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