us know what the pain points

01:26:17: are because that way we know okay this

01:26:19: is a problem this is what people get

01:26:20: stuck on we can focus on this we can

01:26:23: design something that you know addresses

01:26:24: this painoint and maybe others says you

01:26:26: know 10 other pain points you know we

01:26:28: got from other people um but you know

01:26:30: like it's a continuous process um

01:26:33: there's other stuff too because people

01:26:35: you know coming you know from VR they

01:26:37: can have um lots of different issues

01:26:40: maybe somebody like wants to bring their

01:26:42: avatar but they're not familiar with

01:26:44: editing tools. Uh one of the things

01:26:46: we've been doing to help with that is we

01:26:48: added something called resonate packages

01:26:50: then make it easy for people to uh

01:26:53: preset up avatars and then you just like

01:26:55: drag the package on and avatar just pops

01:26:57: in world and then you can just like use

01:26:59: it. It automatically moves the

01:27:00: protection to it. So that makes it makes

01:27:03: it very very easy to like use it. Um

01:27:07: and we also want to you know expand

01:27:09: there. where you want to like you know

01:27:10: eventually do stuff like you know for

01:27:11: example the unity SDK so like it's very

01:27:13: easy if you have existing content or

01:27:15: existing avatars you can just convert

01:27:17: them you know with that solution um so

01:27:22: um

01:27:25: you know there's this number of things

01:27:27: and it depends you know on the person

01:27:28: people are coming for different reasons

01:27:30: people have different pain points we

01:27:32: want to generally keep improving and

01:27:34: removing as many as we can uh so yes Um,

01:27:39: we definitely, you know, want to do

01:27:41: more.

01:27:45: [Music]

01:27:47: Uh, next question is from Piston. Uh,

01:27:49: will the outer stream just be rereaming

01:27:52: the Montter by by aquarium? I don't

01:27:55: actually know what it is.

01:27:58: And Montter is like city in Mexico, I

01:28:00: think.

01:28:02: But I don't I don't know what it is. Um

01:28:07: next questions from Nicon. Uh I get

01:28:09: better performance now with

01:28:10: hyperthreading than without because

01:28:12: reset is more spreform

01:28:18: with hyper threading then use hyper

01:28:20: threading like I don't

01:28:23: [Music]

01:28:24: I don't know like would more we could

01:28:26: like add to that.

01:28:31: Uh, next question is from uh, Pixelator.

01:28:35: Uh, question, what is the internal

01:28:37: method for favoring published wars in

01:28:39: Resonate? I want to be able to easily

01:28:40: find publish war again, but I don't want

01:28:42: to save a local copy of the world in my

01:28:44: inventory since it takes up space. So,

01:28:46: we don't have official favoriting thing

01:28:48: yet. Uh, that's something that might

01:28:49: like, you know, come with like a

01:28:50: workshop. Uh, but

01:28:54: if you want to do it right now, what you

01:28:56: can do is uh, you just spawn the ward

01:28:59: orb. You save the world warp, not the

01:29:01: world itself. Uh, let's do this again.

01:29:05: Cover UI and third person. I'm going to

01:29:08: grab the camera.

01:29:12: Uh, so

01:29:14: um, make sure you know if you go to

01:29:16: session, uh, if you do this, this will

01:29:20: save a copy of the world. Uh, so you

01:29:22: don't want to do this because like, you

01:29:23: know, like this will take a lot of your

01:29:25: story space. Unless you want to, you

01:29:26: know, save a copy, then, you know, do

01:29:28: that. But what you can go do is you get

01:29:30: you get the ward orb. It pops it in

01:29:33: front of you and you can save this. This

01:29:35: the ward orb you can see it's still

01:29:37: owned like you know by decoy. Um this is

01:29:41: essentially like a hyperlink. So you can

01:29:42: save this to your inventory and this

01:29:44: will take like minimal amount of storage

01:29:45: space just like you know for the

01:29:47: hyperlink to be saved.

01:29:50: So that's uh that's the best way to do

01:29:53: it.

01:29:59: Uh,

01:30:02: next question is from uh Ben AFK. Uh,

01:30:07: they're asking

01:30:09: uh,

01:30:10: hey guys, just was wondering about what

01:30:12: will happen when the game official

01:30:13: servers close permanently. Will the open

01:30:15: source game make the servers? Thanks for

01:30:17: your time. What do you mean when

01:30:20: we don't plan closing it? Um like we

01:30:24: like our goal is to pretty much like

01:30:25: know keep going for like as long as we

01:30:27: can. In the case like you know we had to

01:30:30: um

01:30:32: we had to like you know like we were not

01:30:34: able to like run it. Um

01:30:37: then like we would like you know

01:30:39: probably end up like doing something

01:30:40: like that. But like that's there's

01:30:43: probably a number of different things we

01:30:44: would do before like we reach that

01:30:46: point. like we would like you know um

01:30:50: we would find like you know ways to kind

01:30:51: of keep things like like you know

01:30:52: running at like like lower cost and

01:30:54: because we want to just keep doing this

01:30:56: for as long as we can and this is very

01:30:58: kind of long-term like you know

01:31:00: perpetual kind of project. Um if it came

01:31:02: to it like we would probably kind of

01:31:04: open it up like so people can you know

01:31:07: it can kind of run as a community thing

01:31:09: but a lot would have to happen for us to

01:31:12: get to that point.

01:31:14: I'm pretty sure like we have people who

01:31:16: would be willing to run the goddamn

01:31:18: servers in their basement if it came

01:31:20: close to that. So

01:31:23: we can't really do because like you know

01:31:25: stuff like GDPR and stuff like that

01:31:27: doesn't makes it legal.

01:31:28: Well, yeah. No, I'm saying I'm just

01:31:30: saying that people that like the the the

01:31:32: drive to continue the game is high.

01:31:35: Yeah.

01:31:38: Uh next question is from Saden.

01:31:42: uh assuming that everyone in engineering

01:31:45: team has good proficiency in Rust would

01:31:46: we rather have resigned fully manual

01:31:48: developer using Rust or continue in C#

01:31:50: just as a hypothesion of our previous

01:31:52: work until now had been done in what was

01:31:54: in language also why I would still kind

01:31:56: of go with C# um R is like good like you

01:31:59: know systems like like programming

01:32:00: language but C in particular um I

01:32:04: actually feel it's very very suited for

01:32:06: you know software like this because of

01:32:08: it dynamic like is very very dynamic. So

01:32:12: having a language like C like you know

01:32:14: that pairs like really well with that

01:32:17: and makes it much you know kind of

01:32:18: simpler to implement because like we use

01:32:20: a lot of like you know stuff like

01:32:21: reflection and generics that are

01:32:23: instantiated at runtime um and that you

01:32:26: know kind of relies on the JIT compiler

01:32:28: a lot. So um that's pretty much the main

01:32:32: reason. Um it's also like you know

01:32:36: I feel like it's kind of faster to write

01:32:38: in C# especially to deal like you know

01:32:40: with the level of complexity we have um

01:32:42: with languages like Rust like to make

01:32:45: something similarly complex would take a

01:32:46: lot longer time and we don't have the

01:32:49: time. Um so it would make it would make

01:32:52: things a little more complicated and

01:32:54: that's not to say you know that dress is

01:32:56: a bad language. Um I think it's like a

01:32:58: really good you know like it's really

01:33:00: important that it exists. Um, but I

01:33:02: don't think it's the right tool for for

01:33:05: this.

01:33:07: [Music]

01:33:10: Uh, next one is also from Benji FK. Uh,

01:33:14: actually it's same one.

01:33:16: Weird.

01:33:21: Uh, Satan Dub is asking, "What is the

01:33:24: most uh creative use and location you

01:33:27: have seen for tool shelves?" Um, there

01:33:31: was a there was like a while back there

01:33:32: was like an MMC meme world where like

01:33:35: you would click on thing and like it

01:33:36: would just make your tool shelf like go

01:33:38: super long and it would actually attach

01:33:39: a camera to the end of it so you could

01:33:41: see yourself from the end of your tool

01:33:42: shelf and it would make a funny sound

01:33:44: when it does it. So that was very funny.

01:33:51: Uh,

01:33:53: Med was asking uh could there be add-ons

01:33:56: um to the events faster in the future?

01:33:58: There are some events that can't be

01:33:59: displayed by default because they're not

01:34:00: public or only interest some people like

01:34:02: a small game meetup. Um in the future

01:34:05: we'll probably like build like our own

01:34:06: system but uh for for now like uh we're

01:34:09: using like the community system. So

01:34:10: that's kind of you know essentially

01:34:12: third party that we sort of like adopted

01:34:14: for the time being to make it like

01:34:15: easier for people to find it.

01:34:19: [Music]

01:34:20: Uh so Y was asking opinion on walnuts.

01:34:24: Um,

01:34:25: they're okay. I guess I like walnuts. I

01:34:27: prefer I prefer peanuts or cashews. I

01:34:29: like cashews.

01:34:30: Oh, cashews are like I like walnuts,

01:34:32: too. I'm also like a bit biased because

01:34:34: like my grandparents, they actually had

01:34:35: walnut trees. Like we would get like

01:34:37: infinite walnuts. Like we would have

01:34:39: like so many walnuts like we'd be like

01:34:42: sick of eating them, but like I ate a

01:34:43: lot of them.

01:34:45: Infinite walnut glitch.

01:34:47: Yeah. I sometimes think things have like

01:34:49: I might have like mild like nut allergy

01:34:51: or something because sometimes I do like

01:34:53: some nuts and like then my throat gets a

01:34:54: bit scratchy. It's like not bad but like

01:34:56: me too.

01:34:57: But I'm like huh?

01:35:00: Yeah. I get that with raw fruits and

01:35:01: vegetables sometimes too.

01:35:03: I don't get it with like fruits or

01:35:04: vegetables. I get it with the honey

01:35:06: sometimes. Like sometimes honey will

01:35:08: cause me like to be like it will make my

01:35:10: mouth a little bit itchy. Like nothing

01:35:12: bad but like enough to be like huh.

01:35:15: Yeah. From what I understand it's just

01:35:16: the plant proteins.

01:35:21: Uh Colin uh Colin saying uh so I managed

01:35:25: to find a minimal reproduction for Cecil

01:35:27: Madness. Guess what is generics?

01:35:29: Sounds about right.

01:35:33: It it was generics to like like I think

01:35:36: with like the thing I found myself.

01:35:39: Um, Abby, Abysmal is asking, "Do you

01:35:42: think Resonate as a platform would have

01:35:43: a mainly VR based user base or could

01:35:45: desktop user significant overtake that?

01:35:47: Would they change or focus on uh fully

01:35:49: implementing screen mode usability?" I

01:35:52: feel it's like kind of chicken and egg

01:35:53: thing. So like I feel like if we add

01:35:55: more a little more like to the screen

01:35:56: mode, I think it will attract more, you

01:35:58: know, desktop users too.

01:36:01: Um,

01:36:03: so yeah, like I feel it's kind of like,

01:36:05: you know, the other way. Like if we add

01:36:06: like even more like, you know, stuff to

01:36:08: the screen mode, uh, make it a little

01:36:09: more easier to use. I feel it's going to

01:36:11: make it more attractive to screen users.

01:36:13: Uh, that's not to say, you know, we

01:36:14: don't want to make it the main one. Like

01:36:16: our focus is always going to be in like

01:36:18: VR first. Uh, but doesn't mean like, you

01:36:21: know, we can't make the desktop

01:36:22: experience great either. Um, and all of

01:36:25: the things we we want to do. There's

01:36:27: actually a video on our uh YouTube

01:36:28: channel uh on the improvements what we

01:36:30: want to do with the disco mode.

01:36:33: Um it kind of covers you know stuff like

01:36:35: we want to do and a lot of the ways we

01:36:37: want to approach things is like you know

01:36:38: say you have an inspector in world is

01:36:40: make it so you can just pin that on your

01:36:42: screen but the inspector you know just

01:36:43: stays in world you're just like

01:36:44: interacting with it because you have

01:36:46: quick access in your rest of view. Um so

01:36:50: that will um

01:36:53: you know make it much easier to use

01:36:55: without sacrificing the VR first kind of

01:36:57: approach.

01:37:02: Uh and next question is from MIDI tool.

01:37:04: Uh are there already succession plans in

01:37:07: case something happens to you or want to

01:37:08: retire? I obviously don't think that's

01:37:10: likely to happen soon but I wonder if

01:37:12: you have a preset plan or not. I mean

01:37:14: not super big one like like there's like

01:37:17: some things like uh we make sure like

01:37:19: you know like we anything like multiple

01:37:22: people have access to things you know

01:37:24: like the repos and password managers and

01:37:26: other stuff. Um so there's like you know

01:37:29: stuff like that but like there's not

01:37:31: really anything beyond that.

01:37:36: Uh,

01:37:41: and Cosod

01:37:43: was uh asking, "You keep say there's not

01:37:46: enough time. Why don't you just create

01:37:47: time machine flex?"

01:37:49: I mean, honestly, that's kind of how it

01:37:51: feels sometimes like with requests from

01:37:52: people. It feels like they kind of

01:37:54: expect us to like just make a time

01:37:56: machine to like do all the things

01:37:59: because making a time machine takes time

01:38:00: that we don't have.

01:38:02: Yeah. like uh yes, it would take too

01:38:05: much time.

01:38:08: And also, that's actually all of the

01:38:11: questions. Uh

01:38:14: it's just the subs. I don't know if I

01:38:15: can clear that. It's a little bit.

01:38:17: Yeah, we're good now.

01:38:22: Flex. Uh how much time we have? Oh, we

01:38:25: have a

01:38:27: Yeah, 10 minutes. 22ish.

01:38:31: So there's like a Oh, then there's a

01:38:32: question. Um

01:38:39: uh

01:38:40: we got So if if you still have like no

01:38:42: questions, feel free to ask. Uh we're

01:38:44: getting like towards the end, so like we

01:38:46: get to the point like where we can't do

01:38:48: like like long complex questions, but uh

01:38:50: there's still time. So ask them now

01:38:53: or we'll have to wait uh next week. Uh

01:38:57: question from Saden. Senub is asking can

01:39:01: you speak about the companies

01:39:02: universities that are using resonite for

01:39:03: education sometime before I saw video

01:39:05: where decoy found a class inside

01:39:07: resonite where people were learning how

01:39:08: to use VR and we're curious about what

01:39:10: people are doing about education and

01:39:12: resonite so the one um we probably found

01:39:15: that's the Czech technical university in

01:39:17: Prague uh and there's a VR classes

01:39:20: taught uh by um uh professor like well

01:39:23: technical professor do I don't know the

01:39:26: English name of it

01:39:28: does doesn't and check do doesn't uh pet

01:39:31: clan and he also goes back

01:39:34: um

01:39:36: and essentially he's been like you know

01:39:38: teaching with like engine and resite

01:39:40: like for I think five or six years now

01:39:43: um I've kind of like helped him like put

01:39:45: some of the lectures like initially

01:39:46: together too um and like VR like is

01:39:49: actually something he's been like

01:39:50: passionate about uh he's like been part

01:39:53: like he's been like super interested

01:39:55: like in the first boom in the '90s for

01:39:56: VR and it kind of died on and when this

01:39:58: boom of VR happened like you know he

01:40:01: helped me a lot you know with like

01:40:03: resonite

01:40:05: um and he's actually managed to like you

01:40:07: know he has like classes uh like VR1 and

01:40:10: VR 2 and I think he's actually doing

01:40:11: like another one where he is teaching

01:40:13: virtual reality with like you know with

01:40:15: night and how you build in virtual

01:40:17: reality and so on. It's been very very

01:40:18: popular. He has like always like loads

01:40:21: of students like and I know every Friday

01:40:23: he runs like um he runs like you know

01:40:26: the VR classes and like he just he gets

01:40:28: there in the morning and gets home in

01:40:30: the evening and like it's literally like

01:40:32: backtoback like lessons the whole day

01:40:34: and it's like

01:40:36: insane like you know he's like handling

01:40:38: all that but like it makes him happy

01:40:39: like u he likes like doing those um

01:40:42: pretty much like what he does he he kind

01:40:44: of teaches like like you know how you

01:40:46: like he wants to teach like you

01:40:49: meta versse, you know, and how you like

01:40:50: kind of like as much as tainted that

01:40:52: world is right now, but um how like you

01:40:55: know virtual worlds, digital universes,

01:40:58: how do you access in them, how do you

01:40:59: build with them, how do you collaborate?

01:41:01: Uh and he has lessons where like you

01:41:03: know the students he essentially goes um

01:41:06: you know start simple just you know

01:41:08: basic like brush tools uh shape tools

01:41:10: and so on and then he gets like into

01:41:12: inspector particle systems which are

01:41:13: like very fun and the last three lessons

01:41:15: or four lessons he's doing purple flex

01:41:17: where teaches them like you know

01:41:18: programming. Um so

01:41:22: he's been doing it for quite a while. Um

01:41:24: it's like super cool like the students

01:41:26: like have like a really good kind like

01:41:27: you know generally very positive about

01:41:29: it. Um it's one of the like uh there was

01:41:33: like his lessons get like you know

01:41:34: really good rating like from the

01:41:35: students. So they make it really cool.

01:41:37: There's like a few other universities as

01:41:39: well. Uh I'm not too well equipped to

01:41:41: speak on those. Um

01:41:45: but uh a lot of like educational users

01:41:48: like they make me very excited because

01:41:49: that's you know a lot of like where my

01:41:50: background is and one of the sort of

01:41:53: impulses why I built fruit engine in the

01:41:56: first place is to make education better

01:41:58: and allow like people to learn uh and

01:42:01: learn more naturally and learn more

01:42:02: collaboratively.

01:42:06: Uh, next question. Epic's asking 22

01:42:11: minutes auto wise reference. Uh, not an

01:42:14: intentional one, but I'll take it.

01:42:17: Uh, BD is asking, um, has work started

01:42:21: on Molecule or some other pulse spitting

01:42:23: a major pirate or is still a bit further

01:42:24: out? Um, so Molecule, there's actually

01:42:27: some work been done, but it's been like

01:42:28: while back, so it's kind of like being

01:42:30: picked up again.

01:42:32: um the there's some little pieces of

01:42:35: like you know um next major thing like

01:42:39: just kind of like scoping things out and

01:42:42: so on but like uh right now the focus is

01:42:44: still going to be like on bit of a

01:42:45: cleanup like post split ending. So

01:42:49: um

01:42:51: it's is going to be a little bit and

01:42:52: I've been kind of like you know like I

01:42:54: said like very brain focused so like

01:42:55: it's been hard to like make progress

01:42:58: right now.

01:43:01: Uh yeah asking uh do you think official

01:43:04: browser in game base chromium Firefox

01:43:06: Ladybird could ever happen? Um

01:43:09: potentially uh I think like Chromium has

01:43:12: like some like integrations but uh like

01:43:14: they can just like embed uh what's it

01:43:16: called like the SE project CF. Uh but

01:43:22: right now like I don't see like super

01:43:24: strong need for it like you can like

01:43:26: just use the desktop tab and also

01:43:27: depends what you mean like you know like

01:43:29: do you want to like for example place it

01:43:30: in world because then you have to worry

01:43:33: you know how does this stay synchronized

01:43:34: so like you probably have like you know

01:43:36: one user is actually doing the rendering

01:43:37: of it and then it's you know being we

01:43:40: need to actually have a video stream

01:43:42: that like so the user who's doing the

01:43:43: rendering is streaming you know the

01:43:46: output to everyone else. um which like

01:43:50: you know we'll we'll need like that as a

01:43:52: prerequisite if you want it to be in

01:43:53: world we could have it like you know

01:43:55: where the web browser like you know is

01:43:56: in your dash and you can kind of access

01:43:57: it for you know browsing the web but we

01:44:00: can just use the desktop tab so I don't

01:44:02: think like the

01:44:04: uh right now there's like a huge need

01:44:06: for it unless like we can always make it

01:44:08: up a and like uh give us like a use case

01:44:11: and that can change but right now like

01:44:13: um don't see one

01:44:16: the next question is uh from uh Benji

01:44:21: AFK. Uh question, I'm very weird in a

01:44:24: way. I always try to host everything

01:44:26: locally cuz I'm always scared something

01:44:28: might will happen to the internet. Uh if

01:44:30: you had some sort of announcement that

01:44:32: something were to happen to internet,

01:44:34: what would you guys do to sustain it as

01:44:36: public software? I mean that depends on

01:44:39: a lot like like like what does it mean

01:44:41: to something happened to the internet?

01:44:43: Does it mean the entire internet goes

01:44:44: down? Does it mean like part of it goes

01:44:46: down? doesn't mean some protocols not

01:44:48: work. Like there's there's lots of

01:44:50: different like you know scenarios and

01:44:52: the answer is going to depend on

01:44:53: whatever scenario is.

01:44:55: Um if there's no internet

01:44:58: how do we do like you know anything like

01:45:00: how do we communicate with people like

01:45:02: we need to communicate with how do we

01:45:04: distribute like software like where do

01:45:06: we publish it like what does the future

01:45:08: look like?

01:45:10: You're like asking us what's going to h

01:45:11: like what will Resonate do if a meteor

01:45:14: hits the planet and destroys everything

01:45:16: and blows it all up. I don't know.

01:45:18: Kind of.

01:45:19: It depends what the future looks like.

01:45:21: Maybe maybe we'll all be like

01:45:23: distributing everything on flash drives.

01:45:25: I don't know.

01:45:26: FM radio.

01:45:29: Actually, that's the thing. This is like

01:45:30: I know like one of the reasons people

01:45:31: like hammer radio and stuff is because

01:45:33: like it works even like in the inside

01:45:35: shap apocalypse. So may maybe maybe

01:45:37: there will be protocols you know with

01:45:38: hammer radio and like that's how you

01:45:40: like how you download

01:45:43: there there are modem programs for Linux

01:45:45: where you can send network data over

01:45:47: audio. Yeah, maybe maybe that but but

01:45:50: you know maybe we build new internet. So

01:45:54: another question is like you know if

01:45:55: internet goes down like I I don't think

01:45:57: it's like really realistic scenario at

01:46:00: this point like because even like if

01:46:02: something drastic were to happen and

01:46:04: sometimes there's like you know big

01:46:05: things that happen people fix it.

01:46:09: Yes.

01:46:10: So then maybe that's the answer we just

01:46:12: we just wait for you know whatever

01:46:14: outage is happening to be fixed.

01:46:20: Uh next question is from Julier. Um out

01:46:24: of curioity is there any reason why

01:46:26: dynamic v flux are not found impulse is

01:46:28: at the top of instead of unsuccess uh

01:46:30: sort of breaks the norm. So success

01:46:32: being on top. Um it's just we don't

01:46:34: haven't had like system for like

01:46:37: specifying the order. So like it takes

01:46:38: whatever order it finds them in the like

01:46:40: you know in the code. Um,

01:46:42: oh, I guess Frisks just wrote this one.

01:46:44: Just happened to write the on not found

01:46:46: one first. I see.

01:46:48: No, it's actually it's a little bit more

01:46:50: complicated because um

01:46:53: I would have to check the code, but a

01:46:55: lot of these nodes they actually use uh

01:46:59: inheritance. So there's like a base node

01:47:02: where the base node like has the you

01:47:05: know not found but like then these

01:47:06: specific behaviors like unsuccess or

01:47:09: failed is actually shared. Uh no sorry

01:47:12: that's in the derived class. So the not

01:47:16: found is part of the base class but the

01:47:18: base class doesn't know about these two

01:47:20: because there's a bunch of different

01:47:22: nodes that also have not unfound which

01:47:24: is shared functionality but this is not

01:47:26: shared functionality. So, we need like a

01:47:28: system that just like where we target it

01:47:30: and like we explicitly define the order

01:47:32: in which they should appear and that

01:47:33: like would fix it. Um,

01:47:37: you know what? This is funny enough that

01:47:38: I'm actually going to look right now for

01:47:41: the code. I just got the 12 minutes.

01:47:45: What is this? All right, cool.

01:47:53: [Music]

01:47:56: a dynamic value variable or a dynamic

01:47:59: variable.

01:47:59: I might um define it already.

01:48:03: Uh oh, yeah, it is. I think it is an

01:48:06: inheritance thing.

01:48:08: Yeah, that's that's been like I don't

01:48:10: know like in this specific case, but

01:48:11: like it's been it has been like I know

01:48:14: it's in a bunch of cases like

01:48:15: inheritance.

01:48:17: Yeah, it's inheritance.

01:48:19: So, we just need like a system to like

01:48:21: explicitly specify order. Um Colin is

01:48:25: also asking um is there any difference

01:48:28: between value copy and value driver

01:48:30: other than l not having rightback

01:48:32: option? Yes. Um

01:48:35: value copy is a lot more efficient uh

01:48:38: because it works with changeable

01:48:40: sources. So essentially it hooks into

01:48:42: the events and it only runs code

01:48:46: whenever that like source updates and

01:48:48: other otherwise it does nothing. value

01:48:50: driver updates every frame and will keep

01:48:53: like updating because it's designed to

01:48:55: work even with sources that don't

01:48:57: support change tracking. Uh so it kind

01:49:00: of has to preemptively just keep

01:49:01: updating every frame. Um just to you

01:49:04: know make it wor because it has no way

01:49:06: of knowing whether the source you know

01:49:08: changes or not. Um so most cases you

01:49:12: want to use volleycopy is a little more

01:49:14: efficient. There's few cases where you

01:49:16: won't be able to use value copy because

01:49:18: like the source is does not support

01:49:20: change tracking in which case you have

01:49:22: to use value driver is less efficient

01:49:25: but sometimes it's the only option.

01:49:30: Uh sen is asking favorite animal sound.

01:49:33: Um

01:49:35: cat chirping maybe or I don't actually

01:49:38: what it's called like warling. It's like

01:49:45: that one.

01:49:46: Meow.

01:49:49: I mean,

01:49:50: squark. I don't know.

01:49:53: And next question is from Ayame Def. Uh,

01:49:56: do you think would be allowed to be

01:49:58: distributed on modern consoles like

01:49:59: Nintendo Switch 2 and PS5? Probably not

01:50:02: in its current state. Um we haven't like

01:50:05: looked into it like super in detail but

01:50:07: generally the consoles they tend to be

01:50:09: very strict about you know the content

01:50:12: and like you know and user created

01:50:14: content so that might have like lead

01:50:16: some issues and if you were to like

01:50:19: distribute on those like that might

01:50:20: require

01:50:22: some more restricted version of resite.

01:50:24: Um, I'm like looking into it like super

01:50:26: in detail, so like I can't really say.

01:50:32: Yummy was asking, "What's the most

01:50:34: creative whooper you ever seen on

01:50:35: Avatar?" Um,

01:50:38: there's a few like I do like the ones

01:50:42: that sort of like track how many times

01:50:43: you boop someone and they use a cloud

01:50:45: variable. And the reason I kind of like

01:50:46: that is because like cloud variables and

01:50:49: I like you know statistics and sometimes

01:50:50: like there's some people like you see

01:50:52: them and like they're going to increase

01:50:53: your high score.

01:50:58: So do you have any

01:51:00: um

01:51:02: honestly no. I'm kind of a grinch about

01:51:05: bloopers. I don't really like them.

01:51:06: Sorry guys. I really don't like them.

01:51:12: I'm a

01:51:13: Grinch. Green shadow third one went

01:51:17: and next question is from Julier. On

01:51:19: similar note, how difficult would be to

01:51:20: add text colors to dynamic output

01:51:23: impulses like red for fail impulses and

01:51:25: green for success impulses.

01:51:28: Do you mean like just the labels? The

01:51:30: labels technically wouldn't be that

01:51:32: hard. I think

01:51:35: like we just have to like override the

01:51:37: name and include like a RTF tag. But

01:51:38: actually I don't know if we do RTF like

01:51:40: we might disable RTF t parsing just for

01:51:42: performance on those.

01:51:44: potentially possible.

01:51:47: I don't know like what we do to

01:51:48: readability it though maybe like getting

01:51:50: to a concert.

01:51:52: Oh my god. Cuz why is perfume so

01:51:55: expensive? Cuz you have to pay for

01:51:57: perfume

01:52:01: just just get get silly and they can get

01:52:03: the smells.

01:52:05: And next question is from BD

01:52:09: um I can understand the right dermic

01:52:11: variable success and not found but when

01:52:13: would it give failed result

01:52:16: um I don't actually know from the top of

01:52:18: my head so

01:52:21: um

01:52:23: yeah I don't know I I have to check the

01:52:25: code for that one do you want to check

01:52:27: the code

01:52:29: what is it

01:52:31: variable why would it give a failed

01:52:32: result

01:52:33: I closed I closed VS Code cuz it was

01:52:35: heating my RAM. Um,

01:52:39: it probably I mean

01:52:42: probably because like if it if it can't

01:52:45: attach the variable for whatever reason,

01:52:47: it will fail.

01:52:49: Yeah, I don't it's something like that.

01:52:52: I don't I don't I have to check the

01:52:54: code.

01:52:58: Uh, next question. Satan up. Have you

01:53:00: given classes in VR before? Um, I did.

01:53:03: Yes. It's been a while back but u uh

01:53:07: actually like for pack as well like I

01:53:09: used to like participate like in his

01:53:10: lessons and would give like you know

01:53:12: some um would essentially give like part

01:53:15: of the lecture.

01:53:20: Um with that we have 7ish minutes still.

01:53:24: So if you got any more questions we

01:53:26: still got a bit of time. Um there was

01:53:29: also be quicker ones though.

01:53:32: Um there was a longer one. That's

01:53:33: probably just going to be one.

01:53:36: I don't know. I don't mind a little bit

01:53:37: of air time.

01:53:38: There's a little bit of air time. I'm

01:53:40: just vibing.

01:53:41: Yeah, I like vibing. This world is kind

01:53:43: of neat.

01:53:44: Yeah, we can actually check out the

01:53:45: world. Uh, this is one of the uh MMC

01:53:48: entries. Uh, this one like the word

01:53:50: other category. Um, let me actually go

01:53:53: third person. I'm going to go view.

01:54:00: Let's see. I'm just going to slide

01:54:02: around.

01:54:06: So, um,

01:54:09: let's see. I'm going to adjust the

01:54:10: camera a bit more.

01:54:15: Uh, so this is a world. Um, we sort of

01:54:19: like emuling the it's called the looker.

01:54:21: Let's actually go

01:54:25: let's actually go here to the front.

01:54:30: This is like normally where you start.

01:54:32: Uh, and it's called the lookerverse.

01:54:35: Um, and it's sort of like old school,

01:54:38: you know, kind of like

01:54:41: the old school like graphics like when

01:54:43: VR was, you know, in its first like boom

01:54:44: in '90s and sort of like emulating that

01:54:46: like the textures, like the general

01:54:48: style of it. It is a really cool feature

01:54:52: uh where once you toggle the online

01:54:54: switch, you actually get these. you get

01:54:56: like letters uh that have messages from

01:55:00: other users and you can also leave your

01:55:02: own. Um there's like a send message and

01:55:05: you get like on this UI. I'm going to

01:55:07: make it bigger so you can see it on the

01:55:10: camera and you can just be like you know

01:55:12: easily quickly

01:55:14: help

01:55:16: um

01:55:19: [Music]

01:55:21: help a fox. There we go. Uh, so you only

01:55:24: have like, you know, these messages that

01:55:25: you can like use and then you send it

01:55:29: message. Okay.

01:55:32: And I can close it. And now it's going

01:55:34: to appear for someone. Um, if you go

01:55:36: into this world, you might get this

01:55:37: message every time. Like you get like a

01:55:39: small pool of the messages. So like you

01:55:41: don't get all of them at once. But it's

01:55:42: a super cool mechanism where we can

01:55:44: like, you know, sort of leave things,

01:55:46: you know, for other people. Um this like

01:55:49: stuff like this like this like you know

01:55:51: like this like game. Uh

01:55:59: I can like you know like play the game

01:56:01: score. Um there's a bunch of like

01:56:03: posters. It's all sort of like emulating

01:56:06: the

01:56:08: old school you know style of it and I

01:56:10: really like I like it. It's also this

01:56:13: thing and there's

01:56:16: there's an early LLM machine. Um, so you

01:56:20: can, you know, you can so you can ask it

01:56:22: in a question. Um, what would you like

01:56:26: to ask an LL machine from the '90s?

01:56:32: Um,

01:56:35: just ask it a question.

01:56:40: Uh, do do you work well?

01:56:48: No.

01:56:52: There you go. See, it work.

01:56:54: You know, you know, I don't know. It's

01:56:55: like this, this means it works. Wow.

01:56:58: Do you want to ask another question?

01:57:01: No. I think I I think I learned all I

01:57:03: need to know.

01:57:04: Okay. Should we ask you another

01:57:07: question?

01:57:12: No.

01:57:13: Okay, it's working perfectly.

01:57:16: All right, cool.

01:57:20: Uh also this room there's like, you

01:57:22: know, it's like internal memo and like

01:57:24: this is actually working.

01:57:26: I love these.

01:57:28: Yeah, can like put stuff in there.

01:57:31: This is strangely smooth. Uh

01:57:35: this thing there's a bunch of like other

01:57:36: stuff. There's a microwave.

01:57:40: It's always lunchly by Boplar.

01:57:47: And there's another room.

01:57:51: If we go here, there's Oh, there's the

01:57:53: credits.

01:57:56: So you got uh got decoy, you got the ka,

01:57:59: you got the dead one,

01:58:03: the dead one.

01:58:06: Why is this I think actually I remember

01:58:08: they said like this this is partly

01:58:09: broken like it's kind of missing some

01:58:11: people.

01:58:14: Uh, and you also got there like a lot of

01:58:17: like detail like nice details in this.

01:58:19: There's like all these posters and

01:58:20: there's also like this room VIP room.

01:58:25: And there's a lot more messages in here.

01:58:28: Um,

01:58:30: yeah.

01:58:32: Uh, let's go back to the demo room. This

01:58:35: one also has like bunch of stuff.

01:58:36: There's like, you know, there's this

01:58:38: computer

01:58:39: and, you know, there's this sphere and

01:58:42: there's another sphere that, uh,

01:58:47: I think sometimes changes shape, but

01:58:49: yeah.

01:58:52: Um,

01:58:56: so is asking, uh, leaving messages with

01:58:59: predefined worlds asynchronously. Uh,

01:59:02: does that mean Lucer is the dark soul of

01:59:05: Resonite? I mean kind of I mean the fog

01:59:07: is kind of dark in here.

01:59:14: Don't for asking why do you hold these

01:59:15: streams? Uh just direct everyone with

01:59:18: questions to the 1996 LL machine. Um I

01:59:23: mean we could you could do that but it's

01:59:24: not released yet. That's you know that's

01:59:26: the problem. Like it's it's coming in

01:59:27: 1996 and it's not 1996 yet like you know

01:59:30: so can't use it yet.

01:59:32: Yeah. It also said we shouldn't ask it

01:59:33: any more questions. So I think we should

01:59:35: respect its wishes.

01:59:36: Yeah, actually. Yeah, that's true. Like

01:59:37: it it told us I mean it probably told

01:59:39: us, you know, because it's not released

01:59:41: yet. So like once it releases then then

01:59:43: then you know it might change. But u um

01:59:45: we just have to wait until it's 1996.

01:59:50: Anyway, with that is actually time. So

01:59:52: this kind of like worked out pretty

01:59:53: well. So thank you everyone for

01:59:55: watching. Uh thank you all for

01:59:56: subscriptions. Like I

01:59:59: I we kind of called it like that we're

02:00:00: going to do a stream. So, I think I feel

02:00:02: like we should just throw us the stream.

02:00:04: Yeah.

02:00:05: Um, you gave us enough subs.

02:00:07: You get a freebie on this one, fellas.

02:00:10: Um,

02:00:10: get a pass.

02:00:11: Yeah. It's also us like we're not like

02:00:13: counting super well. So, like

02:00:16: whatever is enough subs like we we'll

02:00:18: figure out an alter thing.

02:00:20: Jack, if you're watching, we need a sub

02:00:21: counter. Go. Yes.

02:00:23: Thank you. Please. Thank you. Love you.

02:00:24: But thank you. Oh my goodness. Thank

02:00:26: you.

02:00:28: So, uh, thank you very much for

02:00:29: watching. Uh, don't say that, Colin.

02:00:35: Um,

02:00:37: I lost my train of thought. Anyway,

02:00:40: thank you very much for watching. Um,

02:00:41: we'll probably do the other stream like

02:00:43: next time. Uh thank you for all the

02:00:45: questions and thank you for you know for

02:00:46: supporting guysite whether it's like you

02:00:47: know just being part of the platform you

02:00:49: know socializing playing with people

02:00:51: like making food kind of live building

02:00:54: cool things you know for people to play

02:00:55: with or like use uh or supporting us you

02:00:58: know either through Twitch to the

02:00:59: subscriptions or on stripe or patreon so

02:01:02: if you do patreon please consider

02:01:04: switching to stripe because we get like

02:01:06: um we get 10% more from the same amount

02:01:09: like you give you know to the

02:01:10: subscription service we get 10% more

02:01:12: which means we have like you more funds

02:01:14: to work with. Uh but either way, thank

02:01:16: you very much, you know, for the

02:01:17: support. Thank you for like watching and

02:01:19: we'll see you with the next one and I'm

02:01:22: going to figure out actually I have to

02:01:23: figure out the the the the

02:01:26: um

02:01:28: um rating. So, give me a sec. I'm going

02:01:31: to see who's

02:01:33: currently streaming tonight. And it's

02:01:35: just us. So, um, unfortunately

02:01:40: this ends here,

02:01:43: boys. Good night.