The Resonance/2024-11-24/Transcript: Difference between revisions

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{{OfficeHoursTranscriptHeader|The Resonance|2024-11-24|url=https://www.youtube.com/watch?v=Nf8T8iVAs-U&list=PLQn4R3khhxITNPmhpSJx5q7-PgeRFGlyQ|autogen=YouTube}}
{{OfficeHoursTranscriptHeader|The Resonance|2024-11-24|url=https://www.youtube.com/watch?v=Nf8T8iVAs-U&list=PLQn4R3khhxITNPmhpSJx5q7-PgeRFGlyQ|autogen=YouTube using Whisper}}


0:02: should
00:00: It should have been ready.


0:09: have there we go hello everyone and we should be
00:09: There we go. Hello everyone.


0:15: live uh actually can you say something uh hold on uh jeez
00:14: We should be live.


0:21: um do you need me to go on the broadcast yes here we
00:17: Actually, can you see something? Hold on, jeez.


0:27: go okay uh it should be using an application capture so it shouldn't be doing no notifications
00:22: Do you need me to go on the broadcast?


0:33: anymore um hello everyone should be live can hear us
00:24: Yes.


0:39: hello hello let me know if the audio levels are
00:26: Here we go.


0:47: good is my voice music to your ears oh there we go hello hello Tri I
00:27: Okay, it should be using the application capture, so it shouldn't be doing any notifications anymore.


0:56: like this chat it makes little popping noises when people chat oh I have off I
00:34: Hello everyone.


1:01: think I think I think it's cute I know it's l I'm sorry time zones
00:36: It should be live. Can you hear us?


1:08: are difficult no he's going to sleep no I'm saying just wake up it's
00:40: Hello, hello.


1:15: that easy he already woking up he needs to but he needs to go to sleep they need to be more awake wake up just be just be
00:42: I don't know if the audio levels are good.


1:23: just don't sleep it sols all the issues if only
00:48: Is my voice music to your ears?


1:31: so should have people coming in hello
00:51: Oop, there we go. Hello. Hello, Chad.


1:36: everyone oh my God the popping sound is your mouth hello hello Ren hell bcat
00:55: I like this chat. It makes little popping noises when people chat.


1:43: hello Ruby hello Grand hell hello just waiting for a few
00:59: Oh, I have it off. I think.


1:49: people to kind of Pile in and then we can like uh officially start uh make sure I also
01:01: I think it's cute.


1:56: have uh I have the stream everything should going I made like some changes since
01:05: I know, it's lame. I'm sorry.


2:02: last time uh based on like things that happened in your feedback uh everybody should be in
01:08: I'm so, so difficult.


2:08: broadcast uh I have the capture thing um so it only captures the resonate audio
01:11: Oh, it's going to sleep.


2:14: so like you should be hearing like you know my Discord notifications and stuff like that
01:14: No, I'm saying just wake up. It's that easy.


2:20: um let me also check up and also like we
01:16: Sorry, what can happen, but it needs to go to sleep.


2:25: have like I place the camera here with the sports like you know in case I do any drawing so it's all B more like legible uh so hopefully it should be
01:20: It needs to be more awake.


2:33: kind of better like this time around so hello everyone and welcome to the resonance uh this is a podcast that's SL
01:22: Just be able to sleep, never.


2:41: office hours uh uh where you are free to ask any questions about resonite um
01:25: All the issues.


2:46: whether it's technical whether it's you know philosophical about like no platform's nature whether it's like you
01:28: If only.


2:52: know anything to do with the team anything with a platform or even just technology in general uh if you are uh
01:31: So, sort of people coming in.


2:59: you know interested how the platform is going like you know what is driving the development how things are going lately
01:33: Hello, everyone.


3:05: and so on uh I'm here like you know to answer questions I also have my co-host CRA uh we're going to be um you know
01:37: Oh my god, the popping sound is your mouth.


3:14: going having some kind of back and for on some of the piics as well um uh so
01:40: Hello. Hello, Raiden. Hello, Bobcat.


3:20: there's a number you know number of like different things like you know like we can go over um my goal is to kind of
01:43: Hello, Ruby.


3:27: like you know um uh to essentially F you know um focus on your questions first uh
01:44: Hello, Grant.


3:35: but like once there's you know a bit more space we're going to you know just kind of talk about their I talk about like more kind of General broader topics
01:48: Just waiting for a few people to kind of pile in, and then we can, like, officially start.


3:44: uh because we want to give you you know both kind of answers to like very specific questions but also you know
01:54: Make sure I also have...


3:49: sort of the burst eye view of like you know what the side is and where it's heading uh one thing uh
01:57: I have the stream, everything should be going.


3:56: if you want to ask questions make sure uh to put a question mark at the end of it that makes it pop up on our uh pinned
02:01: I made, like, some changes since last time, based on, like, the things that happened and your feedback.


4:04: messages kind of thing using Chu the fox author version of it uh so it's kind to makes it you know easy for us to like um
02:06: Everybody should be broadcast.


4:12: catch the questions you know when this chat is like going by really fast uh day
02:08: I have the capture thing.


4:17: for stream is similar to last time uh 1 to two hours depending on how many um
02:13: So I don't have capture as a Resonite audio, so, like, you shouldn't be hearing, like, you know, my Discord notifications and stuff like that.


4:24: how many questions we get um so we'll kind of you know play it by ear see like you know how much kind
02:21: Let me also check Resonite up.


4:30: of like uh engagement there is um and yes kind of let grab the
02:25: And also, like, we have, like, I placed the camera here with the sports, like, you know, in case I do any drawing, so it's a little bit more, like, legible.


4:35: questions show them on camera so we did like let's get
02:31: So hopefully it should be kind of better, like, this time around.


4:40: started um so first we actually this is kind of interesting question so B is
02:35: So, hello everyone, and welcome to The Resonance.


4:46: asking any plans on getting rid of the corruption in your team that's kind of
02:38: This is a podcast, that's a slash office hours, where you are free to ask any questions about Resonite, whether it's technical, whether it's, you know, philosophical about, like, you know, the platform's nature, whether it's, like, you know, anything to do with the team, anything with the platform, or even just technology in general.


4:52: very loaded question because I don't know like what you mean like you know by corruption if you believe there is some
02:57: If you are, you know, interested how the platform is going, like, you know, what is driving the development, how things are going lately, and so on, I'm here, like, you know, to answer questions.


4:58: kind of issue with a team we do have tools for that uh you can make a moderation report even against team
03:09: I also have my co-host, Cyro. We're gonna be, you know, going, having some kind of back and forth on some of the topics as well.


5:04: members so if you think there's something wrong if you think like you know there's some kind of like problem
03:19: So there's a number, you know, a number of, like, different things, like, you know, like, we can go over.


5:09: you have the tools you know to like make sure like we are informed if you make a claim against uh any of the team members
03:26: My goal is to kind of, like, you know, to essentially, you know, focus on your questions first.


5:16: uh that goes directly uh to both me and Canadian gate uh so we can investigate
03:35: But, like, once there's, you know, a little bit more space, we're gonna, you know, just kind of talk about Resonite, talk about, like, more kind of general, broiler topics.


5:22: those things but one thing you do need to make sure if you do make this kind of claim that you provide actual evidence
03:44: Because we want to give you, you know, both kind of answers to, like, very specific questions, but also, you know, sort of the bird's eye view of, like, you know, what Resonite is and where it's heading.


5:29: uh because whenever we deal with moderation things we are very evidence-based uh we're going to uh uh
03:55: One thing, if you want to ask questions, make sure to put a question mark at the end of it that makes it pop up on our pinned messages kind of thing.


5:37: we are going to see like you know essentially what we have provided we're going to evaluate how credible the
04:05: We're using JackTheFoxAuthor's version of it.


5:43: evidence is and make the no decisions based on that so if you do have like issue with somebody on the team please
04:08: So it kind of makes it, you know, easy for us to, like, catch the questions, you know, when this chat is, like, going by really fast.


5:50: make a report uh so uh that's as much as I can say
04:17: The info stream is similar to last time, one to two hours, depending on how many questions we get.


5:56: like you know on this like on the Stream mhm uh so going to mark
04:34: Anyways, we can also grab the questions, show them on camera.


6:05: this um so so far we don't really have actually like too many questions so like
04:37: So with that, let's get started.


6:11: uh um uh I guess like you know we can just talk about stuff which we didn't
04:42: So first, actually, this is kind of an interesting question.


6:17: really get like super much last time because uh you know we had like lots of questions so it was pretty much just
04:45: So Bobcat is asking, any plans on getting rid of the corruption in your team?


6:23: kind of you know asking a lot of things um is there like anything you know like
04:50: That's kind of a very loaded question, because I don't know, like, what do you mean, like, you know, by corruption?


6:28: you would like to talk about like you know in general like you know like the philosophy res stuff like that um or we
04:56: If you believe there is some kind of issue with the team, we do have tools for that.


6:35: can kind of you know focus more on like how things have been going because for myself um I've been lately focusing you
05:01: You can make a moderation report, even against team members.


6:42: know on photon dust which is the new particle system for resonite and it's part of our big project you know of like
05:04: So if you think there's something wrong, you think, like, you know, there's some kind of, like, problem,


6:49: a big performance upgrade um um oh we actually have some questions
05:10: you have the tools, you know, to, like, make sure, like, we are informed.


6:56: that's actually they're kind of relevant to us lexo
05:12: If you make a claim against any of the team members, that goes directly to both me and Canadian Git.


7:01: um uh lexo is asking I've seen some devlogs from you that Photon does might
05:21: So we can investigate those things.


7:07: not be 100% compatible with the current particle system what would those features be um I think it's like
05:22: But one thing you do need to make sure, if you do make this kind of claim, that you provide actual evidence.


7:15: some like a misunderstanding there because uh the goal of photon dust is to
05:29: Because whenever we deal with moderation things, we are very evidence-based.


7:22: essentially have the feature par with the current particle system so it has nearly 100% compatibility whatever
05:35: We're gonna, we are gonna see, like, you know, essentially what we have provided,


7:28: effects you have created with current particle system they should work with Photon dust that's um it's core part of
05:41: we're gonna evaluate how credible the evidence is, and make, you know, decisions based on that.


7:36: its design you know to be compatible because uh one of our philosophies for
05:46: So if you do have, like, an issue with somebody on the team, please make a report.


7:42: resonite is we don't want to break user content where possible um what you might
05:54: So, just as much as I can say, like, you know, on this, like, on the stream.


7:49: have like been thinking about is uh during its development um you know it
06:01: So I'm gonna mark those.


7:55: kind of goes like through stages but I'm sort of like adding more and more features to bring the feature par okay
06:07: So, so far we don't have actually, like, too many questions, so, like, I guess, like, you know, we can just talk about stuff.


8:00: so at the times of development um when we kind of go ask I was like you know for example it doesn't support you know
06:16: Which we didn't really get to, like, super much last time, because, you know, we had, like, lots of questions.


8:05: trailer rendering because that's not implemented yet uh but it's something that got implemented you know this week
06:22: So it was pretty much just kind of, you know, asking a lot of things.


8:12: um so overall the system should be um like nearly 100% Backward
06:26: Is there, like, anything, you know, like, you would like to talk about, like, you know, in general?


8:18: Compatible um we might find you know some kind of odd behaviors uh like during the conversion when testing
06:31: Like, you know, like, the fields of resonite, stuff like that.


8:24: starts uh but right now the aimim is like you know to get it as close as possible I don't have like kind of
06:34: Or we can kind of, you know, focus more on, like, how things have been going, because for myself,


8:30: specific things like my expectation is if we do end up having you know kind of
06:40: I've been lately focusing, you know, on PhotonDust, which is the new particle system for Resonite,


8:36: backs compatible with the issues it's mostly going to be certain quirks of behavior that might be hard to fix uh
06:49: from its upgrade.


8:43: but those are kind of hard you they are difficult to figure out before we before
06:54: Oh, we actually have some questions. That's actually probably kind of relevant to us.


8:48: we do the actual testing and you know put it through it spaces and see like you know all kinds of different particle systems people have uh so we'll kind of
07:02: Lexevo is asking,


8:55: see but generally most things should work or if they're like you know not 100% they should be close enough uh
07:05: I've seen some devlogs from you that PhotonDust might not be 100% compatible with the current particle system.


9:02: that's the like we aim for uh so that should be that
07:11: What would those features be?


9:08: one uh DJ prodig Hunters is asking how do you want to apply Ron to education in
07:13: I think there's, like, some, like, misunderstanding there,


9:14: the future there's actually a lot of things like education was like a topic that's particularly you know close to me
07:18: because the goal of PhotonDust is to essentially have the feature part of the current particle system,


9:21: because I love learning but I'm um I'm very
07:25: so it has nearly 100% compatibility.


9:27: um I'm very like you know self educated like I really of like you know just kind of like buring myself in a topic and
07:28: Whatever effects you have created with current particle system, they should work with PhotonDust.


9:34: learning and exploring and the way I view education is that like ideally uh
07:35: That's its core part of its design, you know, to be compatible,


9:40: the educational institutions we have like would work very differently because there's an all lot of research showing
07:38: because one of our philosophies for Resonite is we don't want to break user content where possible.


9:47: that the Traditional School System kind of goes against how we learn naturally uh there's this book called uh free to
07:48: What you might have, like, been thinking about is during its development,


9:54: learn uh by Peter gray uh he's a psychologist he researches
07:54: you know, it kind of goes back to stages where I'm sort of, like, adding more and more features to bring to feature parity,


9:59: education and in his book he actually compiled a lot of research uh some of
08:00: so at the times of development, when we kind of got asked, I was like, you know,


10:04: his own but like majority of it's like research done by other you know psychologists and
08:04: for example, it doesn't support, you know, trailer rendering, because that's not implemented yet,


10:11: researchers uh studying how do we learn naturally and there's certain types of
08:08: but it's something that got implemented, you know, this week.


10:16: schools um where the way you learn the schools is like you don't have a fixed
08:12: So overall, the system should be, like, nearly 100% backwards compatible.


10:21: curriculum you don't have like you know fixed classes you're able to interact
08:19: We might find, you know, some kind of odd behaviors, like during the conversion, when testing starts,


10:27: you know with uh with your peers whether the younger or older you have access to a lot of resources you know Laboratories
08:26: but right now, the aim is, like, you know, to get it as close as possible.


10:33: books lectures like if whatever like interested but like it's kind of up to you to make your own
08:29: I don't have, like, any kind of specific things, like, my expectation is if we do end up having,


10:39: path um and these are called sbar valy type schools and what I found is those
08:35: you know, kind of backwards compatible issues, it's mostly going to be certain quirks of behavior


10:45: schools they tend to be um if not better at least the same at the same level as
08:41: that are hard to fix, but those are kind of hard, you know, they are difficult to figure out


10:51: the traditional educational system for Success you know like a Career Success
08:47: before we do the actual testing and, you know, put it through its paces and see, like, you know,


10:56: for people who go through it and success at you universities uh so for me that's sort of
08:52: what kinds of different particle systems people have.


11:02: like you know free form education That's my kind of Ideal and it's one of the
08:54: So we'll kind of see, but generally most things should work, or if they're, like, you know, not 100%,


11:08: reasons I built a place like this um because I want people like you know to like have the tools you know to explore
09:00: they should be close enough. That's to call what we aim for.


11:15: experiment and learn about things um so that's kind of like you know that's kind of the ideal
09:06: So this should be that one.


11:23: and the problem is you know making making that sort of drastic change to the educational system
09:09: DJ Prodigy Hunters is asking,


11:29: that's nearly impossible like you the only way kind of exchange is like you know through gradual process um so we do
09:12: How do you want to apply Resonite to education in the future?


11:38: have a number kind of like you know universities that um um you know utilize resonite like you know SP
09:16: There's actually a lot of things, like, education is like a topic that's particularly, you know, close to me


11:45: lectures um and kind of you know fit it into the more kind of traditional you know curriculum uh there's some also
09:21: because I love learning, but I'm, I'm very, I'm very, like, you know, self-educated.


11:51: like ones that are using it for like research you know data visualization building interactive experiences um so that's the sort of
09:30: Like, I love, like, you know, just kind of, like, burying myself in a topic and learning and exploring.


11:59: like the more kind of like in a practical way it is up kind of being applied but my hope is you know as as it
09:35: And the way I view education is that, like, ideally, the educational institutions we have, like, would work very differently


12:04: get kind of applies more there's going to be more people who com in to just explore um and through the process of
09:44: because there's an order of research showing that the traditional school system kind of goes against how we learn naturally.


12:11: exploration itself they'll be able to you know learn without even realizing you're learning which just kind of like
09:52: There's this book called Free to Learn by Peter Gray. He's a psychologist.


12:16: you know making cool stuff and and so on and one of my kind of favorite uh one of
09:58: He researches education. And in his book, he actually compiled a lot of research, some of his own,


12:23: my favorite um you know favorite things
10:05: like, major fields like research done by other, you know, psychologists and researchers, studying how do we learn naturally.


12:28: I've experience on this platform is just coming you know to a group of like uh uh users who are like you know relatively
10:14: And there's certain types of schools where the way you learn the schools is like you don't have a fixed curriculum.


12:35: young like you know young people on this platform who have been like you know working on some kind of game and they're
10:23: You don't have, like, you know, fixed classes. You're able to interact, you know, with your peers, whether they're younger or older.


12:41: just like learning about linear algebra because they needed to you know make a spaceship fly around and that to me is
10:30: You have access to a lot of resources, you know, laboratories, books, lectures, like if, whatever would be interested.


12:48: you know like the epone of like you know how how people should learn it's like
10:36: But like, it's kind of up to you to make your own path.


12:53: you know you like I want to build something cool I'm going to learn linear algebra to do it because it helps me solve the problem we have that natural
10:39: And these are called Satbar Valley type schools. And what I found is those schools, they tend to be, if not better, at least the same, at the same level as the traditional educational system for success, you know, like a career success for people who go through it and success at universities.


13:01: drive you know to solve a problem uh so that to me is like you know one thing I
11:00: So for me, that sort of like, you know, freeform education, that's my kind of ideal.


13:06: kind of hope that it helps with is make people learn without even realizing
11:06: And it's one of the reasons I built a place like this, because I want people, you know, to like have the tools, you know, to explore, experiment and learn about things.


13:13: they're learning something just by enjoying the platform uh but it is kind
11:24: And the problem is, you know, making that sort of drastic change to the educational system, that's nearly impossible.


13:18: of complex thing so I'm I think I'm going to C it on here like because otherwise I could like end up rumbling
11:32: Like you, the only way to kind of, you know, change is like, you know, through gradual process.


13:24: about this you know for a while I will say that I uh I agree I
11:37: So we do have a number of kind of like, you know, universities that, you know, utilize Resonite, like, you know, as part of their lectures and kind of like, you know, fit it into the more kind of traditional, you know, curriculum.


13:30: agree with that philosophy though because I I actually learned a lot of my um I learned a lot of my like math
11:50: There's some also like ones that are using it for like research, you know, data visualization, building interactive experiences.


13:37: skills and stuff from playing stuff like you know like Gary's mod and and whatever um but in instead of making a
11:58: So that's sort of like the more kind of like in a practical way it ends up kind of being applied.


13:44: video game I I might have been learning trigonometry to make props fly around and hit people in the head
12:02: But my hope is, you know, as they get kind of applied some more, there's going to be more people who come in to just explore.


13:53: yeah so next we have a actually oh hold let me just going to
12:09: And through the process of exploration itself, they'll be able to, you know, learn without even realizing you're learning.


13:59: reposition myself because I'm like standing right behind the fan of my laptop and I'm like why is it so H over
12:16: You're just kind of like, you know, making cool stuff and so on.


14:04: here uh there we go uh so the next question is from fuzzy bipolar bear
12:20: And one of my kind of favorite, one of my favorite, you know, favorite things I've experienced on this platform is just coming, you know, to a group of like users who are like, you know, relatively young, like, you know, young people on this platform.


14:12: what's the next Focus after particles uh so after particles uh once the system is
12:39: Who have been like, you know, working on some kind of game and they're just like learning about linear algebra because they needed to, you know, make a spaceship fly around.


14:18: done uh uh we uh there's essentially like two
12:47: And that to me is, you know, like the epitome of like, you know, how, how people should learn.


14:24: big systems that need to be like moved full into F's engine so we can like you know
12:53: It's like, you know, you're like, I want to build something cool. I'm going to learn linear algebra to do it because it helps me solve the problem.


14:29: we can eventually pull frion out of unity and run it with net 9
12:59: We have that natural drive, you know, to solve a problem.


14:35: UM and one of those is the particle system which is I think the bigger one uh which is kind of like why I tackled
13:04: So that to me is like, you know, one thing I kind of hope that Resonite helps with is make people learn without even realizing they're learning something just by enjoying the platform.


14:41: it first the second one is the sound system so likely after parle system is
13:17: But it is kind of a complex thing. So I'm, I think I'm going to cap it on here, like, because otherwise I could like end up rambling about this, you know, for a while.


14:47: done uh I'm going do like a small kind of intermission project just to kind of like you
13:27: I will say that I, I agree. I agree with that philosophy though, because I actually learned a lot of my, I learned a lot of my, like math skills and stuff from playing stuff like, you know, like Garry's Mod and whatever.


14:53: know refresh a little bit uh but the the next big part I'm going to be working on
13:43: But instead of making a video game, I, I might have been learning trigonometry to make props for and hit people in the head.


14:58: is the sound system C here actually helped me with a part of it uh
13:53: So next we have, actually, Horanito.


15:04: implementing uh a library called sound pipe specifically um a component called
13:57: Oh, let me, I'm just going to reposition myself because I'm like standing right behind a fan of my laptop and I'm like, why is it so hot over here?


15:09: Zeta re Reverb uh because we need to essentially move the audio system entire
14:06: There we go.


15:16: completely own you know system so like it doesn't have like dependency on Unity
14:08: So the next question is from Fuzzy Bipolar Bear.


15:22: um with death uh you know uh we need to implement lot of the features for there
14:12: What's the next focus after particles?


15:29: not too many one of them the audio specialization that's done by uh steam audio and steam audio that's open source
14:22: We, there's essentially like two big systems that need to be like moved full into FrooxEngine.


15:37: uh so we can make our own integration with it um but one thing that's missing is like you know the Reverb zones and
14:28: So we can like, you know, we can eventually pull FrooxEngine out of Unity and run it with .NET 9.


15:43: Cyro has like spent a lot of work uh preparing work so like once once the time comes uh the system for Reverb is
14:35: And one of those is the particle system, which is, I think, the bigger one.


15:50: like you know already um already ready uh so it's going to be like this to
14:40: We just kind of like wire tackled it first.


15:56: answer the question in a short manner uh there might be like you know intermissions some smaller project but
14:42: The second one is the sound system.


16:01: then doing the uh sound system am I allowed to ask questions
14:44: So likely after particle system is done.


16:08: yes uh how will we handle the uh various Unity plugins that we use like uh lead
14:47: I'm going to do like a small kind of intermission project and just to kind of like, you know, refresh a little bit.


16:15: motion and stuff uh so this actually going to be part of the unit integration
14:56: But the next big part I'm going to be working on is the sound system.


16:20: uh I don't um I don't actually know like the specifics on that one uh Alo
15:00: Cyro here actually helped me with a part of it, implementing a library called Soundpipe, specifically a component called Zita Reverb.


16:27: comments that your microphone is a little bit bit quieter so I'm going to bump it a bit
15:11: Because we need to essentially move the audio system into our completely own, you know, system.


16:34: uh there we go it should be a bit better um so yeah it's one of those things you
15:19: So like it doesn't have like a dependency on Unity.


16:41: know us kind of decide at the point because there's like there's two ways to go about it uh one is we uh essentially
15:23: With death, you know, we need to implement a lot of the features.


16:50: move like you know delete motion integration into the process into like fine because like un doesn't need to
15:28: For example, there's not too many.


16:56: know about it yeah so like we can just you know have like direct integration just use the library I think that's
15:30: One of them, the audio specialization that's done by Steam Audio.


17:02: probably the way I would go with that one um the other one is like you know we still run that with like in unity and we
15:35: And Steam Audio, that's open source, so we can make our own integration with it.


17:09: just send the data over IPC which is a little bit more complicated so I think we're less likely to do that for a few
15:40: But one thing that's missing is like, you know, the reverb zones.


17:16: components like for example VR inputs we probably have to do that but youit know sense the data because that's those are
15:43: And Cyro has like spent a lot of work preparing work.


17:22: very integrated with um you know the actual VR rendering uh but for
15:47: So like once the time comes, the system for reverb is like, you know, already ready.


17:27: everything doesn't you know not time to the render will probably just move it directly on auto for extension so like
15:54: So it's going to be like this.


17:34: it doesn't unit is not even going to know that there's a Le motion because it doesn't it doesn't really need
15:56: To answer the question in a short manner, there might be like, you know, intermissions on smaller projects, but then doing the sound system.


17:40: to that's pretty cool yeah but a lot of these things like you know we we kind of like figure out like when we get kind of
16:05: Am I allowed to ask questions?


17:48: you know close to the wire and be like you know what's the best way to can handle this one
16:07: Yes.


17:53: okay Asos is saying Project based learning task explore options execute
16:09: How will we handle the various Unity plugins that we use, like Leap Motion and stuff?


17:59: yes yeah I do like Project based learning it's U you know you can especially if it's a project you care
16:17: So that's actually going to be part of the unit integration.


18:04: about because it gives you the internal drive to like you want to learn something because of like you know I had
16:21: I don't actually know like the specifics on that one.


18:11: this thing happen like you know several times when I was um um when I was you know in elementary
16:26: Also, I recommend that your microphone is a little bit quieter, so I'm going to bump it a bit.


18:17: school and secondary school um it would already be like you know making my own games at that point uh and we would have
16:43: There's two ways to go about it.


18:24: like mathematics lessons and I remember like we were learning you know trigonometry stuff and I remember like one of the
16:46: One is we essentially move the Leap Motion integration into the process.


18:30: classmates being like why are we learning this what is this for it's just you know circles and triangles and the
16:54: Because Unity doesn't need to know about it.


18:36: teacher was just like if if you don't want to learn it you know then go home and I'll write you an absense and it was
16:58: So we can just have direct integration, just use the library.


18:43: like I was going of s because like I was already using trigonometry you know to make games
17:02: I think that's probably the way I would go with that one.


18:49: because it's very useful for that and I kind of wished you know the teacher would say something like that like be
17:05: The other one is we still run it in Unity and we just send the data over IPC.


18:55: like you could use this for this you can use it for that because a feel that would have like given like you know more
17:11: Which is a little bit more complicated, so I think we're less likely to do that.


19:01: motivation you know like to like learn this kind of stuff because a lot of my classmates they actually went to the
17:15: For a few of the components, like for example VR inputs, we'll probably have to do that.


19:08: same secondary school because they were interested you know in programming they wanted to make their own games
17:19: But Unity now sends the data because those are very integrated with the actual VR rendering.


19:14: and you know like instead of it they just kind of told like you know we have to learn it because it's on curriculum
17:27: But for everything that doesn't have time to render, we'll probably just move it directly on auto.


19:20: and it's like you know not really good kind of like motivation um but yeah like I don't age
17:34: And Unity is not even going to know that there's any motion.


19:27: Project based education like feel Superior like you know just learning things just because you have
17:38: Because it doesn't really need to.


19:33: to um so next uh glaven VR is asking are there plans to do further developments
17:41: That's pretty cool.


19:40: to the lake animation system I know people are still upset about it and want Behavior to look and feel better than the current configuration can't fix I
17:43: But a lot of these things we should figure out when we get close to the wire.


19:46: love to show what features we'd like to see other that would really do a lot to make people feel a lot more comfortable
17:49: And be like, what's the best way to handle this one?


19:51: with new animations it's just much easier to show than to type it in text um what I would recommend like for that
17:53:  


19:58: one is you know make like some videos and you know share those with us uh usually when we work on those kinds of
17:54: As Sarah was saying, project-based learning, task, export options, execute. Yes.


20:04: things um well PR much like anything like we don't do you know like where you
18:04: Because it gives you the internal drive to want to learn something.


20:10: show us the back in game because one it makes it like you know like usually when we hop on we're just
18:08: Because I had this thing happen several times when I was in elementary school and secondary school.


20:17: you know we go off the work mode um so it's kind of like you know like we don't like do too much work but it's not like
18:20: I would already be making my own games at that point.


20:23: super manageable for us because uh when we work on something we need like to have materials you I do the thing like I
18:24: And we would have mathematics lessons.


20:29: have like you know my materials to work on something on one screen I can of like look over them I analyze them I work on
18:26: And I remember we were learning trigonometric stuff.


20:35: stuff I look over them and I'm kind of you know constantly referencing them so having those materials kind of like
18:28: And I remember one of the classmates being like, why are we learning this? What is this for?


20:41: ready like that um or even better yet having a replication object um whenever
18:33: It's just circles and triangles.


20:47: you like you know submit something and you have a reliable way of like you know triggering that undesirable behavior and
18:36: And the teacher was just like, if you don't want to learn it, then go home and I'll write you an absence.


20:55: you send us like you know some kind of replication object or mechanism that helps a lot like you have you have
18:42: And I was like, I was kind of sad because I was already using trigonometry to make games.


21:00: no idea how much that helps uh because if you do that I can you know I can for
18:49: Because it's very useful for that.


21:05: example you know run um I can run like you know resonate with like a debugger
18:52: And I kind of wished the teacher would say something like that.


21:11: attached or I can you know instrument a code with a bunch of Diagnostics and everything I run the replication I'll be
18:55: You could use this for this, you could use it for that.


21:16: like that's why that happens but when you just kind of see it it makes it
18:57: Because I feel that it would have given more motivation to learn this kind of stuff.


21:22: very difficult especially when you kind of like you know I'll replicate because there's
19:04: Because a lot of my classmates actually went to the same secondary school.


21:29: you know like whenever like I see something H like there's been so many times where I see like something happen you know there's like buag you know
19:09: Because they were interested in programming.


21:35: there's like an issue and by the time I you know get out of VR is the next day and I have to like you know work on
19:11: They wanted to make their own games.


21:40: stuff I've already forgotten about it so like we do need to kind of you know um it doesn't have to be text like the text
19:16: And instead we were just kind of told we have to learn it because it's on the curriculum.


21:46: can be just kind of basic in know description but we kind of need something that's you know kind know
19:19: And it's not really a good kind of motivation.


21:52: paper you know so put it that way uh so we can to all about the work with it uh
19:26: But project-based education is like I feel superior.


21:59: but the answer the general question um yes we like we generally can't open to
19:30: Like they know just learning things just because you have to.


22:04: work on any kind of like you know systems uh so if there's like you know want for it uh we can like invest more
19:35: So next, GlavinVR is asking


22:10: time into it uh right now the question is you know how much time do you want us to invest um you know into this particle
19:37: Are there plans to do further developments to the Lake animation system?


22:17: system do you feel there's problems that are like you know significant enough that you would want us to pause you know
19:41: I know people are still upset about it and want the behavior to look and feel better than the current configuration can't fix.


22:23: work on performance optimizations to address those issues even though it's going to make you know the performance
19:46: I'd love to show what features we'd like to see added that would really do a lot to make people feel a lot more comfortable with new animations.


22:28: update delayed um because there's only some things we can kind of work on the time um so like you know if if it's a
19:53: It's also much easier to show them to type it in text.


22:37: question you know do we Del performance update you know Say by two weeks um what
19:57: Whatever the comment like for that one is like, you know, make like some videos and you know, share those with us.


22:43: if it's like you know by a month um is that okay like is this something like you prefer or would you want to address
20:02: Usually when we work on those kinds of things.


22:49: it like you know after we do a bit of performance update you know there's different kind of ways to go around it
20:05: Well, pretty much like anything like we don't do, you know, like where you show us the back end game because


22:54: but it's also like you know why having those good materials it kind of helps us because now instead of you know being
20:13: One, it makes it like, you know, like usually when we hop on, we're just, you know, we go off the work mode.


23:00: like okay we have to delay it you know Say by you know by two weeks we only delay it like you know by two
20:19: So it's kind of like, you know, like we don't do too much work, but it's not like super manageable for us because


23:08: days and we've had a number of issues like where it literally happens is you know like where good quality report and
20:25: when we work on something, we need like to have materials. Usually like I do the thing like


23:14: good quality materials for us to work with saves us like days you know
20:29: I have like, you know, my materials that work on something on one screen. I kind of like look over them.


23:19: sometimes even weeks of time um and it kind of makes it easier for like you know slow these things in but just like
20:34: I analyze them. I work on stuff. I look over them and I'm kind of like, you know, constantly referencing them.


23:27: s right sorry I didn't mean to interject there for a sec yeah but in general like
20:39: So having those materials kind of like ready like that, or even better yet, having a replication object.


23:34: we're open to it like uh just kind of like matters you know like what materials we get because right now like
20:47: Whenever you're like, you know, submit something and you have a reliable way of like, you know, triggering that undesirable behavior


23:39: we're not really hearing as much um which makes it all bit kind of
20:54: and you send us like, you know, some kind of replication object or mechanism that helps a lot.


23:44: you know difficult for us to be like you know is this something we should prioritize you know should we like
21:00: Like you have no idea how much that helps because if you do that, I can, you know, I can, for example, you know, run


23:51: should we like delay and like you know spend more time like on this and delay the performance update for it um and
21:09: I can run like, you know, Resonite with like a debugger attached or you can, you know, instrument a code with a bunch of diagnostics and everything.


23:58: right now because like you know we're just kind of like hearing things on the grape vine we don't know like is that
21:15: I run the replication. I'll be like, that's why that happens. But when you just kind of see it, it makes it very difficult,


24:04: going to be you know is that like one week or for ex just two weeks instead a month is very fuzzy so like having more
21:24: you know, to kind of like, you know, I'll be replicated because there's, you know, like whenever I see something,


24:09: specifics that will help
21:30: like there's been so many times where I see like something happen, you know, there's like a bug, you know, there's like an issue.


24:15: yeah tangentially this is kind of why we also require like on on like um this is
21:36: And by the time I, you know, get out of VR, it's the next day and I have to like, you know, work on stuff.


24:20: kind of like a little bit of an aside on likee the GitHub it's why we require um like mandatory logs on when you make
21:41: I've already forgotten about it. So like we do need to kind of, you know, there doesn't have to be text.


24:28: like bug report because if we don't have a log you know you might think that the bug is simple but then it turns out to
21:45: Like the text can be just kind of basic, you know, description, but we kind of need something that's, you know, kind of paper, you know, to put it that way.


24:34: be like a horrifying you know Rats nness of finding out where this is actually happening or we could have seen it in
21:56: So we can able to work with it.


24:41: the log and so it can save hours or days of time I had literally like a number of issues where somebody's like I feel this
21:59: But the answer to the general question, yes, we like, we generally kind of open to work on any kind of like, you know, systems.


24:47: doesn't need a log and I look at it I'm like I need a log if I had if I had log I could have fixed it probably you know
22:06: So if there's like, you know, want for it, we can like invest more time into it.


24:53: within the minute but I have to respond I have to like you know put it back you know in mind and be like you know like I have to deal with this later and just
22:11: I know the question is, you know, how much time do you want us to invest, you know, into this particle system?


25:00: kind of a lot of the things you know for the tickets like we're kind of strict
22:17: Do you feel there's problems that are like, you know, significant enough that you would want us to pause, you know, work on the performance optimizations to others those issues, even though it's going to make, you know, the performance update delayed?


25:06: about it but like the reason for that is like we're very limited on time um so whatever whatever you do on
22:31: Because there's only so many things we can kind of work on the time.


25:13: your end to save us time lets us process more like you know tickets on issues and
22:35: So like, you know, if it's a question, you know, do we delay performance update, you know, say by two weeks?


25:19: one thing I would want people like to think about is like you know think about it like you know from the other perspective say like you make an issue
22:43: What if it's like, you know, by a month?


25:25: you really care about it um um and the reason your issue doesn't get addressed
22:45: Is that okay? Like, is this something like you'd prefer?


25:31: is because somebody didn't put as much effort into the issue and instead of like you know it being say 5 minute fix
22:48: Or would you want to address it like, you know, after we do a bit of performance update, you know, there's different kind of ways to go around it.


25:38: it took it took me you know 2 hours and the time I would have otherwise you know
22:54: But it's also like, you know, why having those good materials, it kind of helps us because now instead of, you know, being like, okay, we have to delay it, you know, say by, you know, by two weeks, we only delay it like, you know, by two days.


25:43: had to address your issue is now gone and your issue doesn't get addressed because the other issue you know pushed
23:09: And we've had a number of issues, like where it literally happens is, you know, like where good quality reporting, good quality materials for us to work with saves us like days, you know, sometimes even weeks of time.


25:50: it out the way because this thing actually happens I've had issues where
23:22: And it kind of makes it easier for like, you know, sort these things in.


25:57: like I spend hours and I just kind of going down a rapid hole and then the person like mentioned something and I'm
23:25: But just like, it's everywhere.


26:02: like now it's fixed in 5 minutes I wish I knew that at the start so that's one
23:28: Sorry. Sorry, I didn't mean to interject there for a sec.


26:09: of the things like you know like I would want everyone to kind of keep in
23:33: But in general, like, we're open to it, like, it's just kind of like matters, you know, like, what materials we get, because right now, like, we're not really hearing as much.


26:15: mind um so next we have uh rosmos o22
23:43: Which makes it a little bit kind of, you know, difficult for us to be like, you know, is this something we should prioritize, you know, should we like, should we like delay and like, you know, spend more time like on this, and delay the performance update for it.


26:21: GIS mode V mode rocket everyone for space anyone I feel this this kind of like a c
23:58: And right now, because like, you know, we're just kind of like hearing things on the grapevine, we don't know, like, is there gonna be, you know, is there like one week before it exists, two weeks, is there a month? It's very fuzzy. So like, having more specifics that will help.


26:27: thing I actually played g mode much um I know like Cyro like did because you
24:12: Yeah.


26:33: know I'm uh I'm going to be honest I haven't actually really played space
24:16: Tangentially, this is kind of why we also require, like, on, on like, this is kind of like a little bit of an aside, on like the GitHub, it's why we require, like mandatory logs on when you make like a bug report.


26:39: build or anything but I have used wire mod I've used wire mod quite extensively I used like E2 um I've used like some people's
24:29: Because if we don't have a log


26:47: add-ons like Starfall for it you know like some some alternate like cating chips and stuff I've also used like
24:30: you know, you might think that the bug is simple, but then it turns out to be like a horrifying, you know, rat's nest of finding out where this is actually happening, or we could have seen it in the log.


26:54: traditional uh gate wiring as well which was pretty fun it's kind of like it's
24:41: And so it can save hours or days of time.


26:59: kind of like protox um where you can like wire up individual like chips that do singular
25:01: A lot of the things, you know, for tickets, like we're kind of strict about it, but like the reason for that is like, we're very limited on time.


27:04: functions together
25:11: So whatever, whatever you do on your end to save us time, lets us process more, like, you know, tickets and issues.


27:10: NE I like see like actually like the funny thing is I play like gar mode a little bit after like because people
25:19: And one thing I would want people like to think about is like, you know, think about it, like, you know, from the other perspective, say like, you make an issue, you really care about it.


27:16: were saying like it's a little bit like it but I'm not really familiar with it super much um next we have question from lexo
25:28: And the reason your issue doesn't get addressed is because somebody didn't put as much effort into the issue.


27:25: what's the reasoning for sticking to the alest versions of the net uh the even version numbers um so we don't really
25:34: And instead of like, you know, it being, say, five minute fix, it took, it took me, you know, two hours.


27:31: have like like um like how to put it like I was kind of flip it is like you
25:41: And the time I would have otherwise, you know, had to address your issue is now gone.


27:37: know like why would we stick to it right now because um upgrading you know do net
25:46: And your issue doesn't get addressed because the other issue, you know, pushed it out of the way.


27:44: version it's pretty much like there's not really anything that kind of
25:50: Because this thing actually happens, I've had issues where, like, I spent hours on it just kind of going down a rapid hole,


27:49: breaks uh I've upgraded our Cloud infrastructure was it actually this week I don't even remember I'm like weird
25:59: and then the person like, mentions something and I'm like, now it's fixed in five minutes, I wish I knew that at the start.


27:56: with time I think it was at the beginning of this week uh I've upgraded our infrastructure to do 9 and for the most part it's just
26:07: So, that's one of the things like, you know, like, I would want everyone to kind of keep in mind.


28:03: kind of like you know a switch I kind of updated like you know some libraries which took a little bit just to kind of bump the verion numbers but it's mostly
26:16: So next we have Erasmus022.


28:09: just kind of like you know changing the numbers and then I had to fix one line of code where a function call was
26:24: I feel that's kind of like a Cyro thing. I haven't actually played Gears mode much.


28:15: ambiguous because they introduced like you know a new overload to function which was like 10sec
26:31: I don't like Cyro, like, dude, because, you know.


28:22: fix and then like you know the after I pushed it to the cloud it just it works and it actually
26:34: I'm, uh, I'm gonna be honest, I haven't actually really played Space Build or anything, but I have used Wiremon.


28:30: uses like a fair bit less CPU because they did a lot of performance upgrades um so right now there's not really much
26:42: I've used Wiremon quite extensively. I used like E2, I've used like some people's add-ons like Starfall for it,


28:37: of a downside you know of it upgrading uh to a newer version of net it's very
26:49: you know, like some alternate like coding chips and stuff.


28:42: quick thing to do as well like it literally took less than a day um the
26:52: I also used like traditional gate wiring as well, which was pretty fun.


28:48: main thing that's kind of taking with headless is just kind of giving people time you know to like upgrade their tooling uh but otherwise like you know
26:58: It's kind of like, it's kind of like ProtoFlux, where you can like wire up individual like chips that do singular functions together.


28:55: it's a very quick process there's lots of benefits to it um um so like
27:07: Pretty neat.


29:02: uh once you know Net 10 comes out we'll pretty much do the same thing which you can upgrade the version and you know
27:11: I really like Cyro. Like, I actually like, the funny thing is I've played like Gears mode a little bit after like Gears,


29:08: switch shortly after it release uh because there's not really much reason not
27:16: because people were saying like it's a little bit like it, but I'm not really familiar with it super much.


29:16: to uh next question [ __ ] cyber Truth uh when will the platform support
27:22: Next we have a question from Lexavo.


29:23: 5.1 sound um I'm not sure uh that's not like super like on my like I don't know
27:25: What's the reasoning for sticking to the LTS versions of .NET, the even version numbers?


29:30: how much people you know kind of use that uh if you were to explore that um I
27:31: So I don't really have like, like, like, how to put it, like, I was kind of flippant.


29:36: don't know how it works you know with stuff like steam audio like I have to kind of investigate uh because we use
27:37: It's like, you know, like, why would we stick to it right now?


29:41: that you know for binal spatialization and it works really well with stereo audio but it's designed for I don't know
27:40: Because upgrading, you know, .NET version, it's pretty much like there's not really anything that kind of breaks.


29:47: how 5.1 sound like would work does it support it at all you know are complications would you have to disable
27:51: I've upgraded our cloud infrastructure. Was it actually this week? I don't even remember.


29:53: it um I don't know how many people use you know like surround sound like that
27:55: I'm like weird with time. I think it was at the beginning of this week.


29:59: uh so if it's something you're interested in uh I recommend making get ISU um we can call know see like how
27:59: I've upgraded our infrastructure to .NET 9.


30:06: much interest is in that and how much like you know is it worth like you know
28:02: And for the most part, it's just kind of like, you know, a switch.


30:11: our time like should we invest our time into it um right now I don't I don't really know if it feels kind of more
28:05: I kind of updated like, you know, some libraries which took a little bit just to kind of bump the version numbers,


30:17: like it's probably more n and it might Rec like substantial
28:09: but it's mostly just kind of like, you know, changing the numbers.


30:23: amount of work so like we might not like you know prioritize it but that's a thing always change you know we have
28:11: And then I had to fix one line of code where a function call was ambiguous because they introduced like, you know,


30:29: like a lot of people saying like you know I use like 5. ons round like this would really help like we know we might
28:17: a new overload function which was like 10 second fix.


30:34: end up doing it uh next
28:23: And then like, you know, after I pushed it to the cloud, it just works.


30:40: question uh Shadow X when FR engine is separated from Unity will it automatically make it independent when
28:28: And it actually uses like a fair bit less CPU because they did a lot of performance upgrades.


30:47: it comes to frames R our con FPS while the engine is doing 30 for example or it will still be locked together uh it will
28:35: So right now there's not really much of a downside, you know, with upgrading to a newer version of .NET.


30:54: still lock together um there's not really so there's actually interesting thing that like a lot of people don't
28:42: It's a very quick thing to do as well, like it literally took less than a day.


31:00: about F engine uh in the old versions of it it actually used time slicing to sort
28:47: The main thing that's kind of taking it headless is just kind of giving people time, you know, to like, upgrade their tooling.


31:07: of like run asynchronously from Unity the problem with that is uh you
28:54: But otherwise, like, you know, it's a very quick process. There's lots of benefits to it.


31:13: essentially like you know when you renter a new frame you have you don't have the scene fully updated video with
29:00: So like, once, you know, .NET 10 comes out, we'll pretty much do the same thing,


31:18: the new state so like you know say like you you're moving your hand or removing your head that is now running out low of
29:06: which you can upgrade the version and, you know, switch shortly after its release.


31:25: frame rate but now you're rendering a new position so like it starts kind of like you know J turning around and
29:12: Because there's not really much reason not to.


31:30: depending you know how do you to split if you don't have any mechanism to synchronize at all you can literally get
29:17: Next question, DarkySabertooth.


31:36: you know half like you know baked updates and you have absolutely no control you know when those happen
29:21: When will the platform support 5.1 sound?


31:42: because you essentially when the engine is you know updating the scene you literally cut it off at random point and
29:26: I'm not sure, that's not like super, like, I don't know how much people, you know, kind of use that.


31:48: you know you get like a half of a frame update and have like all update and things you know start kind of like
29:32: If you were to explore that, I don't know how it works, you know, with stuff like Steam Audio.


31:54: jittering around and being inconsistent so at don't think it's a
29:38: Like, I have to kind of investigate, because we use that, you know, for binaural spatialization.


31:59: really good approach for things um it's one of the reasons I actually end like
29:43: And it works really well with stereo audio, what it's designed for.


32:04: removing it because you literally had like you know things just going of have updating you're turning around and like
29:46: I don't know how 5.1 sound, like, would work, does it support it at all?


32:10: it's not really manageable um what I think is much better approach if you
29:50: You know, are there complications, would you have to disable it?


32:15: want to you know maintain High frame rate uh is one of the things that's on our road map for
29:54: I don't know how many people use, you know, like, surround sound like that.


32:21: performance which is variable rate update system what that will do is that for
29:59: So, if it's something you're interested in, I recommend making it up a shoe.


32:28: some components say like you know we have avatars like you know ik so you have like you know things moving in the background not everything needs to
30:04: We can kind of, like, you know, see how much interest is in that.


32:35: update at the same rate say there's a bunch of people in distance they're doing stuff so all their components you
30:09: And how much, like, you know, is it worth, like, you know, our time?


32:41: know their avatars you know menus whatever whatever is you know costing CPU time it only gets updated every
30:12: Like, should we invest our time into it?


32:47: second frame or every third frame or every fourth frame and that saves you a
30:14: But right now, I don't really know.


32:53: lot of performance but also gives you control because your your own ik and ik
30:17: It feels kind of more like it's probably more niche.


32:59: of somebody know who's like next to you they will still update at full rate so for example you know my ik and S I would
30:22: And it might require a substantial amount of work, so we might not prioritize it.


33:06: update at 702 you know uh 72 FPS and somebody who's like in distance they
30:27: That's the thing that can always change.


33:11: update you know say at 20 FPS because you don't really need more like you know when you can barely see them um and with
30:28: You know, we have a lot of people saying, like, you know, I use, like, 5.0 surround.


33:19: that kind of system you can you can have it you know scale itself based on a
30:32: Like, this would really help.


33:24: certain you know Target frame rate so if it sees okay like I'm dropping you know I have like too much to update each frame so I'm dropping frame rate I'm
30:33: Like, you know, we might end up doing it.


33:31: going to drop you know stuff that's in distance to even loow frame rate to save more performance that way I can still
30:39: Next question.


33:39: overall hit this you know certain like Target frame rate um and that way you
30:41: ShadowX.


33:45: actually have control where does you know where does that kind of slowdown happen like where does where does that
30:42: When Froox engine is separated from Unity, will it automatically make it independent when it comes to frames?


33:52: like you know lowering frame it happen rather than you know just having decided by pretty much
30:48: Will it run our concepts into FPS while the engine is doing 30, for example, or it will still be locked together?


33:58: Randomness so I kind of know anwers
30:53: It will still lock together.


34:04: that prob we don't need answer this next one so next we have
30:55: There's not really...


34:12: uh uh D1 I don't know how to actually pronounce that name I think I think you
30:57: So, there's actually an interesting thing that, like, a lot of people don't know about Froox engine.


34:18: pronounced it dami diami yeah Dam or DM I'm not [Music]
31:01: In the old versions of it, it actually used time slicing to sort of, like, run asynchronously from Unity.


34:24: sure uh DM is asking I have seen multiple
31:09: The problem with that is, you...


34:29: reviews on your steam store Page the most recent one by armor Dragon listing security vities and ass said ripping
31:13: Essentially, like, you know, when you're rendering your frame, you don't have the scene fully updated within your state.


34:34: being a reason why they can't come resonite do you have any plans to address these issues so there's kind of
31:20: So, like, you know, say, like, you know, you're moving your hand or moving your head, that is now running at lower frame rate, but now you're rendering a new position, so, like, it starts kind of, like, you know, g-turning around.


34:41: like two ways there's like two things here so like uh one of them is you can't
31:30: And depending, you know, how do you split, if you don't have any mechanism to synchronize at all, you can literally get, you know, half, like, you know, baked updates.


34:49: prevent aain in principle um like when you think about
31:38: And you have absolutely no control, you know, when those happen.


34:54: is you know like um in order to be able to you know display an asset you know to
31:42: Because you essentially, when the engine is, you know, updating the scene, you literally cut it off at a random point, and, you know, you get, like, a half of a frame update, and half, like, old updates, and things, you know, start kind of, like, g-turning around and being inconsistent.


35:01: be able for example so I can see Cyrus Avatar and need to have the data and at
31:57: So, I don't think it's a really good approach for things.


35:06: some point the data needs to be decoded and decrypted so I can actually see it
32:02: It's one of the reasons I actually ended up, like, removing it, because you literally had, like, you know, things just kind of half updating, g-turning around, and, like, it's not really manageable.


35:12: properly usually what rippers do they will find the point where that you know
32:12: But I think it's a much better approach. If you want to, you know, maintain high frame rate, it's one of the things that's on our roadmap for performance, which is variable rate update system.


35:17: that decryption happens they will hook into that and they will extract the
32:26: What that will do is that for some components, say, like, you know, we have avatars, like, you know, IK, so you have, like, you know, things moving in the background, not everything needs to update at the same rate.


35:22: data and the only way to C prent that is not to have the data in the Crypt form
32:36: Say there's a bunch of people in distance, they're doing stuff, so all their components, you know, their avatars, you know, menus, whatever, whatever's, you know, costing CPU time, it only gets updated every second frame, or every third frame, or every fourth frame.


35:28: at all but if you don't have the data in decrypted form then you can't see
32:51: And that saves you a lot of performance, but also gives you control. Because your own IK, and IK if somebody knows who's, like, next to you, they will still update at full rate.


35:33: it and the only thing you can kind of do is make it more difficult but you pretty
33:02: So for example, you know, my IK and Cyro's IK would update at 72 FPS, and somebody who's, like, in distance, they update, you know, say, at 20 FPS. Because you don't really need more, like, you know, when you can barely see them.


35:41: much end up like in a space ra you know kind of Space Race um Space Race you know kind of situation
33:18: And with that kind of system, you can, you can have it, you know, scale itself based on a certain, you know, target frame rate.


35:48: where like you're you're trying to be one step ahead of the you know people who rip things but you're making things kind of more
33:26: So if it sees, okay, like, I'm dropping, you know, I have, like, too much to update each frame, so I'm dropping frame rate, I'm gonna drop, you know, stuff that's in distance to even lower frame rate to save more performance.


35:54: complicated you know and they still eventually you know crack it um so I don't believe like you know
33:37: That way I can still overall hit this, you know, certain, like, target frame rate.


36:02: there's I don't know how much like you know is like worth like how complicated do we want to make it there's a few
33:43: And that way you actually have control where does, you know, where does that kind of slowdown happen?


36:07: things we do want to do that will make it a bit more complicated to get the data out but I expect you know those if
33:50: Like, where does, where does that, like, you know, lowering frame rate happen rather than, you know, just having decided by pretty much randomness.


36:14: you get somebody with enough um enough Drive they will find a way to get the
33:59: So, I hope that kind of, you know, answers that.


36:20: data and that applies to every single platform like there's no platform that would prevent asset dripping
34:04: Probably don't need to answer this next one.


36:28: um yeah if it's in your GPU then like you already have it
34:09: So, next we have D1, I don't know how to actually pronounce that name.


36:35: yeah so the other side of this is what I think is best approach for this kind of
34:18: I think you pronounced it Diame.


36:41: thing is making it more difficult for people to actually use direct assets uh
34:20: Diame?


36:48: so we do have a plan to have a sort of like a licensing system where you say I
34:21: Diame or Diame, I'm not sure.


36:54: own this texture you kind of register your ownership of it uh and like the system will know this
34:27: Diame is asking, I have seen multiple reviews on your Steamster page.


37:00: texture belongs to this user then if the client sees somebody else using the texture it's going to check does this
34:31: The most recent one about Emerald Dragon listing security vulnerabilities and Acid Ripping being a reason why they can't become Resonite.


37:07: user have permission to use it if they don't um they will essentially kick them
34:37: Do you have any plans to address these issues?


37:13: out so at that point um if people do end up likeing stuff it's going to make it
34:39: So, there's kind of like two ways, there's like two things here.


37:19: much harder for them to like you know use in places because they will they will have to mod their own clients so
34:44: So like, one of them is you can't prevent Acid Ripping in principle.


37:24: you know get rid of those protections but they cannot mod other people's clients uh and if we make it you know
34:53: When you think about this, in order to be able to display an asset.


37:31: harder for people to exist and actually use the r stuff I think that on itself
35:00: To be able, for example, so I can see Cyrus Avatar and need to have the data.


37:37: um is going to decrease in know to drive for people to rape stuff because they cannot really do as much with it um even
35:05: And at some point the data needs to be decoded and decrypted so I can actually see it properly.


37:44: then I don't expect it to be you know fully solvable issue um people will
35:12: Usually what drippers do, they will find the point where that decryption happens.


37:51: probably you know start modifying it you know so they RI the texture and they modify it just enough so the doesn't
35:19: They will hook into that and they will extract the data.


37:57: think it's the same one um you know to kind of bypass the system so even then we will likely have
35:23: And the only way to kind of prevent that is not to have the data in decrypted form at all.


38:04: to have like you know sort of like a moderation system where like you make a report we have somebody like look and be
35:29: But if you don't have the data in decrypted form, then you can't see it.


38:10: like okay yeah that's clearly ripped they you know take some action
35:34: And the only thing you can kind of do is make it more difficult.


38:15: um but having kind of systems in place uh that is going to help you know
35:39: But you pretty much end up in a space race kind of situation where you're trying to be one step ahead of the people who rip things.


38:22: usually the rational is like you know it's going to help catch you know 90% of the cases you know just automated
35:51: But you're making things kind of more complicated and they still eventually crack it.


38:28: because 90% of users they will not want to go to the extra links to like figure out how to get around the system which
36:02: I don't know how much is worth, like how complicated do we want to make it.


38:35: makes the 10% that we need to deal with you know much more manageable so I say
36:06: There's a few things we do want to do that will make it a bit more complicated to get the data out.


38:42: generally like if your expectation is that you're not able to like you know rip assets at all there's there's
36:12: But I expect, you know, if you get somebody with enough drive, they will find a way to get the data.


38:50: there's no software that's ever you know going to fulfill that if you think about it you know think about like big a games
36:21: And that applies to every single platform. Like there's a new platform that would prevent acid ripping.


38:58: they have spent like uh you know hundreds like
36:28: Yeah. If it's a new GPU, then like you already have it.


39:04: dozens or hundreds of millions of dollars developing protections you know to like make make it so people cannot
36:34: Yeah. So the other side of this is what I think is best approach for this kind of thing is making it more difficult for people to actually use direct assets.


39:10: crack their games you know and sell them like not sell them and you know just download them
36:48: So we do have a plan to have sort of like a licensing system where you say, I own this texture.


39:16: illegally and even those Perfections you know where they spend like they had like teams of Engineers working those they
36:55: You kind of register your ownership of it. And like the system will know this texture belongs to this user.


39:21: still get correct in time um it be kind of harder but
37:03: Then if the client sees somebody else using the texture, it's going to check, does this user have permission to use it?


39:28: um it's uh
37:08: If they don't, they will essentially kick them out.


39:34: like is it's something you know event like you you in principle cannot prevent you can only make it
37:13: So at that point, if people do end up like ripping stuff, it's going to make it much harder for them to like, you know, use it in places because they will have to mod their own clients.


39:40: harder and it just takes you know somebody drive to get around it so I hope to kind of you know answer the
37:24: So, you know, get rid of those protections, but it cannot mod other people's clients.


39:46: question give you like a little bit kind of insight um you know into stuff like we kind of plan with that stuff but
37:30: And if we make it, you know, harder for people to exist and actually use their stuff, I think that on itself is going to decrease, you know, the drive for people to rip stuff because they cannot really do as much with it.


39:54: um it's ultimately you know we cannot promise
37:43: Even then, I don't expect it to be, you know, fully solvable issue.


39:59: you that we'll be able to prevent every single instance of reing and if any platform does they probably misleading
37:50: People will probably, you know, start modifying it, you know, so they rip the texture and they modify it just enough so the system doesn't think it's the same one, you know, to kind of bypass the system.


40:07: you so I'm going to you know kind of put it that way MH um we we can address um
38:02: So even then, we will likely have to have like, you know, sort of like a moderation system, where like you make a report, we have somebody like look and be like, okay, that's clearly ripped.


40:14: you know uh they also mentioned like security vulnerabilities um oh yeah
38:12: They, you know, take some action.


40:20: security yeah if you do if you do know of security vulnerabilities please make a report uh on our moderations system we
38:17: But having kind of systems in place that is going to help, you know, usually the rationale is like, you know, it's going to help catch, you know, 90% of the cases.


40:28: have a specific type of ticket for security vulnerability so we do need details about those if there's a actual
38:27: You know, just automated because 90% of users, they will not want to go to the extra lengths to like figure out how to get around the system, which makes the 10% that we need to deal with, you know, much more manageable.


40:35: um you know uh severe security vulnerability uh we will address it as
38:40: So I would say generally, like, if your expectation is that you're not able to like, you know, rip assets at all, there's, there's, there's no software that's ever, you know, going to


40:40: soon as we can we do needo data we do get a lot of like reports where somebody is like you know I think there's a
39:08: make, make it so people cannot crack their games, you know, and sell them, like, let's sell them and, you know, just download them illegally.


40:47: security vulnerability but they don't really give us much information and they not able to like you know really do much
39:16: And even those protections, you know, where they spend, like, they had like teams of engineers working those, they still get the correct in time.


40:52: about it because it's it's too vague to act on um
39:24: It might be kind of, you know, harder, but it's like, it's something you eventually, like, you in principle cannot prevent, you can only make it harder.


40:58: and the unfortunate side of that is you know that like people then go like you know oh we're not adding secret
39:41: And it just takes, you know, somebody with a drive to get around it.


41:03: Liberties but you're pretty much not giving us you know enough data to kind of work on them um so it's kind of
39:46: You know, maybe like a little bit of kind of insight, you know, into stuff like we can apply with that stuff, but it's ultimately, you know, we cannot promise you that we'll be able to prevent every single instance of your ping.


41:11: it's um it's a tricky kind of situation but if you do make a good report like
40:03: And if any platform does, they are probably misleading you. So I'm going to, you know, kind of put it that way.


41:17: you know I promise like we look at it and we will evaluate it this like some things we do get information and
40:11: We can address, you know, they also mentioned like security vulnerabilities.


41:22: somebody like this is security volum but we're like this doesn't actually classify security like it's literally
40:19: Oh yeah, security. Yeah, if you do know of security vulnerabilities, please make a report on our moderation system.


41:28: just a bug um that doesn't really let you exploit like you know much like it
40:27: We have a specific type of ticket for security vulnerabilities, so we do need details about those.


41:34: doesn't let you you know steal somebody's data or run you know some um
40:33: If there's an actual, you know, severe security vulnerability, we will address it as soon as we can.


41:39: remote code um stuff like you know they would be like really severe it can like actually um affect the security of your
40:42: We do need to like, sort of data. We do get a lot of like reports where somebody is like, you know, I think there's a security vulnerability, but they don't really give us much information.


41:47: PC your data or your private information uh so next sky and kitsuna
40:53: Because it's too vague to act on.


41:55: is asking are there plans to make more editor like features for risk mode in the future um yes kind of um so
40:58: And the unfortunate side of that is, you know, that like people then go like, you know, oh, we don't understand security vulnerabilities, but you're pretty much not giving us enough data to kind of work on them.


42:03: generally our approach uh to like designing tools and interfaces for resonite is make them sort of like
41:09: So it's kind of, it's a tricky kind of situation.


42:11: desktop VR agnostic like for example think about you know inspector Windows you can use them both in desktop and you
41:15: But if you do make a good report, like, you know, we look at it and we will evaluate it.


42:17: can use them you know in VR they're not designed you know for one or the other what I what I really want us to do
41:20: There's like some things where you get information and somebody like, this is security vulnerability, but we're like, this doesn't actually classify as security, like it's literally just a bug.


42:24: to kind of make it easier on desktop is do stuff like that's built around these tools so for example on desktop you know
41:29: That doesn't really let you exploit like, you know, much like it doesn't let you, you know, steal somebody's data or run, you know, some remote code.


42:31: you'll be able to like split your window add you know extra pel and you know and that panel is just going to show a
41:46: security of your PC, your data, or your private information.


42:36: particle inspector in the scene so you can you have build your scene View and if your inspector and you can move
41:53: So next, Skyvan Kitsuna is asking, are there plans to make more editor-like features for desktop mode in the future?


42:42: around and you can also interact with inspector or you can split it even more like you know kind of like in blender um
42:01: Yes, kinda. So generally, our approach to like designing tools and interfaces for Resonite is make them sort of like desktop VR agnostic.


42:49: so adding tools like that um you know another thing is like when add like you know kind of like facets so we can have
42:13: Like, for example, think about, you know, Inspector windows. You can use them both in desktop and you can use them, you know, in VR.


42:55: like you know for example quick to switch you know tools um like or like M
42:19: They're not designed, you know, for one or the other.


43:01: of different tools adding stuff like that that's sort of built around it and makes it easier to use in desktop um I
42:22: What I really want us to do that kind of makes it easier on desktop is do stuff like that's built around these tools.


43:08: think that's you know the direction we're going to go in uh to make it uh make it easier to use Rite on
42:29: So for example, on desktop, you know, you'll be able to like split your window, add, you know, extra panel and, you know, and this panel is just going to show a particle inspector in the scene.


43:17: desktop uh so next uh in other words you guys like
42:39: So you can, you have both your scene view and your inspector and you can move around and you can also interact with the inspector.


43:24: gooders via GitHub uh so actual security again please I was just saying
42:44: Or you can also split it even more, like, you know, kind of like in Blender.


43:30: I think that was in reference to The Locomotion oh yeah yeah it was like a question that seemed to been sh just kind of skipped it um so rmos is asking
42:49: So adding tools like that, you know, another thing is like, you know, add like, you know, kind of like facets so you can have like, you know, for example, quick ways to switch, you know, tools.


43:38: in other Wars you guys like good reports are K have uh security reports we actually ask you file if you think it's
42:59: Like, or like modes of different tools, adding stuff like that, that's sort of built around it and makes it easier to use in desktop.


43:44: actually severe security issue uh we ask you reported via the moderation system
43:08: I think that's, you know, the direction we're going to go in to make it, make it easier to use Resonite on desktop.


43:51: we have a specific like type of ticket that you select for it um just in case you know it's something you put it on a
43:19: So next.


43:57: GitHub it's public which means people can know you know this is a thing and they can use it to exploit things before
43:23: In other words, you guys like good reports via GitHub.


44:02: we have a chance to fix it so if you do find issue like that uh it's more
43:26: So actual security.


44:08: responsible to file it like you know with that system uh if it's just a bug you know or theyo and reported and
43:28: Oops, say again please.


44:15: GitHub uh but yes like we do get we get a fair amount of like reports that are
43:30: I was just saying I think that was in reference to the locomotion.


44:20: um not really including the things we need um which in turn makes it you know
43:33: Yeah, that was like a question that seemed to have been shared. I just kind of skipped it.


44:26: harder for us to those issues or even like you know kind of evaluate them uh gl's asking keep in mind that
43:38: So Erasmus is asking, in other words, you guys like good reports via GitHub.


44:33: github's an option for most of user bra so there would be what where would be the best place to give feedback with
43:42: Security reports, we actually ask you file, if you think it's actually severe security issue, we ask that you report it via the moderation system.


44:39: there Discord work or check it on there website um so right now uh GI up is
43:51: We have a specific type of ticket that you select for it.


44:44: unfortunately the only option we have uh we don't have like any other like you know tooling for likeing things we do
43:55: Just in case it's something, if you put it on GitHub, it's public, which means people can know this is a thing and they can use it to exploit things before we have a chance to fix it.


44:52: want to introduce more options we cannot report things you know in game however the takes development time
44:04: So if you do find an issue like that, it's more responsible to file it with that system.


44:59: um um which you know like right now is focused mostly on the performance
44:12: If it's just a bug or an issue, then report it on GitHub.


45:05: update uh so right now GitHub is unfortun like your main option you could
44:21: Not really including the things we need, which in turn makes it harder for us to address those issues, or even evaluate them.


45:11: you know um uh you could like reported like on Discord and ask somebody know to
44:32: Glavin's asking, keep in mind that GitHub is an option for most of the userbase, so where would be the best place to give feedback?


45:16: make an issue with it uh that's what some people do where you essentially you ask a friend you know be like can can
44:38: Within the Resonite Discord work or ticket on the Resonite website?


45:21: you follow this issue you know on my behalf we sometimes get to get up issues like that so so that's one option you
44:42: So right now, GitHub is unfortunately the only option we have.


45:28: could use um uh tickets on their website like uh they're generally for moderation
44:47: We don't have any other tooling for reporting things.


45:33: and security issues so um don't use those for that
44:51: We do want to introduce more options, so we can report things in-game, however that takes development time.


45:38: purpose um but yeah like unfortunately right now GitHub is the only thing we have um we do want to add more options
45:00: Which right now is focused mostly on the performance update.


45:45: but you know that it takes time uh next we have Mr Dao uh 1 2 3 4 5
45:06: So right now, GitHub is unfortunately your main option.


45:55: six um so what's the issue with switching between steamlink and tracking and Quest
45:10: You could report it on Discord and ask somebody to make an issue with it.


46:02: controllers uh issue 366 as far as I can tell there's a bug
45:17: That's what some people do, where essentially you ask a friend, can you file this issue on my behalf?


46:07: in unity where um when I looked at a crash uh whenever you switch controllers
45:24: We sometimes get GitHub issues like that, so that's one option you could use.


46:15: it calls like a function to get the features of the device like you know the newly connected device because the way
45:30: Tickets on the Resonite website, they're generally for moderation and security issues, so don't use those for that purpose.


46:22: the way the switching is implemented like in steamlink is a little bit odd for for my taste um it's essentially
45:40: Unfortunately, right now GitHub is the only thing we have.


46:29: tells you oh those Quest controllers you have have disconnected there's new Quest
45:44: We do want to add more options, but it takes time.


46:35: controllers that have connected and the quest controllers are actually your hands um and when you switch P it's like
45:51: Next, we have MrDaboop123456.


46:41: oh those Quest controllers have disconnected these controls are connected again so it's kind of spping
45:58: What's the issue with switching between Steam Link, Tracking and Quest controllers?


46:46: them back and forth and there seems to be a bug in the unity where whenever a device gets connected
46:04: Issue 3066.


46:53: um it essentially tries to like fetch list of its feature and there's some kind of memory
46:05: As far as I can tell, there's a bug in Unity, where when I looked at the cache, whenever you switch controllers, it calls a function to get the features of the device, the newly connected device.


46:58: corruption that happens there unfortunately because this bug happens inside of unity um is difficult to fix
46:20: Because the way the switching is implemented in Steam Link is a little bit odd for my taste.


47:07: because one we don't have access to Unity search code uh so it can you know only work of like you know debug symbols
46:28: It essentially tells you, oh, those Quest controllers you have have disconnected, there's new Quest controllers that have connected, and the Quest controllers are actually your hands.


47:16: uh we cannot modify them the seource code to fix the issue uh so we can only find like ways to work around it and
46:39: And when you switch back, it's like, oh, those Quest controllers have disconnected, these controllers are connected again.


47:22: there's like one thing I wanted to try see if we can actually like disabled XR
46:45: So it's kind of swapping them back and forth, and there seems to be a bug in Unity where, whenever a device gets connected, it essentially tries to fetch a list of its features, and there's some kind of memory corruption that happens there.


47:28: support in unity for the controllers and use the uh steam one but I don't know if it depends on it so it kind of needs um
47:01: Unfortunately, because this bug happens inside of Unity, it's difficult to fix, because, one, we don't have access to Unity's source code, so it can only work with debug symbols.


47:35: um it is more kind of Investigation but I don't know what the root cause is I know like you know what
47:15: We cannot modify the source code to fix the issue, so we can only find ways to work around it.


47:42: happen like I know from the crash report what happen like what happens at the time of the crash but um there's you
47:22: And there's one thing I wanted to try, see if we can actually disable the XR support in Unity for the controllers and use the Steam one, but I don't know if it depends on it, so it needs more investigation.


47:49: know probably more to it uh that's the sprinkles Fruit Loops
47:38: But I don't know what the root cause is, I know from the crash reports what happens at the time of the crash, but there's probably more to it.


47:56: what is your most personally desired silly feature well it depends how you define silly right now right now I would
47:53: Does this bring us through loops? What is your most personally desired silly feature?


48:04: say um uh Gan Spa thing because I've been kind of playing with him quite a bit so I don't know what it classifies
48:00: Well, it depends how you define silly. Right now, right now I would say Gaussian spotting, because I've been playing with them quite a bit, so I don't know if it classifies as silly, though.


48:11: as silly though what will a silly feature be silly Feature Feature because
48:13: What would a silly feature be? Because it is a useful feature.


48:17: it is like useful feature uh I think like silly feature
48:23: I think a silly feature would be one that doesn't have any purpose, it's just goofy.


48:25: would be like one that's like you know just it doesn't have any purpose it's just
48:32: It's hard to think of silly features because I'm usually very pragmatic. I only want things that are useful. It would be silly.


48:31: goofy it's it's hard to think of silly features because I'm I'm usually very
48:46: I mean, there's April Fools ones. Actually, I'm going to go with that. I have a list of things I want to do for April Fools, just to kind of be silly.


48:37: like I'm usually very pragmatic I I only want things that are
48:58: It's probably one of those. I kind of look forward to the next April Fools because one thing we kind of did in the past is we added a bunch of April Fools things where some things were kind of just goofy, but it confused people.


48:42: useful yeah it would be silly I mean there's April fools ones
49:14: They were like, oh, there's a bug with this thing. So we were like, oh, no, that's not a bug. It's April Fools. So it was a little bit problematic, but my approach for April Fools is since we have the new settings UI and it's very easy to add things to it, we're just going to...


48:49: I'm going to I'm going to actually I'm going to go with that I'm going to I have I have a list of things I want to do for April Falls just to kind of be
49:38: On April Fools, there's just going to be some mysterious settings. And if you toggle them on, something's going to happen. And if something is interfering with your work, just turn it off. So that's probably the way we're going to do it.


48:58: um so probably one of those I I kind of look forward like the next April Falls because my one thing we
49:55: We didn't get to do it this year because the settings UI was still in progress.


49:06: kind of did in the past is like the other bunch of like April f things where some things were kind of you know just
50:00: I think it would be really funny to have an option that just makes all of your... whenever we had Rigid Body Physics or whatever, just makes all of your ProtoFlux wires sag.


49:12: goofy um but it confused people like they were like oh there's a bug you know it like this thing so like oh no this
50:12: Oh my god. Okay, that's going on the list. I need to write this down. Actually, can you send me a message and tell me that I'm going to add it to the list?


49:19: not a bug is you know April fools um so it was it was it was a little bit
50:23: Yeah, yeah, yeah.


49:25: problematic but my Approach for APR force is like since we have the new
50:25: Okay, ProtoFlux is now in some vapor force.


49:31: settings UI and it's very easy to add add things to it um we're just going
50:33: I suppose he's saying, is that John I Love Sweep Cyro?


49:37: to you know on the April fo there's just going to be know some mysterious settings and if you toggle them on
50:37: Yeah, it's me, I'm John I Love Sweep Cyro. You know me, that's my middle name. I love, I love sweeping.


49:44: something's going to happen and if you if if that you know something is interfering with your work just turn it
50:44: I love sweeping.


49:50: off so that's probably the way like we're going to do it yeah we didn't get to do it this year
50:45: And there's definitely, there's definitely no problems when it comes to sweeping.


49:56: because the settings you have are still like in progress I think it would be really funny to have a an option that just
50:51: Just got to sweep with those physics brushes.


50:04: makes all of your if we like whenever we had like rigid body physics or whatever just makes all of your protox wires sag
50:58: Yeah, yeah, yeah.


50:12: and like oh my God okay that's that's that's that's going on the list I I need
51:00: So next, Skyrim gets you in there.


50:18: to I need to write this down actually can can you can you can you send me a message on tellegram I'm going to add it to the list yeah yeah yeah you might get
51:03: Are there plans to make advanced permission systems something in the style of Second Life?


50:25: you might get sag perlex now it's on paper
51:07: I don't actually, I'm not super familiar with Second Life, so like up front I can't comment on this part.


50:32: Force Al so oie is saying is that John I love sweep Cyro yeah it's me I'm John I love sweep
51:15: But one of the things we do plan adding is a hard permission system, which is going to be a way to essentially restrict, you know, who can modify which parts, you know, of the data model.


50:40: Cyro you know me that's my middle name I love I love sweep and there's
51:28: And it's going to be sort of like on the low level where you say like, you know, this is literally read only, unless you know you exist in the specific kind of group.


50:47: definitely there's definitely no problems kind just just uh just got to
51:36: So that will provide much more robust, you know, security for things.


50:54: got to sweep the do physics brushes yeah yeah
51:42: So even like if you have people who use, you know, more declines and other things, they'll not be able to get around it because it's going to be, you know, fully verified at the data model level of the host.


50:59: yeah so next uh sky kitsuna are there plans to Advanced permission system
51:54: There's other things like, for example, you know, we're going to add systems so you can add like certain limits, you know, how much, how much Joomas or texture data, how many slots can user bring into the data model.


51:04: something in the style of Second Life um I don't actually I'm not super familiar with second life so like a FR I
52:05: So you can kind of prevent people from just spamming stuff.


51:12: can I can't command on that part uh but uh one of the things we do uh plan
52:09: There's probably going to be like other kind of like interactions, like can they, for example, you know, if, if user say spawns something that has a node which applies, you know, say force to the user, are they actually allowed to apply force to other users or themselves?


51:18: adding is a hard permission system which is going to be a way um to essentially
52:26: The system will track, you know, this is, this node was, you know, belongs to this user, this user doesn't have the permission, you know, with others.


51:24: restrict you know who can modify which Parts you know of the data model and it's going to be sort of like on the low
52:34: It's also going to, you know, track things like if, if the user makes, you know, the node spawn on another user, it's still going to know, okay, this is being spawned by something that this user brought in, therefore it's still theirs, even though like the hand-climbed user spawned it.


51:30: level where you say like you know this is literally read only unless you know you exist in the specific kind of group
52:49: So there's got to be a system like that at some point. I don't know how it compares like to Second Life.


51:36: um so that will provide much more uh robust you know security for things uh
52:55: It's probably going to be like a one-to-one because like their side works fairly differently. I think we're going to mention a little bit more like with the Second Life part.


51:42: so even like if you if you have people who use you know mod clients and other things um they'll not be able to get
53:04: Oh, yeah. I think they're also talking about things like, you know, like no edit, no copy or whatever, where you can't, where you can like own a thing, but you can't like copy it and like give it up.


51:47: around it because it's going to be you know fully verified at the data model level at the host um there's other
53:17: Ah, yes.


51:54: things like for example you know you're going to add system so you can add like certain limits you know how much how
53:17: Or like you can own it or you can't open the code for it or something like that.


52:00: much geometry texture data how many know slots can user bring into the data model
53:21: Yes. So like that would be more of a licensing system, like for the items. So you can like, you know, you can have a thing in the world, but for example, you cannot save it, you know, unless like you get a permission to.


52:05: uh so you can kind of know prevent people from just spamming stuff um there's probably going to be like other
53:33: So like there's like multiple things because permissions is kind of a broad thing and it's not actually going to be a single system that's going to deal with all of the issues.


52:10: kind of like um interactions like K day for example you know if if user say
53:41: There's going to be multiple of them designed for different kind of use cases.


52:17: spawns something that as a node um which applies you know say for to the user are
53:45: So, um, but yeah, like both, both of those like should come at some point.


52:23: they actually allowed to apply first to other users or themselves the system will track you know this is this node
54:14: So like, I don't, I don't personally like see like super much like benefit in making a completely custom one because there's probably like, you know, at various amounts of work and you would essentially have to make one that like, you know, works very similarly.


52:29: was you know belongs to this user this user doesn't have the permission you know with others um it's also going to
54:33: Otherwise, you know, all the content would be broken.


52:35: know track things like um if if the user makes you know the no spawn on another
54:35: Um, so like if people's like, you know, content doesn't work with a, you know, customer and their client, then, um, you know, like, I feel like they would have like not very much traffic to use it.


52:41: user it's still going to know okay this is being spawned by something that this user brought in therefore it's still theirs even though like technically
54:51: Um, so what I think like is more likely to happen is like, you know, where people mod it, you know, add extra effects, you know, add extra things and so on.


52:48: spawned it uh so there's got to be system like that at some point I don't know how it Compares like the second
54:57: Um, which, you know, definitely happens already, you know, people like mod the client.


52:54: life um it's probably going to be like in a one to because like there side Works fairly differently um I think
55:02: Um, so usually kind of like just don't have like a position.


53:00: we're going to mention a little bit more like with the Second Life part oh yeah um I think they're also talking about
55:06: The only, like, the only worry with things like that I would have is like, if it ends up, you know, kind of fragmenting the community and fragmenting the content where they have like, you know, all the people are relying on particle like render client, but then like, you know, they cannot like use or view stuff from the other one.


53:07: things like you know um like no edit no copy or whatever where you can't where
55:25: So like people end up like, you know, split up in different versions and you have like, you know, and you have, you end up like with very few people on each.


53:13: you can like own a thing but you can't like copy it and like give it out people or like you can own it or you can't open
55:33: So that's pretty much the only worry I can kind of think of like with that kind of stuff.


53:19: the code for it or something like that yes so like uh that would be more with the licensing system like for the items
55:41: Next we have, Erasmus0211 is asking, this alludes to official performance options. Thinking something perform simple performance evaluation might be worth considering.


53:25: so we can like you know you can have a thing in a world but for example you cannot save it you know unless like you
55:52: So when you say performance options, to me that sounds like settings for performance.


53:31: get a permission to So like um there's like multiple things because um permissions is kind of broad thing and
55:58: But also like it sounds, the second part of the question sounds like, you know, sort of profiling tools.


53:38: it's not actually going to be a single system that's going to deal with all of the issues there's going to be multiple of them designed for different kind of
56:04: So you can find how, you know, how much performance something takes.


53:44: use cases so um but yeah like both both of those like should come out some
56:09: So for the performance options, we do already have like some, like you can go like to your settings and assume the number of graphics options.


53:52: point uh Grand UK is asking when FR engine is separate from the the render
56:18: You can restrict the, you know, size of textures and things like that, which helps with performance, particularly, you know, on devices with less VRAM, for example.


53:57: would there be any opposition to custom render clients I mean General like I would say like there's not really much
56:28: There's probably going to be more, you know, as we kind of go in.


54:03: opposition like the only thing is um making a custom render client like there
56:31: We also do want to add certain tools, you know, for performance profiling at some point.


54:10: a all of work if especially if you want to you know support all the content um
56:35: So you can measure, you know, how things, you know, how long things take and optimize your content.


54:15: so like I I don't I don't personally see like super much like benefit in making a completely
56:41: So it's definitely going to be like, you know, eventually it's going to, we want to have both.


54:22: custom one because that's probably like you know at very least of work and you
56:48: And next we have check the focus filter.


54:29: would essentially have to make one that like you know works very similarly otherwise you know all the content would
56:51: Currently, there's a bit of practical limit to work session sizes.


54:34: be broken um so like if People's like you know content doesn't work with you know
56:54: Whatever plans to allow people to scale up their world's experience in the future.


54:42: customer Ender client then um you know like I feel like they would have like
56:58: Second Life has massive connected landmass.


54:48: not really much drive to use it um so what I think like is more likely happen is like you know where people mod it you
57:02: Yes.


54:54: know add extra effects you know add extra and so on um which you know I feel
57:03: So there's a big plan, sort of like a rewarded data model of Resonite.


54:59: it happens already you know people like more declined um so gener kind like just
57:08: And instead of like, you know, just the world being the thing you're in,


55:05: don't have like opposition the only like the only worry with things like that I would have is like if it know kind of
57:12: is going to be something like, you know, called a domain.


55:12: fragmenting the community and fragmenting the content where you have like you know a lot of people relying on
57:18: And the domain can have like a bunch of stuff in it.


55:17: particular like render client but then like you know they cannot like use or
57:19: It can be like a reward path.


55:22: view stuff from the other one so like people end up like you know split of in different versions and you have like you
57:21: Each of the domains can actually exist with others.


55:28: know and you have you end up like with very few people on each so that's pretty
57:25: You can sort of like, you know, position multiple domains next to each other,


55:34: much the only War I can kind of think of like with that kind of
57:30: or like pretty much any way like, you know, relative to each other.


55:39: stuff uh next we have uh Rasmus o211 is asking this alludes to official
57:35: With Second Life, you know, we have like the grid system.


55:47: performance options thinking something performs simple performance evolation might be worth considering um so when you say
57:38: And my goal is to have a system that's a lot more generalized.


55:53: performance options uh to me that sounds like settings for performance uh but also like it sound the second part of
57:43: So instead of just, you know, being able to do a grid, you can, you know,


56:00: the question sounds like um you know sort of profiling tool so you can find
57:46: you could literally have a session that's, you know, this tiny like building


56:05: how you know how much performance something takes um so for the performance options
57:50: and you put it on a desk and it's on its own session that's embedded


56:12: um we do already have like some like you can go like to your settings and there's a number of Graphics options you can
57:55: into this bigger session. Or maybe, you know, you have a big kind of,


56:18: restrict the you know SI size of textures and things like that uh which helps with performance particularly you
57:58: you know, spaceship. And inside of the spaceship is another world,


56:24: know on devices with less vrm for for example um there's probably going to be
58:03: you know, another domain, another session essentially.


56:29: more you know as we kind of go in um we also do want to add certain tools you know for performance profiling at some
58:07: And that ship itself, like the whole session, can travel to other sessions.


56:35: point so you can measure you know how things you know how long things take and optimize your content uh so there
58:12: So you could have it, you know, join here and a bunch of people inside


56:42: definely going to be like you know eventor is going to we want to have both uh next we have chck the fox out
58:16: and they can step out, they're going to be going into the session,


56:51: currently there's a bit of practical limit to World session sizes whatever plans to allow people to scale up their world experience in the future I'm
58:19: or you can step into the spaceship, you know, and then you're going to load


56:57: thinking similar second second life has massive connected landmass yes um so there's a big plan
58:21: into the session inside, and then you fly away.


57:05: sort of like a reward the data model of resonite and instead of like you know just the world being the thing you're in
58:27: Or you could, you know, you can pretty much position them in any way you want


57:13: is going to be something like you know uh called a domain um and the domain can have like a
58:34: relative to each other. You can have small ones, you can have big ones.


57:18: bunch of stuff in it it can be like you divor but each of the domains can actually exist with others you can you
58:37: So you can go reaching to micro level, you can go to space level.


57:25: can sort of like you know position multiple domains next to each other or like pretty much any way like you know
58:42: Or you can just arrange a bunch of sessions in a grid.


57:32: relative to each other um but second life you know we have like the CR system
58:45: Or you can say you have a friend, so you have your sessions next to each other


57:38: and my goal is to have a system that's a lot more generalized so instead of just
58:50: and technically each one separate, and you can just move between them spatially.


57:44: you know being able to do a grid you can you know you could literally have a session that's you know this this tiny
58:54: So that's kind of the overall goal for having really big worlds.


57:49: like building and you put it on a desk and it's on its own session that's embedded in you know this bigger session
59:00: But also once we have a little more flexibility.


57:56: or maybe you know you have a big kind of you know spaceship and inside of the spaceship is another world you know
59:04: Oh yeah, so see, thinking of TARDIS, that's the next example.


58:03: another domain another session essentially uh and that ship itself like
59:07: You can have inside of a TARDIS be actually another session,


58:09: the whole session can travel to other sessions so you could have you know join here and there's a bunch of people
59:11: and then whenever you travel to other sessions, you step in and out,


58:15: inside and they can know step out they're going to be to the session or you can step into the spaceship you know
59:15: you essentially have two sessions coexisting.


58:21: and then you're going to load in into the session inside and then you you fly away um
59:17: We already have some plumbing for that, because with Resonite you can be in multiple worlds,


58:26: so you or you could like you know you could pretty much like you know position
59:22: and you can switch between them, and the dash, and your facets and so on,


58:32: them in any way you want to each other you can have like know small ones you can have like big ones so you can like
59:30: they're technically another session too that runs on top of other sessions.


58:38: you know go everything to like micro level you can go like you know to Space level or you can you know or you can
59:34: So this is taking that concept and extending it way further.


58:43: just arrange a bunch of sessions you know in a grid or you can like you know say you have a friend so just you have
59:42: That kind of makes me think of a cool thing where you could have a door, right?


58:48: your sessions next to each other and technically each one's separate and you can just move between them spatially so that's kind of the
59:49: And then you come out, and now you're suddenly tiny on the table, but it's another session.


58:56: overall goal for having like you know really big worlds uh but also like ones
59:54: Yeah, you could literally have a session as a physical thing, you can go into other ones.


59:02: where have a little more flexibility oh yeah see like you know thinking of tares that's an excellent example you know
01:00:00: Or you can be like, I have built this world that's a big world, and maybe there's a little tavern that's tiny,


59:07: like you can have inside where tares be actually another session and then like whenever you like
01:00:05: and you have to scale down and go in there, and the inside is actually another session.


59:12: you know you travel to other sessions you step in and out like you you essentially have like two sessions coexisting we already have like you know
01:00:10: And people can join that session directly, or they can enter it physically.


59:18: some Plumbing for that because with resonite you can be in multiple worlds and you can you know switch between them
01:00:14: And they can also leave it by going out.


59:24: and the you know the dash and like you know like your facets and so on they
01:00:19: And this is how it handles it semi-transparently for you.


59:30: technically another session too that rounds on top of other sessions so this is sort of like you know taking the
01:00:24: And I feel like that can be a really cool way to approach things.


59:36: concept and extending it like you know way further um yeah you it it kind of makes
01:00:33: Oh, they're asking in the chat.


59:43: me think of like a cool thing where you could like have a um you could have like a door right and then you come out and
01:00:36: ShadowX is asking, are you talking about physical size, floating point precision limit, or performance issues?


59:51: now you're suddenly like tiny on the table but it's another session yeah like you could literally have like a session
01:00:43: So I can actually add a little bit more context for this one.


59:57: as a physical thing you can like go into other ones or you can be like you know I have built this world you know that's a
01:00:46: The reason to handle things with domain is because it helps with floating point precision limit.


1:00:03: big world and maybe there's a little Tavern that's you know tiny and you have to scale down and go in there and
01:00:52: Because each of the sessions, each of the domains, is relatively small-ish.


1:00:08: actually and the inside is actually another session and people like you know can join that session directly or they can you know enter it physically and
01:00:58: If you cross to another one, the floating point values stay within a smaller range, where they're more precise.


1:00:14: they can you know also leave it you know like by going out um and the system kind
01:01:05: But you have extra information on top that says you're in the session, and the session is this position relative to this other one.


1:00:20: of you know handles it kind of like semi- transparently for you and I feel like you know that that can be like really really cool way you know to can
01:01:12: So it ends up working out, and it handles the coordinate transformations when stuff transfers between the two of them.


1:00:27: approach things um oh uh uh they're asking the chat
01:01:21: It also helps with performance issues, because you can download the main and unload them as needed.


1:00:36: Shadow is asking at Dr f are you talking about physical size fing Point Precision limit or performance issues um so I can
01:01:30: Plus the other channel performance improvements will help as well.


1:00:43: actually like add a little bit more context for this one uh the the reason to like you know to handle things with domain is because it helps you know uh
01:01:36: Sleightofloof is asking, under the user inspector, there's a section called access key.


1:00:50: floating Point Precision limit because each of the sessions each of the domains is relatively you know
01:01:42: I'm wondering what actually does it. It only shows up for users of a host. If a host doesn't have its own key,


1:00:56: smallish and when you actually cross to another one you still like you know the floating Point values stay within
01:01:47: some few people have already decompiled and said it was just simple avatar protection for a host to spawn in your avatar.


1:01:02: smaller range where they like more precise but you have like extra information on top that says like you
01:01:53: Not sure how true that is, though it kind of wafts inside that.


1:01:08: know you're in the session and the session is this position relative to this other one so it kind of ends up like working out and it kind of handles
01:01:59: I can't tell you, it has nothing to do with simple avatar protection.


1:01:15: the you know coordinate Transformations when stuff transfers between the two of
01:02:04: It has to do with accessing your private data on your own account.


1:01:20: them uh it also helps like you with performance issues because like you can kind of dynamically load in and you know
01:02:13: When you load into the session, typically the host will spawn your avatar for you.


1:01:26: unload them as needed um plus like the other like you know Channel performance Improvement that
01:02:19: In order to do that, they actually need to access data from your account, specifically noted avatar, to be able to access it.


1:01:32: will help as well um slight of flof is asking under
01:02:32: When you save your avatar and you set it as a favorite, we don't want it to be accessible at any time by anyone.


1:01:38: the user inspector there's a section called access key I'm wondering what actually does it only shows up for users
01:02:39: Because people could just spawn your avatar in, even though it is an avatar protection, they can still access the record through API.


1:01:45: of a host if host doesn't have his own key some few people have already decompiled and said it was just simple
01:02:48: What Resonite does, it is a system where, even with something private, when you join a session, you generate an access key that gives one-time access to that specific record, which is your avatar, to the host.


1:01:50: Avatar protection for the host to spawn in your avatar not sure how true that is uh to kind of wor inside that um like
01:03:04: The host then uses that key to access the data so they can load in the avatar for you.


1:02:00: simp as part but um I can tell you it has nothing to do with simple protection it has uh it has to do with accessing
01:03:13: And what it does is, it makes sure that access is given only to the host, specifically at a time when you join the session, and only one time.


1:02:08: your private data you know uh on your on your own um account so when you load
01:03:24: Which means, even after you leave, or even when you are in the session, they can no longer access it again.


1:02:14: into the session typically the host will spawn your avatar for you in order to do
01:03:31: So this kind of gives the host the ability to spawn your avatar, while severely restricting when they can actually access it, making sure they cannot abuse that access.


1:02:19: that actually need to access data from your account specifically noted Avatar
01:03:46: Or at least not as easily.


1:02:25: to be able to access it um so what do we
01:03:53: Is there any intentions on moving the issues from GitHub to the Resonite website as a more integrated solution with our Resonite accounts and making it easier to report issues, bugs and crashes?


1:02:31: do because we we don't want you know when you save your avatar and you said it as favorite we don't want it to be
01:04:07: So we don't actually have the intention to move it to our website. We're very likely going to keep using GitHub because it's integrated with our development tools.


1:02:37: accessible at any time by anyone uh because you know then people could just like you know spawn Avatar in even so it
01:04:17: GitHub is very optimized for developer work, so we need that to stay as simple as possible so we can manage as many issues.


1:02:43: is like an avatar protection they can still access the record through API so
01:04:26: Plus, we would have to implement our own system for bug reporting, which, like, do you want us to spend several months on that, which we then cannot spend on other things.


1:02:48: what there I does um it is a system where even if it's something private
01:04:39: What we're probably going to do, the in-game bug reporting, is actually going to be tied to the GitHub, which is going to present our own interface for it.


1:02:54: when you join a session you generate an access key that gives a onetime access
01:04:49: So you're not going to need to register a GitHub account, and you just use your Resonite account, and essentially when you make the report, it's going to make the GitHub issue for you.


1:03:00: to that specific record which is your avatar to the host the host then uses
01:05:04: And it's going to make sure to include all the data and everything. Same thing when you view the issues, it's going to be like a front-end for GitHub.


1:03:06: that that key to access the data so they can load in the Avatar for you um and
01:05:11: So that's the most likely way we're going to go about it.


1:03:13: what it does is you know um it makes sure that access is given you know only
01:05:23: Because making your own system for reporting things, it's a substantial amount of effort.


1:03:19: to host uh specifically at the time when you join the session and only one time
01:05:30: So we would rather keep using tools that are already there, that are well integrated with tooling, and just provide a simpler interface for everyone.


1:03:24: which means even after you leave or even like when you're in the session they can no longer you
01:05:40: And kind of build automation around it.


1:03:29: know access it again so this kind of gives the host ability to spawn your
01:05:45: So thank you for your subscription, Juan V.


1:03:35: avatar while severely know restricting you know um like when they can actually
01:05:48: Thank you very much.


1:03:42: access it you know making sure they cannot abuse that access or at least like you know not as
01:05:55: So AzealiotTF is asking, is that Gmod on a scroller?


1:03:49: easily um grny K is asking is there any
01:05:59: Yes, it's Gmod on a scroller.


1:03:54: intentions on moving the issues from GitHub to the resonite website as more integrated solution with our resonite
01:06:03: Do I show it on camera?


1:03:59: accounts and making easier to report issues and to report issues bugs and
01:06:05: Oh yes. I have a little, since I'm from Gaze mod, I always have this around my neck.


1:04:06: crashes um so we don't actually have intention to move it like you know
01:06:13: It's a...


1:04:11: website uh we're very likely going to keep using GitHub because it's integrated you know with our development
01:06:14: With rattles?


1:04:17: tools GitHub is very optimized you know for developer work uh so we we need that to kind of stay as simple as possible so
01:06:15: Yeah, it does rattle if you shake it enough.


1:04:24: we can you know manage as many issues plus we would have to implement our own system you know for bug reporting which
01:06:19: That's actually just some key...


1:04:31: like do you want us you know to spend like several months on that you know which we then cannot spend you know on
01:06:21: That's actually kind of funny, is the sound for it.


1:04:37: other things what we probably going to do uh the in-game bun reporting is
01:06:24: I've never changed, and when the mic tip first came out, like the microphone tool,


1:04:44: actually going to be tied to the GitHub which is going to present our own interface for it uh so you're not going
01:06:28: I just jingled some keys in front of the mic, and now it is forever that noise.


1:04:49: to you you're not going to need to register a GI up account um and you you
01:06:32: You make all the assets on here.


1:04:55: know you just use a resonate account and essentially like when you make the report uh it's going to make the GitHub
01:06:36: As intended.


1:05:03: is for you and it's going to make sure to include all the data and everything same thing like when you view the issues
01:06:38: Yeah.


1:05:09: it's going to be like a front end for GitHub so that's the most likely way we're going to go about it
01:06:42: So next...


1:05:16: um we uh like like we really don't want like you
01:06:43: Er, Rasmus.


1:05:23: know like like uh because making your own system for like reporting things like it's substantial amount of effort
01:06:44: Also thank you, Darky, and ShadowLupusWall for a subscription too.


1:05:31: uh so we like we would rather like keep using you know tools that are already there that are well integrated you know
01:06:49: Thank you.


1:05:37: tooling and just provide a simple interface for everyone and kind of build you know automation around
01:06:53: So next, we have a question for Rasmus0211.


1:05:45: it also thank you for the subscription One V thank you very
01:07:01: To all people's rags, I know you're switching to Lumberyard after...


1:05:53: much so Zio TF is asking is that g mode on a scolar oh yes yes it's it's
01:07:04: No, no, no, no, no Lumberyard.


1:06:02: G come oh yes I have a little since I'm from Gary's Mod I I always have this
01:07:07: You know, there's like a weird thing about Lumberyard, it's like,


1:06:10: around uh my neck it's a yeah ites it does rattle if you shake
01:07:11: I've talked to a few other gaming developers about it, where they were like,


1:06:17: it enough that's actually just some like key that that's actually kind of funny
01:07:14: when it came out, it was this huge news, you know, they have both, like,


1:06:23: is H the sound for it I've never changed and when the mic tip first came out like the mic microphone tool I just jingled
01:07:18: the Rise to Cry engine, you know, like, they're making it free, you can use it,


1:06:29: some keys in front of the mic and now it is forever that noise yeah you make all the assets on here that's
01:07:22: you know, like, it's this big engine, and like, you know, it's gonna rival, like,


1:06:37: intended yeah uh so next uh rosmos also thank you [ __ ] and
01:07:26: Unify, and, you know, Unreal, and whatnot, and now it's like,


1:06:45: Shadow Lucas wall from for subscription too thank
01:07:31: Lumberyard? I vaguely remember that.


1:06:51: you um so next we have a question for Rasmus uh
01:07:35: Like, there's, it's kind of interesting, because like, I feel like you don't


1:07:00: 0211 12 people's EG I know you're switching to Lumberyard after no no no
01:07:38: hear much about it, and from what I've heard from people who work with it, it's kind of weird.


1:07:05: Lumber art you know this this's like a weird shake like about Lumber art is
01:07:42: But, yeah, like, we wouldn't, I don't think it's like a good fit


1:07:10: like I like talk to like few other gab developers about it where we like when it came out like it was this huge news
01:07:46: for us, but like, there's lots of reasons why we probably wouldn't


1:07:16: you know they have both cry like rights to cry engine you know like they're making it free you can use it you know
01:07:50: do it. Next we have,


1:07:23: like this this big engine and and like you know it's going to rival like un and you know unreal and whatnot and and now
01:07:54: I'm actually gonna delete these as well, the subscriptions.


1:07:30: it's like buard remember that like there's it's
01:07:59: Glitchfur is asking, why is Froox cute? So the reason is,


1:07:36: kind of interesting because like I feel like you don't hear much about it and from heard from people who work with it it's kind of weird but yeah like we
01:08:04: because it's a retro-affective surface, that's actually taking Glitch's cuteness and is reflecting


1:07:44: wouldn't I don't think it's like a good fit for us but like there's lots of reasons why we probably wouldn't do
01:08:08: it back at you. So there's the official answer,


1:07:51: it uh next we have um delete these as
01:08:12: like it's in fact your own cuteness that's being, you know, reflected.


1:07:57: well the subscriptions uh glitch f is asking why is for cute uh so the reason
01:08:16: It's similar to like, you know, it's similar to retro-affective surfaces, like


1:08:02: is I'm quoted with acuteness refective surface uh that's actually taking gous cuteness and reflecting it back out you
01:08:20: you know, the coating used for, you know, signs, so like, you know, very bright and so on,


1:08:09: so uh there's the official answer like it's in fact your own cuteness that's being you know reflected uh it's similar
01:08:24: except instead of the electromagnetic spectrum, it like reflects cuteness.


1:08:16: to like you know it's similar to Retro reflective surfaces like you know the coating use for you know signs so they
01:08:28: Yeah, and it actually, like, the


1:08:22: like you know very bright and so on except instead of the El going Spectrum it like reflects
01:08:31: apparent, like, resplendent cuteness


1:08:27: cutness yeah and it actually like the the apparent like resplendant cuteness
01:08:35: that appears to be radiating off of Froox is actually a well-known physical


1:08:35: that appears to be radiating off of fruits is actually a well-known phys physical phenomenon that is often
01:08:39: phenomenon that is often misconceived as him radiating his own cuteness


1:08:41: misconceived as him radiating his own cuteness when in reality it is in fact
01:08:43: when in reality it is in fact being reflected


1:08:46: being reflected from glitch yes so they have it officially answered uh you know
01:08:47: from Glitch. Yes. So there we have it.


1:08:53: on the resonite resonite stream now this is you know part of History uh you got
01:08:51: Officially answered, you know, on the Resonite, on the Resonite stream.


1:08:58: your answer y so it actually kind of clears uh that
01:08:56: Now this is, you know, part of the story. You got your answer.


1:09:05: clears all the questions we had like if you could any more like you know feel free to send them but I guess it's uh
01:09:00: Yep. So, it's actually kind of


1:09:11: it's 1 hour and 10 minutes in so like we can also get a little bit of rambling I guess ramble ramble ramble ramble ramble
01:09:03: clears, uh, that clears all the questions we had. Like, if you


1:09:18: ramble ramble so like I I was going to talk like you a bit about like you know the new particle system
01:09:07: got any more, you know, feel free to send them, but I guess it's


1:09:25: uh the photon dust um it's because like you know in part because like this pretty much what I've been spending most
01:09:11: a one-hour interminary SIM, so, like, we can also get a little bit of rambling,


1:09:32: of my like time on um um and and we got a bunch of
01:09:15: I guess. Ramble, ramble, ramble, ramble, ramble, ramble, ramble, ramble.


1:09:40: questions dark did you know about your hype train yes thank you for the hype
01:09:19: So, like, I was gonna talk, like, you know, a bit about, like, you know,


1:09:45: train good hype U so now I don't I don't I don't know if I should if if I should like let some questions accumulate or
01:09:23: the new particle system and the PhotonDust.


1:09:52: Rumble I'm gonna Rumble a little bit Yeah because um so with the phon dust uh it's getting
01:09:28: It's because, like, you know, in part because, like, it's pretty much what I've been spending


1:09:59: very close um like I've this week uh I have
01:09:31: most of my, like, time on.


1:10:04: implemented a trail system and you can do lots of like cool things with it you can essentially you know you can have
01:09:37: And we got a bunch of questions.


1:10:10: Trails you can ribbons between particles and overall like uh pretty much like
01:09:41: Tarky, did you know about your hype train?


1:10:16: what's remaining right now I need to kind of like polish up a few things make sure like because I think there's a bug
01:09:43: Yes, thank you for the hype train. We got hype.


1:10:21: like when you actually delete it it crashes the world so to check why it's probably something Dum but um also thank
01:09:47: So now I don't know if I should, like, let some questions


1:10:27: you for the donation there for the bits for the 20 bits um I need to make sure
01:09:51: accumulate or ramble. I'm gonna ramble a little bit.


1:10:33: it doesn't explode it's kind of um clears like you know clears thing
01:09:56: Because, so with the PhotonDust, it's getting


1:10:38: properly um there's also like a few things like for example changing the coordinate
01:09:59: very close. Like,


1:10:44: space over the particles but I already know how I'm going to do it it's relatively simple to do and then I need
01:10:03: this week I have implemented a trail system


1:10:50: to write a conversion system for it um but one of the things I really enjoyed like
01:10:07: and you can do lots of, like, cool things with it. You can essentially, you know, you can have trails, you can have


1:10:56: um a of particle systems because in general because they're in principle
01:10:11: ribbons between particles, and overall, like,


1:11:02: they're pretty simple systems where with like relatively few parameters you can
01:10:15: pretty much, like, what's remaining right now, I need to kind of, like, polish up a few things, make sure, like,


1:11:07: create such a variety of effects and it makes them really fun like you know to play and mess around with we just kind
01:10:19: because I think there's a bug, like, when you actually delete it, it crashes the world, so I need to check why.


1:11:13: of moving toggles and changing values and it does you know this this thing and then like completely changes the
01:10:24: It's probably something dumb, but


1:11:18: behavior and it's um um it's like you know
01:10:27: just thank you for the donation, Durky, for the bits, for the 20 bits.


1:11:28: um I know it's just like fun um and one of the things like working on
01:10:32: I need to make sure it doesn't explode, it's gonna


1:11:36: it is because we now control like you know the whole simulation essentially know from
01:10:36: clear, like, you know, clear things properly.


1:11:42: emission you know to the actual simulation updating all the like you know updating all the points all the properties doing whatever with them um
01:10:41: There's also, like, a few things, like, for example,


1:11:50: and we just kind of submit you know to finish like positions and colors like you know to Unity to Ender out
01:10:43: changing the coordinate space of the particles, but I already know


1:11:56: um like do you know like that Thanos meme like the the I can make reality
01:10:47: how I'm gonna do it, it's relatively simple to do, and then I need to write a


1:12:01: whatever reality can be whatever I want it to be yeah I'm not sure I'm quoting it exactly be paraphrasing but
01:10:51: conversion system for it. But one of the things I really enjoyed,


1:12:08: essentially this this is how it felt because I've added a few modules that like you know the current system doesn't
01:10:56: like, I really love particle systems, because


1:12:14: have like for example turbo one's module you know or made like a thing where you can split the ribbon you know based on
01:10:59: in general, because they're, in principle, they're


1:12:21: like uh like when you when you emit particles you know they can be connected with ribbon and if you pause the
01:11:02: pretty simple systems, where, like, relatively few parameters


1:12:26: emission for a bit and then start it again it's going to be its own ribbon so can you know you can have like connected kind of streaks of like particles um or
01:11:07: you can create such a variety of effects, and it makes them really fun, like,


1:12:34: there's like you know ones that change the color in the you know H saturation value like uh color space that can you
01:11:11: you know, to play and mess around with, where you're just gonna, moving to goals and changing


1:12:41: know cycle through the rainbow and those things are like you know like it's not something we support
01:11:14: values, and it does, you know, what is this thing, and then, like, completely changes the behavior,


1:12:47: right now with the current particle system because it be really hard to implement because Unity handles is like big part of a simulation but now it's
01:11:19: and it's, uh,


1:12:54: like trivial so I can be I want this kind of effect 5 minutes and I have a module
01:11:24: it's like, you know,


1:13:00: that does it s like like you were mentioning you know you wanted like um a
01:11:29: it's just, like, fun.


1:13:06: 3D texture that like you know lets you like specify um what's the word like
01:11:33: And one of the things,


1:13:13: turbulence yeah yeah turbulence and it's so simple to add with a with a new system because like I do is add a module
01:11:35: like, working on it, is, because we now


1:13:21: each module like it it essentially got stalled please update this chunk of particles and I can do whatever with it
01:11:38: control, like, you know, the whole simulation. Essentially, you know, from


1:13:28: so I can be like okay I'm going to read the current particle position I'm going to compute coordinates for texture I'm
01:11:42: the whole emission, you know, to the actual simulation, updating all the, like, you know,


1:13:33: going to read the color I'm going to remap it to like you know a vector I'm going to update the velocity done and it
01:11:46: everything, all the points, all the properties, doing whatever with them, and we just


1:13:39: runs multi- threadit it's super fast and it looks super simple to implement and
01:11:50: kind of submit, you know, the finish, like, positions and colors, like, you know, to Unity to render out.


1:13:45: um that's like one of the like really exciting things it's just you know like having full control over it and being
01:11:57: Like, do you know what,


1:13:50: able to add like lots of like new Co effects and it's one of the reasons I've added a few of them
01:11:58: like, that Thanos meme, like, the, I can make reality whatever, reality


1:13:56: um that like we don't need you know technically for MVP but they were so simple to add I was like I'm just going
01:12:02: can be whatever I want it to be. I'm not sure I'm quoting it exactly,


1:14:01: to do it because it's it brings more kind of fun into it and it kind of helps me kind of verify you know the design
01:12:06: I'm gonna be paraphrasing, but essentially, that's how it felt,


1:14:08: make sure this kind of works and it makes for kind of cool showcases plus when we release it like
01:12:10: because I've added a few modules that, like, you know, the current system


1:14:13: you know like it it supports pretty much all the things the all system supported but here's a bunch of you know extra
01:12:14: doesn't have, like, for example, Turbo One's module, you know, or made, like, a thing where it can


1:14:19: stuff you know so it's so it's not just like you know like oh we just released a new particle system oh it does all the same things the old one does nothing
01:12:18: split the ribbon, you know, based on, like,


1:14:25: extra so it it makes things a little more exciting more fun and it's like one of the things I've been kind of just
01:12:22: when you emit particles, you know, they can be connected with a ribbon, and if you


1:14:31: kind of happy with yeah I'm very excited for it especially especially like the the like
01:12:26: pause the emission for a bit and then start it again, it's gonna be its own ribbon, so you can, you know, you can have,


1:14:39: doing turbulence and stuff because that's just something I've always wanted to do for like magic particles right and
01:12:30: like, connected kind of streaks of, like, particles.


1:14:46: being able to make them like flow around things like you just have never been able to make things flow around stuff
01:12:34: Or there's, like, you know, ones that change the color in the, you know,


1:14:53: and now you will be able to one of the big things that I also want to add but this one actually I'm saving
01:12:38: saturation value, like, color space, so it can, you know, cycle through the rainbow.


1:14:59: after MVP is adding like an effector system so you can for example say like you know I can be like okay here I have
01:12:44: And those things are, like, you know, like,


1:15:06: a sphere actually do I have a is there a tool I can just yoink this tool you know
01:12:46: it's not something we support right now with the current particle system, because it's really, really hard to implement


1:15:11: come on so I can be like you know oh here's a sphere whatever whatever particles
01:12:50: because Unity handles, like, a big part of our simulation, but now


1:15:17: inside of this volume of the sphere you know it's going to you know accelerate
01:12:54: it's, like, trivial. So I can be, I want this kind of effect.


1:15:22: or it's going to slow down or it's going to get to ulent and there's going to be other one which is going to do this and
01:12:59: Five minutes and I have a module that does it. So, like,


1:15:27: maybe this one s particles accelerates them this
01:13:02: you were mentioning, you know, you wanted, like,


1:15:33: way so like oh why is physical oh sorry I I hit him with the oh see I was like
01:13:06: a 3D texture that, like, you know, lets you, like,


1:15:40: CH I don't remember changing them um but yeah like but that system is a little
01:13:09: specify, what's the word, like, turbulence.


1:15:46: bit more complicated because what we need to do um we're going to use beu physics for that and build sort of like
01:13:14: Yeah. And it's so simple to add with


1:15:52: acceleration structure so each particle can be like when we're simulating each particle so you have a particle here
01:13:17: a new system, because, like, what I do is add a module.


1:15:57: it's going to be like are there any effectors at this point in space and you have lots of particles so you want it to
01:13:21: Each module, like, it essentially gets told, please


1:16:04: be a really efficient uh sort of physics system like uh the some of actual
01:13:25: update this chunk of particles, and it can do whatever with it. So it can be, like, okay,


1:16:09: acceleration structure from beu physics they're partically well suited for that like very sort of pre compus data and it
01:13:29: I'm going to read the current particle position, I'm going to compute coordinates for texture,


1:16:16: makes it very efficient to sample what's in each point in space uh but because that's a bigger system that needs to be
01:13:33: I'm going to read the color, I'm going to remap it to, like, you know, a vector,


1:16:22: added uh I'm saving that after MVP P um but it's also something that's going to come eventually it's not that difficult
01:13:36: I'm going to update the velocity, done. And it runs multithreaded,


1:16:29: but it has more uh the other one um I want to add is uh like saors and it's
01:13:41: it's super fast, and it's, like, super simple to implement, and


1:16:36: something actually get asked for a lot U but also like an need mechanism for one
01:13:45: that's, like, one of the, like, really exciting things, it's just, you know, like,


1:16:41: simulation to sort of depend on the other one because when uh it it requires to add like you know ordering to the
01:13:49: having full control over it and being able to add, like, lots of, like, new cool effects, and


1:16:48: simulation because we have to be like okay this simulation needs to run first
01:13:52: it's one of the reasons I've added a few of them


1:16:54: so we can figure out its emissions and then feed it and simulate this other one right now if you have multiple simulations in the world it essentially
01:13:56: that, like, we don't need, you know, technically for MVP, but they were so simple to add


1:17:00: just schedules them to happen you know like whatever order like the
01:14:01: and I was like, I'm just gonna do it, because it's, it brings more kind of fun into it


1:17:07: multithreading system processes them uh but uh for for the subs we need to add
01:14:05: and it kind of helps me kind of verify, you know, the design, make sure this kind of works, and it makes


1:17:15: like you know a way for them to kind of you know be like okay I've simulated like you I finish my simulation I'm
01:14:09: for kind of cool showcases, plus, when we release it, like,


1:17:20: going to you know send my data to the other one um um but also saving it after
01:14:13: you know, like, it supports pretty much all the things the old system supported,


1:17:26: MVP I'll see like I can just like you know do a few bit of these after like the MVP gets released but no promises
01:14:17: but here's a bunch of, you know, extra stuff, you know, so it's, so it's not just, like,


1:17:32: right now um but yeah just so let kind of going for some of the ramblings one more I was going to
01:14:21: you know, like, oh, we've just released a new particle system, oh, it does all the same things the old one does, and


1:17:39: mention I'm I'm going to save the ramble we do have a quite a bit of questions so I might save this one um
01:14:25: nothing extra. So it makes things a little more exciting, more fun, and it's, like,


1:17:48: after that okay uh so Grant is asking the isue with
01:14:29: one of the things I've been kind of, just kind of happy with.


1:17:54: GitHub is a developer centered website while it's efficient for developers it isn't very easy for developers to access
01:14:34: Yeah, I'm very excited for it, especially,


1:17:59: with TR system for non team Vols on Forum be more consideration also a forum could be good for users to share things
01:14:37: especially, like, the, the, like, doing turbulence and


1:18:05: andc meetups and communities uh they probably are Forum systems that are available so there actually a thing like
01:14:41: stuff, because that's just something I've wanted to do for, like, magic


1:18:11: we recommend people you know um you know like you can use the discard because it
01:14:45: particles, right? Oh, yes. And being able to make them, like, flow around


1:18:17: has a forum feature you can make a post and coordinate and you know submit it to GitHub eventually um and said you know
01:14:49: things, like, you just have never been able to make things flow around


1:18:24: the have B like developer centering website um but we essentially we need it
01:14:53: stuff, and now you will be able to. One of the big things that


1:18:30: as developers you know because it makes our work efficient and our time is very
01:14:57: I also want to add, but this one, actually, I'm saving after MVP,


1:18:36: limited so if you wanted like you know as like as a developer like look at like
01:15:01: is adding, like, an effector system. So you can, for example, say, like, you know, I can be


1:18:42: from this perspective um say if we switch to like you know less efficient
01:15:05: like, okay, here I have a sphere. Actually, do I have a, is there a tool? I can just


1:18:47: system for developers now we unable to handle like you know half of the issues you know we get less work done is it
01:15:09: yoink this tool, you know? Eh, come on.


1:18:54: something thing you would prefer I feel that's you know it's not the right approach here
01:15:13: So I can be like, you know, oh, here's a sphere. Whatever, whatever particles


1:19:02: what I think is the best is you know we keep the get up as developers but we build things around it we provide like
01:15:17: inside of this volume, of this sphere, you know, it's gonna,


1:19:09: you know nicer UI where it doesn't require like you know get up account like we just have like an integration
01:15:20: you know, accelerate, or it's gonna slow down, or it's gonna get turbulent.


1:19:15: you know where like when there is an IDE you have like create an issue a new type things in but it's going to pipe it into
01:15:25: And there's gonna be another one, which is gonna do this, and maybe this one, since particles


1:19:20: GitHub um definitely forums would help um we might consider something you know
01:15:29: accelerates them this way.


1:19:27: that's uh more formalized we tell people like you know reporting here and so on but that's a little bit more involved
01:15:33: So like, oh, why are these physical?


1:19:33: because we we will need people to actually go there and you know make sure
01:15:36: Oh, sorry, I hit him with the... Oh, I see.


1:19:38: the issues are like you know somebody ends up making the GitHub issue from it uh so that kind of requires like do we
01:15:39: I don't remember changing them. But yeah, like,


1:19:46: provide stuff for it like you know do we ask like you know our volunteers you know to like help people with issues because then they have to like you know
01:15:45: but that system's a little bit more complicated, because what we need to do,


1:19:52: have like a time commitment or do we tell people you can make an issue there you can ask for somebody to help but we cannot give you any guarantees you know
01:15:49: we're gonna use Bepu Physics for that, and build sort of, like, acceleration structure.


1:20:00: if if if if the you know poll to make doesn't end up with a GitHub issue we're
01:15:53: So each particle can be, like, when we're simulating each particle,


1:20:06: not we might not even know about it because like you know we're going to like you know look through everything like inol discussions there so it's
01:15:57: so you have a particle here, it's gonna be like, are there any effectors at this point in space?


1:20:15: something we kind of talked about like I I feel like we might like you know do something along those lines but there's
01:16:02: And you have lots of particles, so you want it to be a really efficient


1:20:20: like a there's definitely like you know a number of kind of complications with that and like how do we kind of approach
01:16:06: sort of physics system, like some of the actual


1:20:26: it the best and next we
01:16:09: acceleration structures from Bepu Physics, they're particle-well suited for that.


1:20:32: have sorry I was just saying I like it oh okay yeah so Sky kit is asking um oop
01:16:14: Like, where you sort of pre-compute data, and it makes it very efficient


1:20:38: I didn't me to do that uh Sky K asking how are you planning to implement rigid
01:16:17: to sample what's in each point in space. But because that's


1:20:43: rigid rigid body physics on resonite um I mean uh so the details of
01:16:21: a bigger system that needs to be added, I'm saving that after MVP,


1:20:51: that are kind of going to depend once we actually do it because generally when big things get implemented uh big part
01:16:26: but it's also something that's gonna come eventually. It's not that difficult,


1:20:58: of the implementation is a design phase oh actually got that thing uh is a design phase and that's part of a
01:16:29: but it adds more. The other one


1:21:05: process where you when I do it myself Essen sit down with my like in know one note and I start sketching things out
01:16:33: I want to add is, like, sabometers, and it's something we actually get asked


1:21:11: I'm like it could work this way it could work this way what if it works this way if I make it work this way this causes
01:16:37: for a lot, but also, like, I need to add a mechanism for


1:21:17: these problems so I need to change design here but if I change design here then there's this other problem and I just going to go through all the you
01:16:41: one simulation to sort of depend on the other one, because when


1:21:23: know possible ways to like approach something and be like can it handle this
01:16:44: it requires to add, like, you know, ordering to the simulation.


1:21:28: is is it going to handle this well and I keep like kind of going at it until I find like a
01:16:49: Because we have to be like, okay, this simulation needs to run first


1:21:33: design that I'm confident with that like I'm that is like you know that kind of
01:16:53: so we can figure out its emissions and then feed it and simulate this other one.


1:21:39: makes a design that makes sense and that also like feel is going to be able um to be like a solid foundation
01:16:58: Right now, if we have multiple simulations in the world, it essentially just


1:21:48: for the future uh like something that we can actually know keep building on top of uh
01:17:01: schedules them to happen, you know,


1:21:55: um so generally like you know details for that um details for that are going
01:17:05: like, whatever order, like the multi-threading system processes them.


1:22:01: to you know depend once we actually get th this part I can tell you in general
01:17:12: But for


1:22:06: Parts you know what I'm kind of thinking right now like but like you know this is subject to change um it's very likely
01:17:13: the sabometers, we need to add, like, you know, a way for them to kind of, you know,


1:22:13: going to be uh a system you know where you essentially add certain components
01:17:17: be like, okay, I've simulated, like, you know, I've finished my simulation, I'm gonna


1:22:19: you know for example like body physics and so on uh that's going to drive you know some things like position you know
01:17:21: you know, send my data to the other one.


1:22:26: rotation of the object uh and then it's going to use it's going to be like
01:17:25: But also saving that after MVP. Also, like, we can just, like, you know, do a few bit of these


1:22:31: registered with another system uh that's going to handle the synchronization for those and instead of like you know just
01:17:29: after, like, the MVP gets released, but no promises right now.


1:22:37: synchronizing the positions draw um it'll it'll like includ them
01:17:34: But, you know, let's just set the scale again for some of the ramblings.


1:22:43: efficiently using like you know quantization Delta changes you know and so on
01:17:38: One more thing I was gonna mention. I'm not gonna save the ramble, we do have


1:22:50: um so um it's probably going to be something on those lines there's like more complications because it might need
01:17:42: quite a bit of questions, so


1:22:56: extra data like for example if you have like new physics option say we're like we're throwing back and forth you want
01:17:45: I might save this one after that.


1:23:02: to decide you know who's the authority who's like the one driving this and have a system like where it kind of hands it
01:17:51: So Grant K is asking


1:23:07: off and resolves any conflicts and stuff like that so there's probably going to be number of things with that but again
01:17:53: The issue with GitHub is a developer-centric website. While it's efficient for developers,


1:23:16: the details are going to be determined like you know when we actually kind of work on it if you like more specific
01:17:57: it isn't very easy for developers to access. Will the TR system for non-team validators on


1:23:22: question with it like you know feel free to ask like up but uh that's Prett much what I can tell you right
01:18:01: forum be worth consideration? Also, a forum could be good for users to share


1:23:28: now I was just going to say that like networking rigid body physics and stuff is like an still a very active field in
01:18:05: things, encoded meetups in communities. There probably are forum systems that are


1:23:35: figuring out how to do it best in computer science isn't it yeah there's it's it's a par difficult problem like
01:18:09: available. So that's actually the thing. We recommend people, you know,


1:23:42: the networking part is like the harder part of it I would say um we definitely
01:18:14: you can use the Discord because it has a forum feature,


1:23:47: like one of the reasons we also want to like you know do the big performance update with switch to net 9 is because
01:18:18: you can make a post and coordinate and submit it to GitHub eventually.


1:23:53: the beo physic it's specifically designed for it uh so
01:18:23: I understand that the hub is a developer-centric website,


1:23:58: when we do introduce Rel body physics we want to be as performant as possible um and the switch you know of
01:18:27: but we essentially need it


1:24:05: the client makes it easier we also kind of diverged a little bit from Main you know version of be physics right now
01:18:30: as developers because it makes our work efficient and our time


1:24:11: because it not like they have made a change where it only works with the net you know um I forget which version is it
01:18:34: is very limited. So if you want


1:24:19: right now like but essentially only works with the new versions of net which means we cannot even use it like the
01:18:38: to ask as a developer, look at it from


1:24:24: newer versions of it once we make the switch to the N for the F engine we'll be able to you know sync up to the
01:18:44: say if we switch to a less efficient system for developers,


1:24:30: latest version we're going to get like you know usually improved performance and then we can be like you know do we
01:18:49: now we're only able to handle half of the issues.


1:24:35: want to do the rid B physics now we're going to resolve the networking and we're going to know handle the
01:18:52: We get less work done. Is that something you would prefer?


1:24:41: integration uh so that itself is going to you know help a lot because if it did it right now it might not be as you know
01:18:56: I feel that's, you know,


1:24:49: performance so like it's it's better to like you know do the performance first and you know and then P it sometime
01:19:00: it's not the right approach here. What I think is the best is


1:24:56: after I like like you've been doing like lot of test like with headless where you have the physics simulated on the
01:19:04: we keep the GitHub as developers, but we build things around it.


1:25:02: Headless and you have like lots of the bodies um and even like you know with the current like way behind like
01:19:08: We provide nicer UI where it doesn't require


1:25:09: networking L is just kind of like synchronizes the position like every frame it still works really fast like
01:19:13: a GitHub account, we just have an integration, where there's an idea,


1:25:16: with the with the donet like eight headl like um the I think I simulated maybe
01:19:16: you create an issue and you type things in, but it's going to pipe it into GitHub.


1:25:22: like 900 or so like like the just just even like character controllers um just
01:19:23: Definitely forums would help.


1:25:28: like floating around and like bumping into each other in like a giant conglomerate like ball of like almost
01:19:25: We might consider something that's more formalized,


1:25:35: liquid CU it almost was like liquid at that point and like on mono even even
01:19:29: we tell people report things here and so on, but that's a little bit more involved because


1:25:42: the newest version of mono it just like died it like exploded and went down to
01:19:33: we will need people to actually go there


1:25:47: like 15 FPS it was unplayable and I'm done at8 and now probably down at n as
01:19:37: and make sure the issues are, someone ends up making


1:25:53: well I could it at 60 FPS and the server didn't even Flinch in fact the networking gave out before the physics
01:19:41: the GitHub issue from it. So that kind of requires


1:25:59: came out oh yeah it's also like why networking is like a really big part of it because like it's just it's a huge
01:19:45: do we provide stuff for it, do we ask our volunteers


1:26:06: amount of data so like that needs to be something that's like you know very efficient you can just have like you
01:19:48: to help people with the issues because then they have to


1:26:12: know the system kind of synchronize it naively but like essentially efficiency becomes a problem but like it kind of
01:19:52: have a time commitment, or do we tell people you can make an issue there, you can ask for somebody to help,


1:26:20: showcases you know like both like the huge difference in performance you know between Mona and
01:19:57: but we cannot give you any guarantees.


1:26:25: like.net and also like you know how beu physics is like you know optimized for it because it uses a lot of it kind of
01:20:01: If the post you make doesn't end up with a


1:26:31: you know Primitives and things to like around really fast and it was even like the older version that was before that
01:20:05: GitHub issue, we might not even know about it because


1:26:38: so like you know the new versions are probably even way more optimized so once we able to switch to those like it's going it's going to be beautiful the the
01:20:09: we're not going to look through everything and don't want discussions there.


1:26:45: new versions of net are just so much faster dude like it's just going to be several orders of magnitude that
01:20:13: So it's something we talked about


1:26:51: actually like you know it kind of ties into like the other was going to have because it's a relatively short one um
01:20:16: I feel like we might do something along those lines, but there's


1:26:57: yeah I like I think I already mentioned this ear in the Stream but like I've upgraded like you know um I like you
01:20:22: definitely a number of complications with that


1:27:05: know skyers like the API and the warer to9 and Lally no other change in C other
01:20:24: and how do we approach it the best.


1:27:11: than like you know fixing a small method call and like the performance usage actually dropped like visibly like we
01:20:30: Next we have


1:27:18: literally just going from net 8 to net 9 we could free perform like every every
01:20:31: Sorry, I was just saying I like it.


1:27:25: year they just made so many performance optimizations and that's like one of the reasons like we want to keep losing the latest version because there's it's
01:20:34: So Skyrim Kitchener is asking


1:27:33: faster and like it keeps getting faster so next one we have uh VTR arelos
01:20:40: How are you planning to implement


1:27:40: is asking when is FRS
01:20:44: Rigid Body Physics on the Resonite?


1:27:46: now uh asmos O2 El is asking what is Photon dust Photon dust is a name for
01:20:48: I mean,


1:27:52: our new in house particle system uh that's being currently developed uh it's getting close to
01:20:50: details of that are going to depend once we actually do it.


1:27:59: MVP uh uh I can expect it like hopefully next week I was kind of hoping this week
01:20:54: Because generally when big things get implemented,


1:28:04: but like some things were a little bit more complicated um so hopefully next week like I'm going to start testing it um
01:20:57: a big part of the implementation is a design phase.


1:28:11: it's going to replace the current system that's sort of like a hybrid between Unity um unity and for EXT engine to
01:21:02: It's a design phase.


1:28:18: enter one that's pretty much fully for EXT engine um and that's part of our like you know big performance
01:21:04: And that's part of the process where when I do it myself,


1:28:25: optimization uh we actually did like cover a fair bit of this like on the last stream too like if you want to check also think you [ __ ] for another
01:21:08: I sit down with my OneNote and I start sketching things out.


1:28:33: cheer for another 20 bits thank you um so next question we have the jet
01:21:11: It could work this way, it could work this way. What if it works this way?


1:28:39: Forge is asking can Pro detect infinite Loops yet running infinite wild Loop that just freezes the game forever so a
01:21:15: If I make it work this way, this causes these problems, so I need to change design here.


1:28:48: bit a bit panting answer is nothing can detect infinite loops this is uh known
01:21:19: But if I change design here, then there's this other problem and I just go through all the


1:28:55: as the halting problem and it's been proven by Alan Turing this is fundamentally unsolvable problem you
01:21:25: possible ways to approach something and be like, can it handle this?


1:29:03: cannot detect like you know if code has infinite Loops um what Proto flx does it
01:21:28: Is it going to handle this well? And I keep going at it until I find


1:29:09: places a time limit on how long can your code execute um you know per frame if it
01:21:32: a design that I'm confident with.


1:29:15: takes too long it essentially forces it like you know to break and just stops your code the problem is it has no way
01:21:39: A design


1:29:22: to tell like you know if it's legitimately just taking while processing something and would eventually finish or if it's actually
01:21:40: that makes sense and that also feels it's going to be able


1:29:28: infinite Loop because actually detecting that is it's fundamentally
01:21:46: to be a solid foundation for the


1:29:34: impossible um but yeah like there's a system that should break it the only thing is uh
01:21:48: future. Something that we can actually keep building


1:29:40: when it breaks it um it crashes the world because uh there's um I have like
01:21:52: on top of.


1:29:47: I haven't like vered around it yet because uh with the early versions of
01:21:56: So generally,


1:29:53: the prot flags pretty much anything whenever I'm implenting something big I follow this philosophy of called fail
01:21:57: details for that are going to


1:30:01: fast and what you do is like you write your code like when something goes wrong you just make it visibly explode as fast
01:22:01: depend once we actually get to this part.


1:30:08: as possible because when you do then you'll be like okay that's an issue I'm going to fix it uh whereas if you ignore
01:22:05: I can tell you in general parts what I'm thinking right now


1:30:15: problems more silently they can kind of fas and like you know they kind of stay there for too long before you even
01:22:09: but this is subject to change. It's very likely


1:30:21: notice them like we had problems that literally existed for years in for
01:22:13: going to be a system where you essentially add


1:30:27: engine and they were kind of hidden because they were Sly ignored and it took like you know complicated set of
01:22:17: certain components. For example, rigid body physics


1:30:33: circumstances for them to like even you know come to the surface um so like the
01:22:21: and so on. That's going to drive some things like position,


1:30:39: fail fil they canot mix things like fast but like at certain point like once the systems like used like you know we want
01:22:25: rotation of the object, and then it's going to use


1:30:44: to WAP it because we want to improve the user experience be like okay like you might freeze for a few seconds and then
01:22:30: it's going to be registered with another system


1:30:50: your your code is you know going to get angry and be like I took too long to
01:22:33: that's going to handle the synchronization for those. And instead of just


1:30:58: execute uh next we have Shadow X well particle supports support sub particles particles themselves being emitters in
01:22:37: synchronizing the positions zero


1:31:04: forceable future so yes um I mention this a little bit earlier uh subet is
01:22:42: it'll include them efficiently using quantization, delta changes


1:31:10: one of the things I do want to add to the particle system I am not planning it to add for
01:22:46: and so on.


1:31:16: MVP um because like it's not needed for it and it's a little bit more complicated it requires um um a
01:22:51: So


1:31:24: synchronization mechanism like where like you know one of the particle systems need to finish simulation first
01:22:52: it's probably going to be something along those lines. There's more complications because it might need extra


1:31:30: and pass on its data to the other one but um I
01:22:56: data. For example, if you have a physics option, say we're throwing


1:31:36: might I don't guarantee right now but like I might maybe add it after MVP like depending I'll see like how I feel about
01:23:00: it back and forth, you want to decide who's the one


1:31:43: it um because I'm kind of working on it for a while um it's going to come at some point uh it's much much much easier
01:23:05: driving this and have a system where it kind of hands it off and


1:31:51: to add you know now that we have actually our own system them um but I don't know when yet definitely like one
01:23:08: resolves any conflicts and stuff like that. So there's probably going to be


1:31:58: thing like that the disc going to have like a lot of cool effects I actually had I was going to mention it in my ramble earlier um one of the things
01:23:12: a number of things with that, but again the details are going to


1:32:06: that's also going to be cool like a trail system is going to have the trails be emits so the particle is you know
01:23:16: be determined when we actually work on it.


1:32:11: drawing a trail that trail can be emitting other particles um so like you know there's
01:23:21: If there are more specific questions with it, feel free to ask, follow up,


1:32:18: going to be lot of kind of cool possibilities the main thing we just need is like you know a way for the simulation system system to be don't
01:23:25: but that's pretty much what I can tell you right now.


1:32:25: simulate this particle system until this system gives it data and it kind of becomes more complicated if you're like
01:23:28: I was just going to say that networking rigid body physics and stuff is


1:32:30: okay there's two systems that can submit into this system so now it needs to count how many it needs to do and then
01:23:32: still a very active field in figuring out how to do it best


1:32:37: and then you have a question what happens if like you have a circular reference do you just like you know not
01:23:37: in computer science, isn't it?


1:32:43: allow that because it just like leads to infinite particles like do you just be like okay I'm going to break it you know
01:23:40: It's a particularly difficult problem. The networking part is the harder part of it, I would say.


1:32:49: this is not valid or do you like just make it like you know
01:23:47: One of the reasons we also want to


1:32:54: break at certain point and like then wait for the next simulation step like there's some kind of like you know than
01:23:49: do the big performance update with switch to .NET 9 is because


1:33:00: to resolve there but yeah it'll it'll it'll be supported at some point uh XX cor Coro XX is asking doing
01:23:53: the Bepu physics is specifically designed for it.


1:33:10: well we pretty okay uh [ __ ] saber food have you eaten today just being a derp yes I had food
01:23:58: So when we do interpersonal rigid body physics, we want to be as performant


1:33:18: like a little bit before this I've been actually eating cereal this has been going on well see as we
01:24:01: as possible, and the switch of the client


1:33:27: speak le as I speak hopefully not speaking as you
01:24:05: makes it easier. We also kind of diverged a little bit from the main


1:33:32: eat or eating as you speak I finish it oh there we
01:24:09: version of Bepu physics right now, because they have


1:33:38: go um dust sprinkles have you done anything thinking about upcoming data mod already working anyway yeah quite a
01:24:13: made a change where it only works with the .NET


1:33:45: bit I do have like a lot of notes I do have like a general idea how it's going to work how it's going to be approached
01:24:17: I forget which version it is right now, but essentially only works with the newer


1:33:51: it's mostly just a matter um uh it's just like you know um mostly M
01:24:21: versions of .NET, which means we cannot even use it, like the newer versions of it.


1:33:59: just putting work into it because it's going to be bigger work uh and we need to make sure like you know things don't explod we need to update pretty much
01:24:26: Once we make the switch to .NET 9 for the FrooxEngine, we'll be able


1:34:05: every single component and so it's probett going to be like know Automation and so on uh next we have uh Tikki uh
01:24:29: to sync up to the latest version, we're going to get a huge improved


1:34:14: 8,192 is asking does it all work to switch do net version I'm asking because net 9 is not long-term support uh so we
01:24:33: performance, and then we can be like, do we want to do the rigid body physics now?


1:34:21: already had this question earlier in the Stream uh but just to quickly reiterate no it's
01:24:38: We're going to resolve the networking, and we're going to handle the integration.


1:34:27: it pretty much look it took less than a day uh once Net 10 comes out we expect
01:24:42: So that itself is going to


1:34:32: like you know to just switch very quickly the thing that takes the longest uh is mostly just kind of giving people
01:24:44: help a lot, because if we did it right now, it might not be


1:34:38: you know who run to headless giving the time to like you know update their cooling make sure like you know that doesn't explode but the switch
01:24:49: us performing, so it's better to do the performance


1:34:46: is mostly just literally flipping the version and things just going to work there was like one little piece of code I had to update and it just
01:24:52: first, and then plan it sometime after.


1:34:54: works and it's freee performance uh slide of flof is there
01:24:57: I'm excited, you've been doing a lot of tests with headless, where you have


1:34:59: any updates regarding sour project um right now I don't have like any updates you could like check gin's office hours
01:25:00: the physics simulated on the headless, and you have lots of the bodies.


1:35:06: U whenever like he hosts them uh but there's like new update right now that I
01:25:06: And even with the current way behind


1:35:11: can give you also thank you for the cheer thank you uh V AR also asking does the Cal
01:25:08: networking, it's just going to synchronize the position


1:35:18: have a flavor Yes actually I was eating fruit loops fruit
01:25:12: every frame. It still works very fast, with the


1:35:25: sorry I'm sorry I'm sorry they're too yummy can't say
01:25:16: .NET 8 headless.


1:35:32: that what is this and that's uh that's all the questions again uh so we have uh
01:25:19: I think I simulated maybe 900 or so


1:35:38: 25 minutes left uh before the two hours um
01:25:24: just even character controllers


1:35:44: suppose we could do more
01:25:28: floating around and bumping into each other in a giant conglomerate


1:35:49: rumbling or this whatever this is I don't know uh how do I how do I talk
01:25:32: ball of almost liquid, because it almost


1:35:57: to people uh where are you people how does one how does one FRS I don't know you just make make
01:25:39: on mono, even the newest version of mono


1:36:04: noises and eat fruit you make noises you be yellow and you put your face on the
01:25:43: it just died, it exploded


1:36:09: keyboard and a game comes out or something yeah just you just go like you know to take keyboard and just go like you knowah and then like you know this
01:25:46: and went down to 15FPS and it was unplayable. And on .NET 8


1:36:15: happens yeah how does one blow bubbles uh first
01:25:51: and now probably .NET 9 as well, I could do it at 60FPS


1:36:21: we have to find a delicious soap you eat it you just go and then you
01:25:55: and the server didn't even flinch. In fact, the networking gave out before the physics


1:36:27: go yep just like that that's that's the best way I recommend glycerin soap
01:25:59: gave out. Oh yeah. That's also why networking is a really


1:36:32: because glycerin B soaps they actually taste sweet most other soaps taste
01:26:03: big part of it, because it's a huge amount of data


1:36:39: better we do not recommend eating soap though just lick and then wash your
01:26:07: so that needs to be something that's very efficient


1:36:45: maybe maybe he does but I don't I don't think you should eat soap no don't don't
01:26:11: you can just have the system synchronize it naively, but


1:36:51: don't actually eat soap we're we're bring silly but yeah well
01:26:16: essentially efficiency becomes a problem.


1:36:57: question is like what are We R about I don't know I mean I've been trying to get my VR working on Linux lately I
01:26:18: This showcases both the huge difference


1:37:03: guess oh how's the how's it going is it exploding it's actually
01:26:23: in performance between mono and .NET, and also


1:37:09: pretty cool I got my quest Pro working pretty uh pretty easily it's actually
01:26:27: how Bepu physics is optimized for it, because it uses


1:37:14: it's actually getting pretty good ah I kind I'm kind of like on a stage
01:26:31: a lot of primitives and things to run really fast. And there was even


1:37:20: where I'm like like I wish I could I kind of want to like switch away from Windows because just giving me so many issues and it feels like it's
01:26:35: an older version that was before that, so the new versions


1:37:28: getting worse like it feels like they kind of focusing on things and it's like but at the same time like I start
01:26:39: are probably even way more optimized, so once we're able to switch to those


1:37:36: like running Linux you know on my laptop and it's killed the Wi-Fi adapter so I'm
01:26:42: it's going to be beautiful. The new versions of .NET are just so much faster


1:37:41: like okay I don't I don't know when I'm trying to like well I I to to clarify is it
01:26:47: too, it's just going to be several orders of magnitude.


1:37:49: permanently broken or did it just like make it stop working for a sec well I need to like you know I had to like do
01:26:52: Actually, this kind of ties into the other round Blob was going to have, because


1:37:54: hard power cycle like i r I started Linux it was actually Arch Linux which and I was with glitch glitch uses Arch
01:26:55: it's an relatively short one.


1:38:00: Linux it was boo thing and then glitch goes oh that's weird I've never seen it make that during boot before something
01:26:58: I think I already mentioned this earlier in the stream, but I've upgraded


1:38:06: with Wi-Fi and then like boot back into windows and Wi-Fi adapter is gone so I
01:27:04: to the API and the worker to .NET 9


1:38:13: try to like I Al I'm getting the corner again um so I like you know
01:27:09: and there's really no other change in code other than fixing a small


1:38:19: I I TR to like you know I tried rebooting I tried installing the drive I trying doing you a bunch of things it
01:27:12: method call. And the performance usage actually develops


1:38:25: just doesn't want to come back um and I'm like it's just gone like just doesn't even see it So eventually I had
01:27:16: visibly. We're literally just going from .NET 8


1:38:32: to like I had to like you know like find like oh there's like way to do like hard power cycle on the laptop if I hold the
01:27:21: to .NET 9, we got free performance.


1:38:38: button for like 2 minutes um and like you know then it actually
01:27:24: Every year they just made so many performance optimizations and that's one


1:38:45: came back but I'm like not not sure when I want to try it again because
01:27:28: of the reasons we want to keep using the latest version, because


1:38:50: um I don't know like problem for me is like when I use like whenever Windows
01:27:32: it's faster, and it keeps getting faster.


1:38:55: like does something like you know like I'm like I don't want to be dealing with computer issues I want to be working on
01:27:37: So, next one we have


1:39:00: the stuff I want to be working on and every like minute like I spend like working on like trying to resolve a
01:27:39: vt-arxos is asking, when is Froox?


1:39:06: problem I'm just like I don't want to deal with this and that kind of makes it makes it more difficult for me to use
01:27:44: Now,


1:39:12: Linux because I'm like I I I don't want to be dealing with this I just want it to work like I have I
01:27:48: Erasmos02eylons is asking, what is PhotonDust? PhotonDust


1:39:19: have I have like already like too much things I need to kind of do and I don't want like you know I want I want as much
01:27:51: is a name for our new in-house particle system


1:39:25: time to be able to spend you know working through that and not just you know making my stuff work and and for
01:27:55: that's being currently developed. It's getting close to MVP.


1:39:31: sure that's like still like one of the benefits you know of like Windows like in most of the time it just kind of
01:28:00: I kind of expected hopefully next week.


1:39:38: works at least for me um so it's it's
01:28:03: I was hoping this week, but some things were a little bit more complicated.


1:39:45: it's it seems it seems in recent times it's getting a little more uh it just doesn't
01:28:08: So hopefully next week we can start testing it.


1:39:50: work it so it's for me like right now it's still like where it works it's just
01:28:11: It's going to replace the current system, that's sort of like a hybrid


1:39:57: there's a lot of things that kind of like are super annoying and like you know to deal with yeah um but I also got
01:28:14: between Unity and Froox Engine,


1:40:05: a bunch more questions in the meanwhile um dark is saber fruit so be
01:28:18: into one that's pretty much fully Froox Engine.


1:40:10: FRS scented soap on the store um ask
01:28:22: And that's part of our big performance optimization.


1:40:16: chroma uh VT AR was asking
01:28:25: We actually did cover a fair bit of this on the


1:40:21: refrigerant refrigerant your
01:28:29: livestream too, if you want to check. Also thank you Darky for another cheer


1:40:28: free um I think I think I think the answer is
01:28:33: for another 20 bits.


1:40:34: seven yes seven seven I think we I think you already you just answered this one on on window FR
01:28:37: So next question we have, TheJebForge is asking, can ProtoFlux


1:40:42: expect he'll switch I when when it just works the end when when his Wi-Fi card
01:28:41: detect infinite loops yet? A running infinite while loop that just freezes the game forever.


1:40:48: works yeah what if my Wi-Fi card works and other stuff works that's okay here really glitch actually looks wild um let
01:28:46: So a bit


1:40:55: me UNT it in a form of a um form of a thing if I can find
01:28:49: pedanting answer is, nothing can detect infinite


1:41:03: it if I remember where I saved it I have this also like one of the things
01:28:53: loops. This is known as the halting problem.


1:41:09: I'm like I know I saved the thing somewhere um there we go oh this might
01:28:57: It's been proven by Alan Turing, this is fundamentally


1:41:15: be the wrong one this might be the wrong
01:29:00: unsolvable problem. You cannot detect if code has infinite


1:41:21: one this this was this was bit bit modified just going to put it over
01:29:05: loops. What ProtoFlux does, it


1:41:29: there H but like sometimes I'm like you know like I I get like the things like where I'm
01:29:09: places a time limit on how long can your code execute


1:41:35: like I want to work on everything but I can only work on one thing because like whenever I'm like looking for something inventory I'm like I just want to reor
01:29:14: per frame. If it takes too long, it essentially


1:41:41: your inventory I want to add a search you know so I can just like not deal with this but I'm like can only do so
01:29:17: forces it to break and just stops your code. The problem is


1:41:49: many things that's something I realized like I I I suffer with everyone
01:29:21: it has no way to tell if it's legitimately just taking a while


1:41:56: else that's something I've kind of realized too um when I now that I've like started this internship is that
01:29:25: processing something and it would eventually finish, or if it's actually infinite loop.


1:42:03: there's just not enough time to do anything man like yeah I want to do all this stuff I need to do this but then I
01:29:30: Because actually detecting that is fundamentally


1:42:10: need to like actually do my job and it's just like oh my God that's that's been a
01:29:33: impossible.


1:42:15: problem like for me like like but so many things I wanted to work on and just there not time and it's kind of like you
01:29:37: There is a system that should break it. The only thing is, when it breaks


1:42:21: know just to kind of bring out what was this discussing before that's like you know what we sometimes like really stct
01:29:41: it, it crashes the world. Because


1:42:26: like you know on the GitHub like stuff because we're like why you have like too many things
01:29:47: I haven't


1:42:32: to deal with the best thing you can do to help us as developers is like make our work as easy as possible because
01:29:49: wrapped around it yet, because with


1:42:40: then that way like you know we can handle like still going to be able not going to be able to handle everything
01:29:51: the early versions of ProtoFlux, or pretty much anything, whenever I'm uploading something


1:42:46: but we're going to be able to handle lot more and it kind of gets difficult
01:29:56: big, I follow this philosophy called


1:42:51: because sometimes it's like this person's you know not giving me like the stuff I need which means this
01:30:00: fail fast. And what you do is you write your code


1:42:57: probably instead of you know taking five minutes it's going to take me an hour and I'm like I don't have an hour to
01:30:04: when something goes wrong, you just make it visibly explode as fast as


1:43:03: spend right now if if you if you gave me the information you know if V was there
01:30:08: possible. Because when you do, then you'll be like, okay, that's an issue, I'm gonna fix it.


1:43:09: I probably would have resolved this now but now I have to put it you know back on the shelf and deal with it later
01:30:13: Whereas if you ignore problems more silently


1:43:16: maybe um and figure out like you know is this an issue that's worth an hour of
01:30:16: they can fester and stay there for


1:43:21: time it it's it it gets difficult like there's never enough time for everything and if
01:30:20: too long before you even notice them. We had problems that


1:43:28: they kind of figure out like you know where you spend spend your time most
01:30:24: literally existed for years in FrooxEngine that were hidden


1:43:34: efficiently uh so we're getting we have like 15 minutes left and few more questions I'm going to uh let's see uh
01:30:28: because they were silently ignored. And it took a complicated


1:43:43: Shadow X is asking what's your opinion on viral Hardware headsets how it work with rendering wise do you think it would be big Improvement to realism or
01:30:32: set of circumstances for them to even come to the surface.


1:43:49: ey health I don't really know like I haven't actually tried Hardware So like
01:30:38: So the fail fast kind of makes things fast, but


1:43:54: um I can't really Comm on this one much I don't have you tried any verical
01:30:41: at a certain point, once the system is used, we


1:44:02: headsets no I haven't tried any fancier headsets than like a quest Pro I I I
01:30:44: want to wrap it because we want to improve the user experience, be like, okay,


1:44:08: really would like to try some new VR Hardware but I'm I'm very sad that the VR landscape
01:30:48: you might freeze for a few seconds and then your code is gonna get angry and be like


1:44:15: is a little Barren right now yeah I have I have high hopes for de card I'm also
01:30:53: I took too long to execute.


1:44:21: prepared for those hopes to be C crashed but I do have them I have I have no I have no
01:30:59: Next we have ShadowX


1:44:29: expectations whatsoever I need it in my hands I just VR headset the real one the
01:31:00: while particle supports support sub-particles. Particles themselves being


1:44:39: real one uh V I know what was the the recent I don't know what it was in
01:31:04: emitters in foreseeable future. So yes, I introduced


1:44:44: context with uh I think that was that might have been in response to someone else not
01:31:08: a little bit earlier, sub-emitters is one of the things I do want to


1:44:50: sure uh dark night oh my CL one joking I mean eventually would like to get there
01:31:12: add to the particle system. I am not planning it to add for MVP


1:44:56: um but no specific timeline technically you can run it through some emulation
01:31:19: because it's not needed


1:45:02: software but it doesn't really work with skin mesh renders yeah P AR solos uh why have oh that's CH
01:31:20: for it and it's a little bit more complicated. It requires


1:45:10: with chat um darkest over phone will be will there ever be a genuine genuine
01:31:24: a synchronization mechanism where one of the particle systems


1:45:17: genuine phone app the way people can s St other without even being on PC yeah there's actually one of I would like us
01:31:28: needs to finish simulation first and pass on its data to the other one.


1:45:24: to have is you know have like a sort of thing on your phone you can you know message people you can send them things
01:31:33: But I might


1:45:30: you know it can like manage things to inventory like see like you take picture and it just automatically saves it to
01:31:37: I don't guarantee right now, but I might maybe add it after MVP


1:45:35: inventory and you you jump on VR be like oh hey let me show you the thing I took you know it's right there so I would
01:31:41: I'll see how I feel about it because I've been


1:45:42: like us to have like you know sort of like a companion app like you know or and eventually even like you know be able to like you know be in sessions
01:31:44: working on it for a while. It's going to come at some point


1:45:48: like simple enough um but no like you know specific timeline or something like
01:31:50: it's much much easier to add now that we


1:45:55: that um I I I I that's a joke Shadow lopus Wolf why
01:31:52: have our own system, but I don't know when yet.


1:46:03: should we not fart in Apple Store because they don't have VES yeah all
01:31:57: There's definitely one thing that's going to have a lot of


1:46:10: right no now we're fart jokes
01:32:00: cool effects. I was going to mention that in my ramble earlier


1:46:15: uh dark is AB to ye glit for out of a window he doesn't use Windows he doesn't
01:32:05: one of the things that's also going to be cool with the trail system is you're going to


1:46:20: have them either just DET the wall don't need
01:32:08: have the trails be emitters. So as the particle is drawing a trail


1:46:25: other the wall this is just too hard uh V Arc soul is out uh oh it's
01:32:12: the trail can be emitting other particles.


1:46:33: also it progress something else
01:32:18: So there's going to be a lot of cool possibilities.


1:46:39: uh Shadow X possible control has been found data mining apparently deard controls with feature ABX y buttons and
01:32:20: The main thing we just need is a way for the simulation system to be


1:46:45: d-pad uh and a bumper addition to trigger how would you utilize that l in
01:32:24: don't simulate this particle system until this system gives it data.


1:46:51: night more buttons more buttons are good um probably M some like I have to like
01:32:29: And it becomes more complicated if you're like okay, there's two systems that


1:46:56: say it because right now it's like no daytime mining so it's kind of like could be other things you know like I
01:32:32: can submit into this system so now it needs to count how many it needs to do


1:47:01: don't want to like but generally the more buttons there is we can just mop things to them there actually one of the
01:32:36: and then you have a question, what happens if you have a circular reference


1:47:08: issue I had is you know like figuring out button mappings for things is like there's not enough buttons for all
01:32:40: do you just not allow that?


1:47:14: things people like you know would like to have because sometimes we get request like like oh like we want like button
01:32:45: Because it just leads to infinite particles, you just be like, okay I'm going to break it


1:47:19: for this you know and we're like well this buttons already used for is this buttons already used for that we could
01:32:48: this is not valid. Or do you just make it


1:47:25: like you know make it like make this button do multiple things but it becomes
01:32:54: break at a certain point and then wait


1:47:30: difficult you know for people because you have to be like oh to use function one you have to you know hold it for as
01:32:56: for the next simulation step? There's some kind of things to resolve there.


1:47:35: many seconds and then like you know relas it to use this other function have to double top it and that makes it kind
01:33:02: But yeah, it'll be supported at some point.


1:47:40: of difficult for new users it's it's a tricky thing so like just
01:33:09: xxcoryxx


1:47:46: having more buttons helps um it makes kind of you
01:33:09: is asking, doing well, everything's pretty okay.


1:47:52: know I feel like it's kind of like I was like simpler controls um I actually had like the issue like the worst the
01:33:13: DarkDsaber food, have you eaten today just being a derp?


1:47:59: control was the worst about it was the original V because you only have one button you have the touchpad and the
01:33:17: Yes, I had food like a little bit before this.


1:48:06: touchpad you actually you have to press it you know to like be able to use the axis uh and it's actually one of the
01:33:20: I've been actually eating cereal while this has been going on.


1:48:12: reasons why this is like you know Common problem but like when you equip like a developer tool tip you end up with
01:33:22: Well, eating as we speak.


1:48:18: tongue controls with certain controllers and the viin are the reason why because on the viin you can't really you cannot
01:33:28: Ah, that's as I speak. Hopefully you're not speaking as you eat.


1:48:26: like you know use the click without also like you know using the movement because
01:33:32: Or eating as you speak.


1:48:32: like they're like very tight together with the joysticks you can um so it's
01:33:35: Oh, there we go.


1:48:37: kind of like you know you can kind of click it independently of like moving
01:33:41: DustySprinkles, have you done any thinking about accommodating the modality work in any way?


1:48:43: around but like it it it's um with the vi Evin like you know like
01:33:44: Yeah, quite a bit. I do have a lot of notes. I do have a general idea how it's gonna work.


1:48:49: it has to work with do so this kind of makes things like difficult and it's G of tied to dead so we have systems that
01:33:49: How it's gonna be approached. It's mostly just a matter


1:48:54: still like you know work with those uh next k coru um K Yu sorry I guess if
01:33:55: It's just like


1:49:04: res with Native super vcan the performance and looks would be better uh I mean probably like well I mean so it's
01:33:56: you know, mostly a matter of just putting work into it.


1:49:11: like lot of De because if you just naely switch to vcan you might not automatically you know get like extra
01:34:02: And we need to make sure things don't exploit and we need to update pretty much every single component


1:49:17: performance sometimes you do sometimes you don't it depends a lot like you know how the engine structure however um we
01:34:06: and so there's probably gonna be longer automation and so on.


1:49:25: plan to like to switch to a sort of custom rendering engine that's going to use Vulcan uh so we can expect you know
01:34:11: Next we have Tiki8192


1:49:31: that provide performance benefits uh but it's going to be also like a lot of other reasons for it one of them using
01:34:15: is asking, does it a lot of work to switch .NET version?


1:49:37: more efficient method of rendering instead of deferred using something called uh clustered forward uh which has
01:34:18: I'm asking because .NET 9 is not long-term support.


1:49:46: like you know overhead is able to render lots of lives in real time and also work with any materials for example now like
01:34:21: So we already heard this question earlier in the stream, but just to quickly reiterate, no.


1:49:53: you know I'm using I'm using a tune Shader and I'm being affected by this light you know there's another light
01:34:27: It took less than a day.


1:49:58: there what engine actually has to do uh it cannot use the third because that
01:34:30: Once .NET 10 comes out, we expect to just


1:50:03: only works for opaque PBR materials so for this one it actually has to use
01:34:33: switch very quickly. The thing that takes the longest


1:50:08: forward which means this mesh it gets rendered for each of these lights where
01:34:36: is mostly just giving people who aren't headless, giving them time to update


1:50:16: each one of them has like you know light contribution um and it like you know
01:34:41: their tooling, make sure that it doesn't explode.


1:50:21: ends up taking fa bit of performance uh so with but with clustered forward
01:34:45: But the switch is mostly just flipping the version and things


1:50:26: you can actually sort of pre-compute you know you pre-compute like areas where there's lights and then like when you
01:34:49: just kind of work. There was one little piece of code I had to update


1:50:32: render the individual fragments of the mesh it just Loops through all the lights within that you know with the
01:34:52: and it just works. And it's free performance.


1:50:39: that point in space and just you know does it all in one in one
01:34:57: Sleight of Floof. Is there any updates regarding Sauce project?


1:50:45: go we should probably we should probably stop questions since we're 10 minutes out or so yeah we have a bit like 9
01:35:01: Right now I don't have any updates. You could check


1:50:51: minutes left uh I'm we a little B more rambling if there's like simple enough questions we can answer them but uh if
01:35:04: Guinz's office hours, wherever he hosts them.


1:50:56: there's a lot of questions at this point um we're probably not going to be able to get through them uh so feel free to
01:35:08: But there's no update right now that I can give you.


1:51:04: still ask questions we'll try to like you know get through as many as we can but at this point no guarantees your
01:35:12: So thank you for the cheer. Thank you.


1:51:09: questions going to be answered um kri is asking snop it I have no idea what it
01:35:16: VTRx was also asking, does the cereal have a flavor?


1:51:16: means so I going answer with seven H that's a that's like a Tom Scott video
01:35:20: Yes, actually I was eating Froot Loops.


1:51:22: oh when he's like schn it schn it schn it it but yeah I forg I was like
01:35:22: Froot Loops!


1:51:30: rumbling about before uh I was mentioning the net 9
01:35:25: I'm sorry Froox, I'm sorry, you're too yummy.


1:51:35: thing because this like oh it's actually one of the cool things like I remember like um I think when like doet 7
01:35:30: Can't say that.


1:51:43: released that was like two years ago um uh oh no K is asking hey FS can you
01:35:34: And that's all the questions again.


1:51:51: recite approximately 9 minutes word of certain itms or service the answer is no
01:35:37: So we have 25 minutes left before the two hours.


1:51:57: no how many a answer to the question um but like theyeas like the performance
01:35:44: I suppose we could do more rambling.


1:52:04: updates and it was so long like when we try to open it or like web browser on
01:35:50: Or this? Whatever this is.


1:52:10: their phone it would crash it just because of how ridiculously long that is and the author like who writes these
01:35:54: I don't know.


1:52:16: like there were saying when they started like you know making those performance kind of summarization updates um they
01:35:55: How do I talk to people?


1:52:22: got kind of worried they were like oh we're getting so many performance update for net Core 1 net Core 2 net core 3
01:35:58: Where are you people?


1:52:28: like we're going to like you know we're going to go through all the possible performance updates and then I'll have nothing to write about and then they
01:36:01: I don't know, I just make noises and eat fruit.


1:52:35: were like every single year there's more of them and ESS were like you know I think by net five they were like I'm not
01:36:06: You make noises, you be yellow, and you put your face on the keyboard


1:52:42: worried about anymore and I think like they even purpos like you know made it like so long just to be like there's so
01:36:09: and a game comes out or something.


1:52:49: much and in the latest one for net n like it's also super long and they're
01:36:10: You just go like, you take the keyboard and you go like wub wub wub wub wub wub wub wub


1:52:54: like I think they said like some like at the beginning they say something like you know I'm I'm both looking forward to
01:36:14: and this happens.


1:53:01: writing this and also dreading it because it's going to be so
01:36:18: How does one blow bubbles? First you have to find


1:53:06: long FRS can you describe your favorite movie backwards without saying the name of the movie well you see the problem
01:36:22: a delicious soap, you eat it, you just go


1:53:14: there is I I generally don't answer questions what's your favorite thing
01:36:24: and then you go like bah. Just like that.


1:53:20: very well because I I like different things for different reasons so it's like I always find it
01:36:30: That's the best way. I recommend glycerin soap, because glycerin based soaps


1:53:27: difficult to be like yeah that is my favorite that is my favorite like it it it kind of depends and it changes over
01:36:34: they actually taste sweet. Most other soaps taste better.


1:53:33: time so like I can't for that reason and not because it's you know like the
01:36:40: We do not recommend eating soap though.


1:53:39: backwards thing yeah I I really like in um C 13
01:36:45: Maybe he does, but I don't.


1:53:47: which is the language version that you can use with net 9 now they allow like they allow like spans and stuff in async
01:36:48: I don't think you should eat soap. No, don't actually eat soap.


1:53:54: methods nice oh that's really cool yeah I've actually run into that a few times like I was like writing something was
01:36:53: We're being silly.


1:53:59: like oh you canot do span know anything but they don't like all but I want to I wna I stack
01:36:56: My next question is what do we ramble about? I don't know, I've been trying to


1:54:08: allocated data yeah yeah one of the things you can do you can do cannot do stack alog those I think I know you
01:37:00: get my VR working on Linux lately I guess.


1:54:16: can glitch for will resonite when will resonite support serial connections
01:37:04: Oh, how's the going? This is exploding.


1:54:23: um you know the funny thing is like at one point I kind of had urge to just write because one of the things with res
01:37:08: It's actually pretty cool. I got my Quest Pro working pretty


1:54:30: like the way to handles networking like we have an abstracted like you know networking support so it becomes
01:37:12: easily. It's actually getting pretty good.


1:54:36: relatively easy to add new networking modules and one thing I want to do at
01:37:18: I'm kind of


1:54:42: some point like is sort of like you know open and even more modularize the system but you can actually you know have like
01:37:20: on a stage where I kind of want to switch away from Windows


1:54:48: plugins which are additional networking protocol supports um I feel once that
01:37:24: because it's giving me so many issues and it feels like


1:54:54: happens it's only going to be question of time before somebody ver a Serial you know connection supports you can host
01:37:28: it's getting worse. It feels like I'm kind of focusing on things and it's like


1:55:01: you know on zero like while back like we were kind of dealing with some like business things I end up like adding TCP
01:37:32: hmm. But at the same time


1:55:06: protocol support because it was just easy to do it took like literally
01:37:35: I tried running Linux on my laptop and it killed


1:55:11: like two hours I don't I don't I remember I think it took less than half a day to implement so like and I had
01:37:39: the Wi-Fi adapter. So I'm like okay, I don't know when I'm trying to


1:55:20: like the urge to just do it you know for the for the lws um
01:37:44: like...


1:55:26: but I I feel like once we do open it if we don't do it you know for the fun of it somebody's going to do it all right I
01:37:47: To clarify, is it permanently broken or did it just make it stop working


1:55:35: need I need networking over my sound card I mean you could do that
01:37:51: for a second? Well, I had to do a hard power cycle.


1:55:40: too mean networking over with a CPU cache I mean technically with the TCP I
01:37:55: I started Linux, it was actually Arch Linux, and I was with Glitch.


1:55:46: mean we do have the TCP so like if you use something that like you know has like TCP over serial then you can use it
01:37:59: Glitch uses Arch Linux. It was booting and then Glitch goes


1:55:52: there's also like TCP over CPU cache like with the you know with the Spectre and meltdown things networking via rfu
01:38:03: oh, that's weird. I've never seen it make data during boot before. Something with


1:55:59: missions from your system bus oh no um I mean technically since we also
01:38:07: Wi-Fi and then boot back into Windows


1:56:06: have TCP there's also TCP over carrier pigon so like you can use carrier pons for res right but problem is your
01:38:11: and Wi-Fi adapter is gone. So I tried to like...


1:56:12: connection is going to time out or will is actually not one because
01:38:15: Also I'm getting in the corner again.


1:56:18: you can have a custom timeout uh DJ proty Hunters why are
01:38:19: I tried rebooting, I tried installing


1:56:23: yellow dog well I'm not a dog I'm I'm some sort of a Sci-Fi space for Wolf like sort of thing I'm very specifically
01:38:23: the drivers, I tried doing a bunch of things, it just doesn't want to come back.


1:56:32: nonspecific but uh I'm it's kind of long story and we don't have answer for like
01:38:27: And I'm like it's just gone. It just doesn't even see it.


1:56:37: we don't have time for it maybe maybe maybe sometime else VT Aros it made support connections
01:38:30: So eventually I had to like


1:56:45: but it supports serial connections I meany I don't think it does like s had like serial to himself
01:38:34: find a way to do a hard power cycle on the laptop if I hold the button


1:56:51: and had like you know none of that yeah I don't think my connection improved
01:38:38: for like two minutes.


1:56:56: any uh granny K will follow writing note it will be BR out experimental out and
01:38:44: And then it actually came back, but I'm like


1:57:02: out of private L SES maybe hard per missions are a thing probably not I with
01:38:46: not sure when I want to try it again because


1:57:08: things like that like like that's very very dangerous note so like we're going to be very careful about it
01:38:50: I don't know. The problem for me is whenever


1:57:16: um maybe may maybe like you know if we like question how to like approach
01:38:54: Windows does something, I don't want to be dealing with


1:57:23: because what what we probably do it would work differently
01:38:59: computer issues. I want to be working on the stuff I want to be working on.


1:57:30: um like the way I can see it work is like where like if you're making something it makes a request that
01:39:03: Every minute I spend working on trying to resolve a problem


1:57:36: appears you know in user space to the user be like this thing wants to access this folder on your system do you
01:39:06: I'm just like I don't want to deal with this. That kind of makes


1:57:43: granted permission or not you know so it can you have to specifically give permission and it can only access you
01:39:10: it more difficult for me to use Linux because I don't


1:57:49: know those specific things and maybe like it's even more code but it's going to be like it's going to have access to all the files in there or it only has
01:39:14: want to be dealing with this, I just want it to work.


1:57:56: access you know to make new files but not read anything else so maybe that
01:39:18: I have already too much things I need to


1:58:04: way yeah like that's I'm very kind of cauti like with those kinds of things
01:39:22: do, and I don't want as much time to be able to spend


1:58:09: because like that can be abused very easily when there's a hole because even like with hard
01:39:26: working through that, and not just making my stuff work.


1:58:16: permissions you know if there's a bug that let you get around something most of the time the most you can do is you
01:39:31: For sure that's still one of the benefits


1:58:22: know you mess up the world but like d like you know that's not as
01:39:35: of Windows. Most of the time it just kind of works


1:58:28: severe as being to like you know access somebody's file system
01:39:39: at least for me.


1:58:34: because that's that's that's kind of you know that leaks outside of resite and lets you like you know install Trojans
01:39:44: So it's...


1:58:40: you know like and do other things so like that that puts it at like a lot of different level of skure training I I've
01:39:46: It seems in recent times it's getting a little more, it just doesn't work.


1:58:47: had situations in Gary's mod where I was using some I like had used someone's E2
01:39:52: So for me it's still where it


1:58:54: in the world and it wrote like 500,000 garbage text files to my data folder it was scoped to only be able to write two
01:39:55: works, it's just there's a lot of things that kind of like


1:59:01: but they had no limit on writing how many files they could just write 50,000 files and just call your system it's
01:39:58: are super annoying and like, you know, to deal with.


1:59:08: there's a lot of kind of like bit Hall so like like with stuff like that like
01:40:04: But I also got a bunch more questions in the meanwhile.


1:59:13: defin like if if we do support it it's going to be something along those lines it's going to ask you know for permission to specific thing there's
01:40:09: Darkest saber fruit, so what would be Frooxius and the soap on the store?


1:59:20: going to be a limit you know how much you can read like you know VAR stuff like that well that's not an L thing
01:40:13: Ask Chroma.


1:59:27: right now uh also we're getting we're probably like in the last 30 seconds so like uh
01:40:18: VTRx was asking


1:59:34: uh thank you everyone you know for joining uh the second episode I hope like you know you enjoyed like you know
01:40:21: Refrigerant?


1:59:39: was talking about stuff talking like answering questions talking about the res night um uh I'm going to upload like
01:40:22: Refrigerant?


1:59:46: you know the video like on YouTube again so uh you can you know watch this afterwards
01:40:27: I think the answer is


1:59:52: um like or like you know if you like missed it like you know like well if you missed it and you're watching this on YouTube right now like you know like I
01:40:33: 7.


1:59:57: guess like it's kind of down to say you just watched the whole thing maybe I don't know butk thank you everyone for
01:40:37: I think you already, you just answered this one.


2:00:05: joining um um thank you everyone for the questions thank you for like you know supporting res night thank you for
01:40:43: When it just works, the end.


2:00:10: making cool things on res night thanks cro you know for co-hosting um and we'll see you like you know next
01:40:47: When his wifi card works.


2:00:17: week so thank you very much and see you later
01:40:48: Yeah, when my wifi card works and other stuff works.


2:00:22: I'm I'm also going to do a thing that like I the moment I I ended the stream
01:40:52: Really? Glitchfuse actually looks wild.


2:00:28: last time I was like I should have rided Creator gam so I'm going to all of you
01:40:55: Let me answer that in a form of a


2:00:33: are going to Creator jam now actually wait oh they're not streaming anymore I know I wait hold on let me let me double
01:41:00: thing, if I can find it.


2:00:40: check TT is giving matter uh maybe they're streaming they're not streaming just
01:41:04: If I remember where I saved it.


2:00:46: stop streaming okay no nobody's getting raed uh you you um you don't have to go
01:41:08: This is also one of the things. I know I saved a thing somewhere.


2:00:53: home but you know like you can stay here by bye
01:41:13: There we go. Oh, this might be the wrong one.
 
01:41:17: This might be the wrong one.
 
01:41:22: This one's a bit modified.
 
01:41:26: Just gonna put it over there.
 
01:41:31: Sometimes I'm like, you know,
 
01:41:32: I get the things where I'm like, I want to work on
 
01:41:36: everything, but I can only work on one thing because whenever I'm looking for something in the inventory, I'm like
 
01:41:40: I just want to rework the inventory, I want to add a search so I can just
 
01:41:44: not deal with this, but I can only do
 
01:41:49: so many things.
 
01:41:53: I suffer with everyone else.
 
01:41:57: That's something I've kind of realized, too,
 
01:42:00: now that I've started this internship, is that there's just not enough
 
01:42:04: time to do anything, man. Like, I want to do all this
 
01:42:08: stuff, I need to do this, but then I need to actually do my job.
 
01:42:11: And it's just like, oh my god.
 
01:42:14: That's been the problem for me, I've done so many things I wanted to work on, and it's just
 
01:42:19: not time. And it's kind of like, you know, just to kind of bring up what I was discussing before,
 
01:42:23: that's why we sometimes really straight on the GitHub
 
01:42:27: stuff, because we're like, while you have too many
 
01:42:31: things to deal with, the best thing you can do to help
 
01:42:35: us as developers is make our work as easy as possible.
 
01:42:39: Because then, that way, you know, we can handle, like
 
01:42:43: we're not going to be able to handle everything, but we're going to be able to handle
 
01:42:47: it more. And it kind of gets difficult
 
01:42:51: because sometimes it's like, this person's not giving me
 
01:42:55: the stuff I need, which means that probably instead of, you know,
 
01:42:59: taking five minutes, it's going to take me an hour. And I'm like, I don't have an
 
01:43:03: hour to spend right now. If you gave me the information,
 
01:43:07: you know, if it was there, I probably would have resolved this now, but now I have to
 
01:43:11: put it, you know, back on the shelf, and do a video later
 
01:43:15: maybe. And figure out, like, you know,
 
01:43:19: is this an issue that's worth an hour of time?
 
01:43:24: It gets difficult, like, there's never enough time for everything.
 
01:43:28: And if you kind of figure out, like, you know, where to
 
01:43:31: spend your time most efficiently.
 
01:43:35: So we're getting, we have like 15 minutes
 
01:43:38: left, and then a few more questions, so I'm gonna, let's see.
 
01:43:43: ShadowX is asking, what's your opinion on varifocal hardware in headsets,
 
01:43:46: hardware with rendering-wise, do you think it will be a big improvement to realism or eye health?
 
01:43:50: I don't really know, like, I haven't actually tried varifocal hardware, so
 
01:43:54: like, I can't really comment on this one much.
 
01:43:59: I'm sorry, have you tried any varifocal headsets?
 
01:44:01: No, I haven't tried any fancier headsets than like a
 
01:44:06: Quest Pro. I really would like to try some
 
01:44:10: new VR hardware, but I'm very sad
 
01:44:14: that the VR landscape is a little barren right now.
 
01:44:17: I have high hopes for Deckard. I'm also prepared
 
01:44:22: for those hopes to be crashed, but I do have them.
 
01:44:26: I have no expectations
 
01:44:35: It's also fair.
 
01:44:37: The real one.
 
01:44:42: I don't know what it was in context with.
 
01:44:47: I think that might have been in response to someone
 
01:44:49: else, I'm not sure.
 
01:44:53: I mean, eventually I would like to get there, but
 
01:44:58: no specific timeline.
 
01:45:00: Technically you can run it through some emulation software, but it doesn't really work with
 
01:45:03: skin mesh renders.
 
01:45:07: VTRXL is a... oh, that's...
 
01:45:13: Darkest Ever Phone. Will there ever be
 
01:45:15: a genuine phone app, the way people
 
01:45:19: can send messages to each other without even being on their PC? Yeah, that's actually one of the things I would
 
01:45:23: like us to have, is to have a sort of thing on our phone,
 
01:45:27: message people, we can send them things,
 
01:45:31: manage things through inventory, say you take a picture and it just automatically saves
 
01:45:35: it through inventory and you jump on VR and be like, oh hey, let me show you the thing I took
 
01:45:39: and it's right there. So I would like us to have a
 
01:45:43: companion app, and eventually be able to
 
01:45:47: be in sessions, simple enough,
 
01:45:51: but no specific timeline or something like that.
 
01:45:59: I...
 
01:46:01: That's a joke. ShadowLupusWolf, why should they not fart in Apple Store?
 
01:46:05: Because they don't have windows.
 
01:46:10: Now we're at fart jokes.
 
01:46:16: Uh...
 
01:46:17: He's good for out of a window. He doesn't use windows, he doesn't have them either.
 
01:46:22: Just eat him on the wall.
 
01:46:24: Don't eat him on the wall.
 
01:46:28: It's just too hard. VTRX,
 
01:46:32: oh, it's also views it, progress,
 
01:46:36: something else.
 
01:46:40: ShadowX, possible controller has been found, data mining, apparently decor controls
 
01:46:43: will feature ABXY buttons and D-pad, and a bumper addition
 
01:46:48: to trigger. How do you utilize that layout in Resonite?
 
01:46:51: More buttons, more buttons are good.
 
01:46:54: I still like to say it because right now it's like data mining so it's kind of like
 
01:47:00: could be other things, you know, I don't want to like
 
01:47:02: but generally the more buttons there is, we can just map things to them.
 
01:47:08: There's actually one of the issues I had is figuring out button mappings
 
01:47:11: for things, it's like there's not enough buttons for all the things people
 
01:47:15: would like to have, because sometimes we get requests like, oh we want
 
01:47:19: a button for this, you know, and we're like, well this button is already used for this,
 
01:47:23: this button is already used for that, we could like, you know, make it like
 
01:47:26: make this button do multiple things but then it becomes difficult for people
 
01:47:31: because you have to be like, oh to use function one, you have to hold it for
 
01:47:35: this many seconds and then like, you know, release it to use this other function, you have to double tap it
 
01:47:39: and that makes it kind of difficult for new users, so it's
 
01:47:44: it's a tricky thing, so like just having more
 
01:47:47: buttons helps
 
01:47:52: I feel like it kind of allows simpler controls
 
01:47:56: actually the issue, the controller that was the worst about it
 
01:48:00: was the original Vyvanse, because you only have one button
 
01:48:04: you have the touchpad, and the touchpad, you actually have to press it
 
01:48:08: you know, to be able to use the axis, and it's actually one of the reasons
 
01:48:12: why, this is like a common problem, but like
 
01:48:15: when you equip a developer tooltip, you end up with tongue controls with certain controllers
 
01:48:20: and the Vyvanse are the reason why, because on the Vyvanse
 
01:48:24: you can't really, you cannot like, you know, use the
 
01:48:28: click without also like, you know, using the movement
 
01:48:31: because they're like very tied together, but the choice takes you can
 
01:48:37: so it's kind of like, you know, you can kind of click it independently
 
01:48:40: of like, moving around
 
01:48:43: but like, it's
 
01:48:46: with the Vyvanse, like you know, it has to work with those
 
01:48:50: so this kind of makes things a lot difficult and it's kind of tied to that
 
01:48:53: so we have systems that still like, you know, work with those
 
01:49:00: Next, Kaibikoru
 
01:49:02: Kaiguyoru, sorry. I guess if Resonite were native with Super Volcan
 
01:49:06: the performance, I don't know, would be better. I mean, probably like, well
 
01:49:09: I mean, so that's like a lot for that, because if you just
 
01:49:13: natively switch to Volcan, you might not automatically get extra performance
 
01:49:18: sometimes you do, sometimes you don't. It depends a lot on how the engine's structured
 
01:49:24: However, we plan to switch
 
01:49:25: to a sort of custom rendering engine that's going to use Volcan
 
01:49:29: so we can expect that provides performance benefits
 
01:49:33: but there's going to be also a lot of other reasons for it, one of them using
 
01:49:37: more efficient method of rendering instead of deferred
 
01:49:41: using something called clustered forward
 
01:49:45: which is like, you know, overhead is able to render lots of lights
 
01:49:49: in real time and also work with any materials. For example, right now
 
01:49:52: I'm using a toon shader and I'm being affected by this light
 
01:49:57: you know, there's another light there. What engine actually has to do
 
01:50:01: it cannot use deferred because that only works for opaque
 
01:50:06: PBR materials. So for this one it actually has to use forward
 
01:50:09: which means this mesh gets re-rendered
 
01:50:13: for each of these lights, where each one of them has
 
01:50:17: light contribution, and it ends up taking
 
01:50:21: a fair bit of performance.
 
01:50:25: But with clustered forward, you pre-compute
 
01:50:29: areas where there's lights, and then when you render the
 
01:50:33: individual fragments of the mesh, it just loops through all the lights
 
01:50:37: within that point in space, and
 
01:50:41: just does it all in one go.
 
01:50:46: We should probably stop the questions since we're ten minutes out or so.
 
01:50:50: Yeah, we have about nine minutes left, and we can do a little bit more rambling.
 
01:50:53: If there's some kind of questions, we can answer them, but if there's a lot of questions
 
01:50:57: at this point, we're probably not going to be able to get through them.
 
01:51:03: So feel free to still ask questions, we'll try to
 
01:51:05: get through as many as we can, but at this point, no guarantees
 
01:51:09: your question is going to be answered.
 
01:51:12: Karandik is asking, snop it? I have no idea what that means,
 
01:51:17: so I'm going to answer with seven.
 
01:51:20: Oh, that's like a Tom Scott video, where he's like, snop it?
 
01:51:24: Schnop it? Schnop it?
 
01:51:28: I forgot what I was rambling about before.
 
01:51:33: I was mentioning the .NET 9
 
01:51:35: thing, because this is like, oh, it's actually one of the cool things
 
01:51:39: like, I remember like, I think when like, .NET 7 released
 
01:51:43: that was like, two years ago?
 
01:51:48: Oh no, Kaden is asking, hey Froox, can you
 
01:51:51: recite approximately nine minutes worth of certain items or service?
 
01:51:55: The answer is no. I mean, it's a valid answer to the question.
 
01:52:02: But they released the performance updates, and it was
 
01:52:05: so long, like, when we tried to open it,
 
01:52:08: the browser on the phone, it would crash it, just because of how
 
01:52:12: long that is. And the author who writes these, they were saying
 
01:52:16: when they started making those performance summarization updates
 
01:52:22: they got kind of worried, they were like, oh, we're getting so many performance updates
 
01:52:25: for .NET Core 1, .NET Core 2, .NET Core 3,
 
01:52:28: we're going to go through all the possible performance
 
01:52:31: updates and then they'll have nothing to write about, and then they were like
 
01:52:35: every single year there's more of them.
 
01:52:39: I think by .NET 5 they were like, I'm not worried about that anymore.
 
01:52:44: And I think they even purposefully made it so long just to be
 
01:52:47: like, there's so much. And in the latest one for .NET 9, it's
 
01:52:51: also super long, and they're like
 
01:52:55: I think they said at the beginning, this is something like
 
01:52:59: I'm both looking forward to writing these, and also dreading it
 
01:53:03: because it's going to be so long.
 
01:53:07: Froox, can you describe your favorite movie backwards without saying the name of the movie?
 
01:53:12: Well, you see, the problem there is
 
01:53:16: I generally don't answer questions about your favorite thing
 
01:53:19: very well, because I
 
01:53:22: like different things for different reasons, so it's like
 
01:53:26: I always find it difficult to be like, yeah, that is my favorite, that is my favorite.
 
01:53:30: Like, it kind of depends and it changes over time, so
 
01:53:34: like, I can't for that reason. And not because
 
01:53:38: it's, you know, like, the backwards thing.
 
01:53:42: Yeah, I really like in C Sharp 13,
 
01:53:47: which is the language version that you can use with .NET 9 now,
 
01:53:51: like, they allow, like, spans and stuff in async methods.
 
01:53:55: Oh, that's really cool. Yeah, I've actually run into that a few times, like, I was, like, writing something
 
01:53:59: that was like, oh, you cannot use span, you know, in async, but I'm like, oh.
 
01:54:03: But do I want to?
 
01:54:05: I want to.
 
01:54:09: Yeah, that's one of the things you can do, you cannot do StackAlloc in those such a thing.
 
01:54:15: And now you can. Glitch for rule Resonite?
 
01:54:18: When will Resonite support serial connections?
 
01:54:24: You know, the funny thing is, like, at one point
 
01:54:26: I kind of had the urge to just write it, because one of the things with Resonite, like,
 
01:54:30: the way it handles networking, like, we haven't abstracted, like, you know, networking
 
01:54:34: support, so it becomes relatively easy to add new networking modules.
 
01:54:39: And one thing I want to do, at some point,
 
01:54:43: like, is sort of, like, you know, open and even more modularize the system,
 
01:54:46: but it can actually, you know, have, like, plugins which add additional networking
 
01:54:50: protocol support. I feel once that happens
 
01:54:54: it's only going to be a question of time before somebody writes a serial, you know,
 
01:54:59: connection support so it can host, you know, on serial.
 
01:55:03: Like, while back, like, we were kind of dealing with some, like, business things, I ended up, like, adding TCP protocol
 
01:55:06: support, because it was just easy to do, it took, like, literally, like,
 
01:55:12: two hours? I don't remember.
 
01:55:14: I think it took less than half a day to implement.
 
01:55:19: So, like, and I had, like, the urge to just do it, you know,
 
01:55:23: for the, for the LOLs, but
 
01:55:27: I feel like once we do open it, if we don't do it, you know, for the fun
 
01:55:31: of it, somebody's gonna do it.
 
01:55:38: I mean, you could do that too.
 
01:55:41: I mean, networking over the CPU
 
01:55:43: cache. I mean, technically, with the TCP, I mean, we do have the TCP,
 
01:55:47: so, like, if you use something that, like, you know, has, like, TCP over serial, then you can
 
01:55:51: use it. There's also, like, TCP over CPU cache, like, with
 
01:55:55: the, you know, with the Spectre and all down things.
 
01:56:02: Oh, no.
 
01:56:04: I mean, technically, since we also have TCP,
 
01:56:07: there's also TCP over carrier pigeons, so, like, you can use carrier pigeons for Resonite,
 
01:56:11: but the problem is, your connection is going to timeout.
 
01:56:16: Or will it? Actually, not in one, because you can have a custom timeout.
 
01:56:22: DJ Prodigy Hunters.
 
01:56:23: Why a yellow dog? Well, I'm not a dog. I'm some sort of
 
01:56:26: sci-fi space fox, wolf-like sort of thing. I'm very specifically
 
01:56:31: non-specific. But, uh,
 
01:56:35: it's kind of a long story, and we don't have time for it.
 
01:56:38: Maybe, maybe, maybe something else.
 
01:56:43: VTR Excels. It made critical support serial connections, but it supports serial connections.
 
01:56:48: I mean, I don't think it does. Like, Sarah had, like,
 
01:56:51: serial to himself, and had, like, you know, none of that.
 
01:56:57: Uh, GennyK, wolf file of writing.
 
01:56:59: Note it will be broad router experimental out and out of private
 
01:57:02: lens issues. Maybe hard permissions are a thing. Probably not.
 
01:57:07: The things like that, like, that's very
 
01:57:11: very dangerous. Note. So, like, we gotta be very careful
 
01:57:14: about it. Um, maybe.
 
01:57:18: Maybe, like, you know, if we, like,
 
01:57:21: questions how to, like, approach, because what we'd probably do, it would work
 
01:57:26: differently. Um,
 
01:57:31: like, the way I can see it work is, like, where, like, if you're making
 
01:57:34: something, it makes a request that appears, you know, in user space to the user
 
01:57:38: be like, this thing wants to access this folder on your system.
 
01:57:43: Do you grant it permission or not? You know, so it's gonna
 
01:57:46: you have to specifically give permission and it can only access, you know, those specific things.
 
01:57:50: And maybe, like, it's even more scope, it's gonna be like, it's gonna have access to all the files
 
01:57:54: in there, or it only has access, you know, to make new files,
 
01:57:58: but not read anything else. So, maybe
 
01:58:02: that way? Yeah. Like, that's
 
01:58:07: I'm very kind of cautious, like, with those kinds of things, because, like, that can
 
01:58:10: be abused very easily when there's a hole.
 
01:58:15: Because, even with hard permissions, you know, if there's a bug that lets you get around
 
01:58:18: something, most of the time, the most you can do is, you know, you
 
01:58:22: mess up the world, but, like,
 
01:58:26: you know, that's not as severe as being to, like, you know,
 
01:58:31: access somebody's file system. Because that's
 
01:58:35: kind of, you know, that leaks outside of Resonite and lets you, like, you know,
 
01:58:39: install Trojans, you know, like, and do other things. So, like, that
 
01:58:42: puts it at, like, a lot of different levels of scrutiny.
 
01:58:46: I've had situations in Garry's Mod where I was using
 
01:58:50: some, I, like, had used someone's E2 in the world
 
01:58:55: and it wrote, like, 500,000 garbage text files to my data folder
 
01:58:58: and it was scoped to only be able to write to, but they had no limit
 
01:59:02: on writing how many files they could just write 50,000 files.
 
01:59:06: And just call your system. There's a lot of, kind of, like, bit holes.
 
01:59:10: So, like, with stuff like that, like, if
 
01:59:15: we do support it, it's going to be something along those lines. It's going to ask you, you know, for
 
01:59:18: permission to a specific thing. There's going to be a limit, you know, how much you can read, like, you know,
 
01:59:22: write, stuff like that. But that's
 
01:59:26: not a null thing right now. Also, we're getting
 
01:59:30: we're probably, like, in the last 30 seconds, so, like,
 
01:59:34: thank you everyone, you know, for joining the second episode. I hope, like, you know,
 
01:59:39: you enjoyed, like, you know, us talking about stuff, talking, like, answering questions, talking about
 
01:59:42: Resonite. I'm going to upload, like, you know, the video,
 
01:59:46: like, on YouTube again, so you can, you know, watch this afterwards.
 
01:59:52: Like, or, like, if you, like, missed it, like, you know, like, well, if you
 
01:59:55: missed it, and you're watching this on YouTube right now, like, you know, like, I guess, like, that's kind of written down to say,
 
01:59:59: you've just watched the whole thing. Maybe. I don't know.
 
02:00:03: But, thank you everyone for joining.
 
02:00:07: Thank you, you know, for your questions. Thank you for, like, you know, supporting Resonite. Thank you for making
 
02:00:11: cool things on Resonite. Thanks, Cyro, you know, for co-hosting.
 
02:00:16: And we'll see you, like, you know, next week. So, thank you very much, and
 
02:00:19: see you later. Bye.
 
02:00:23: I'm also gonna do a thing that, like,
 
02:00:25: the moment I ended the stream last time, I was like,
 
02:00:30: I should have rated Creator Jam, so I'm gonna...
 
02:00:32: All of you are going to Creator Jam now. Actually, wait, ours? Oh, they're not streaming anymore.
 
02:00:38: Wait, hold on. Let me double check.
 
02:00:41: Twitch is giving error. Maybe they're streaming?
 
02:00:45: They're not streaming. They stopped streaming. Okay,
 
02:00:51: you don't have to go home, but, you know, you can stay here.
 
02:00:55: Bye.

Revision as of 09:42, 7 May 2025

This is a transcript of The Resonance from 2024 November 24.

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

00:00: It should have been ready.

00:09: There we go. Hello everyone.

00:14: We should be live.

00:17: Actually, can you see something? Hold on, jeez.

00:22: Do you need me to go on the broadcast?

00:24: Yes.

00:26: Here we go.

00:27: Okay, it should be using the application capture, so it shouldn't be doing any notifications anymore.

00:34: Hello everyone.

00:36: It should be live. Can you hear us?

00:40: Hello, hello.

00:42: I don't know if the audio levels are good.

00:48: Is my voice music to your ears?

00:51: Oop, there we go. Hello. Hello, Chad.

00:55: I like this chat. It makes little popping noises when people chat.

00:59: Oh, I have it off. I think.

01:01: I think it's cute.

01:05: I know, it's lame. I'm sorry.

01:08: I'm so, so difficult.

01:11: Oh, it's going to sleep.

01:14: No, I'm saying just wake up. It's that easy.

01:16: Sorry, what can happen, but it needs to go to sleep.

01:20: It needs to be more awake.

01:22: Just be able to sleep, never.

01:25: All the issues.

01:28: If only.

01:31: So, sort of people coming in.

01:33: Hello, everyone.

01:37: Oh my god, the popping sound is your mouth.

01:40: Hello. Hello, Raiden. Hello, Bobcat.

01:43: Hello, Ruby.

01:44: Hello, Grant.

01:48: Just waiting for a few people to kind of pile in, and then we can, like, officially start.

01:54: Make sure I also have...

01:57: I have the stream, everything should be going.

02:01: I made, like, some changes since last time, based on, like, the things that happened and your feedback.

02:06: Everybody should be broadcast.

02:08: I have the capture thing.

02:13: So I don't have capture as a Resonite audio, so, like, you shouldn't be hearing, like, you know, my Discord notifications and stuff like that.

02:21: Let me also check Resonite up.

02:25: And also, like, we have, like, I placed the camera here with the sports, like, you know, in case I do any drawing, so it's a little bit more, like, legible.

02:31: So hopefully it should be kind of better, like, this time around.

02:35: So, hello everyone, and welcome to The Resonance.

02:38: This is a podcast, that's a slash office hours, where you are free to ask any questions about Resonite, whether it's technical, whether it's, you know, philosophical about, like, you know, the platform's nature, whether it's, like, you know, anything to do with the team, anything with the platform, or even just technology in general.

02:57: If you are, you know, interested how the platform is going, like, you know, what is driving the development, how things are going lately, and so on, I'm here, like, you know, to answer questions.

03:09: I also have my co-host, Cyro. We're gonna be, you know, going, having some kind of back and forth on some of the topics as well.

03:19: So there's a number, you know, a number of, like, different things, like, you know, like, we can go over.

03:26: My goal is to kind of, like, you know, to essentially, you know, focus on your questions first.

03:35: But, like, once there's, you know, a little bit more space, we're gonna, you know, just kind of talk about Resonite, talk about, like, more kind of general, broiler topics.

03:44: Because we want to give you, you know, both kind of answers to, like, very specific questions, but also, you know, sort of the bird's eye view of, like, you know, what Resonite is and where it's heading.

03:55: One thing, if you want to ask questions, make sure to put a question mark at the end of it that makes it pop up on our pinned messages kind of thing.

04:05: We're using JackTheFoxAuthor's version of it.

04:08: So it kind of makes it, you know, easy for us to, like, catch the questions, you know, when this chat is, like, going by really fast.

04:17: The info stream is similar to last time, one to two hours, depending on how many questions we get.

04:34: Anyways, we can also grab the questions, show them on camera.

04:37: So with that, let's get started.

04:42: So first, actually, this is kind of an interesting question.

04:45: So Bobcat is asking, any plans on getting rid of the corruption in your team?

04:50: That's kind of a very loaded question, because I don't know, like, what do you mean, like, you know, by corruption?

04:56: If you believe there is some kind of issue with the team, we do have tools for that.

05:01: You can make a moderation report, even against team members.

05:04: So if you think there's something wrong, you think, like, you know, there's some kind of, like, problem,

05:10: you have the tools, you know, to, like, make sure, like, we are informed.

05:12: If you make a claim against any of the team members, that goes directly to both me and Canadian Git.

05:21: So we can investigate those things.

05:22: But one thing you do need to make sure, if you do make this kind of claim, that you provide actual evidence.

05:29: Because whenever we deal with moderation things, we are very evidence-based.

05:35: We're gonna, we are gonna see, like, you know, essentially what we have provided,

05:41: we're gonna evaluate how credible the evidence is, and make, you know, decisions based on that.

05:46: So if you do have, like, an issue with somebody on the team, please make a report.

05:54: So, just as much as I can say, like, you know, on this, like, on the stream.

06:01: So I'm gonna mark those.

06:07: So, so far we don't have actually, like, too many questions, so, like, I guess, like, you know, we can just talk about stuff.

06:16: Which we didn't really get to, like, super much last time, because, you know, we had, like, lots of questions.

06:22: So it was pretty much just kind of, you know, asking a lot of things.

06:26: Is there, like, anything, you know, like, you would like to talk about, like, you know, in general?

06:31: Like, you know, like, the fields of resonite, stuff like that.

06:34: Or we can kind of, you know, focus more on, like, how things have been going, because for myself,

06:40: I've been lately focusing, you know, on PhotonDust, which is the new particle system for Resonite,

06:49: from its upgrade.

06:54: Oh, we actually have some questions. That's actually probably kind of relevant to us.

07:02: Lexevo is asking,

07:05: I've seen some devlogs from you that PhotonDust might not be 100% compatible with the current particle system.

07:11: What would those features be?

07:13: I think there's, like, some, like, misunderstanding there,

07:18: because the goal of PhotonDust is to essentially have the feature part of the current particle system,

07:25: so it has nearly 100% compatibility.

07:28: Whatever effects you have created with current particle system, they should work with PhotonDust.

07:35: That's its core part of its design, you know, to be compatible,

07:38: because one of our philosophies for Resonite is we don't want to break user content where possible.

07:48: What you might have, like, been thinking about is during its development,

07:54: you know, it kind of goes back to stages where I'm sort of, like, adding more and more features to bring to feature parity,

08:00: so at the times of development, when we kind of got asked, I was like, you know,

08:04: for example, it doesn't support, you know, trailer rendering, because that's not implemented yet,

08:08: but it's something that got implemented, you know, this week.

08:12: So overall, the system should be, like, nearly 100% backwards compatible.

08:19: We might find, you know, some kind of odd behaviors, like during the conversion, when testing starts,

08:26: but right now, the aim is, like, you know, to get it as close as possible.

08:29: I don't have, like, any kind of specific things, like, my expectation is if we do end up having,

08:35: you know, kind of backwards compatible issues, it's mostly going to be certain quirks of behavior

08:41: that are hard to fix, but those are kind of hard, you know, they are difficult to figure out

08:47: before we do the actual testing and, you know, put it through its paces and see, like, you know,

08:52: what kinds of different particle systems people have.

08:54: So we'll kind of see, but generally most things should work, or if they're, like, you know, not 100%,

09:00: they should be close enough. That's to call what we aim for.

09:06: So this should be that one.

09:09: DJ Prodigy Hunters is asking,

09:12: How do you want to apply Resonite to education in the future?

09:16: There's actually a lot of things, like, education is like a topic that's particularly, you know, close to me

09:21: because I love learning, but I'm, I'm very, I'm very, like, you know, self-educated.

09:30: Like, I love, like, you know, just kind of, like, burying myself in a topic and learning and exploring.

09:35: And the way I view education is that, like, ideally, the educational institutions we have, like, would work very differently

09:44: because there's an order of research showing that the traditional school system kind of goes against how we learn naturally.

09:52: There's this book called Free to Learn by Peter Gray. He's a psychologist.

09:58: He researches education. And in his book, he actually compiled a lot of research, some of his own,

10:05: like, major fields like research done by other, you know, psychologists and researchers, studying how do we learn naturally.

10:14: And there's certain types of schools where the way you learn the schools is like you don't have a fixed curriculum.

10:23: You don't have, like, you know, fixed classes. You're able to interact, you know, with your peers, whether they're younger or older.

10:30: You have access to a lot of resources, you know, laboratories, books, lectures, like if, whatever would be interested.

10:36: But like, it's kind of up to you to make your own path.

10:39: And these are called Satbar Valley type schools. And what I found is those schools, they tend to be, if not better, at least the same, at the same level as the traditional educational system for success, you know, like a career success for people who go through it and success at universities.

11:00: So for me, that sort of like, you know, freeform education, that's my kind of ideal.

11:06: And it's one of the reasons I built a place like this, because I want people, you know, to like have the tools, you know, to explore, experiment and learn about things.

11:24: And the problem is, you know, making that sort of drastic change to the educational system, that's nearly impossible.

11:32: Like you, the only way to kind of, you know, change is like, you know, through gradual process.

11:37: So we do have a number of kind of like, you know, universities that, you know, utilize Resonite, like, you know, as part of their lectures and kind of like, you know, fit it into the more kind of traditional, you know, curriculum.

11:50: There's some also like ones that are using it for like research, you know, data visualization, building interactive experiences.

11:58: So that's sort of like the more kind of like in a practical way it ends up kind of being applied.

12:02: But my hope is, you know, as they get kind of applied some more, there's going to be more people who come in to just explore.

12:09: And through the process of exploration itself, they'll be able to, you know, learn without even realizing you're learning.

12:16: You're just kind of like, you know, making cool stuff and so on.

12:20: And one of my kind of favorite, one of my favorite, you know, favorite things I've experienced on this platform is just coming, you know, to a group of like users who are like, you know, relatively young, like, you know, young people on this platform.

12:39: Who have been like, you know, working on some kind of game and they're just like learning about linear algebra because they needed to, you know, make a spaceship fly around.

12:47: And that to me is, you know, like the epitome of like, you know, how, how people should learn.

12:53: It's like, you know, you're like, I want to build something cool. I'm going to learn linear algebra to do it because it helps me solve the problem.

12:59: We have that natural drive, you know, to solve a problem.

13:04: So that to me is like, you know, one thing I kind of hope that Resonite helps with is make people learn without even realizing they're learning something just by enjoying the platform.

13:17: But it is kind of a complex thing. So I'm, I think I'm going to cap it on here, like, because otherwise I could like end up rambling about this, you know, for a while.

13:27: I will say that I, I agree. I agree with that philosophy though, because I actually learned a lot of my, I learned a lot of my, like math skills and stuff from playing stuff like, you know, like Garry's Mod and whatever.

13:43: But instead of making a video game, I, I might have been learning trigonometry to make props for and hit people in the head.

13:53: So next we have, actually, Horanito.

13:57: Oh, let me, I'm just going to reposition myself because I'm like standing right behind a fan of my laptop and I'm like, why is it so hot over here?

14:06: There we go.

14:08: So the next question is from Fuzzy Bipolar Bear.

14:12: What's the next focus after particles?

14:22: We, there's essentially like two big systems that need to be like moved full into FrooxEngine.

14:28: So we can like, you know, we can eventually pull FrooxEngine out of Unity and run it with .NET 9.

14:35: And one of those is the particle system, which is, I think, the bigger one.

14:40: We just kind of like wire tackled it first.

14:42: The second one is the sound system.

14:44: So likely after particle system is done.

14:47: I'm going to do like a small kind of intermission project and just to kind of like, you know, refresh a little bit.

14:56: But the next big part I'm going to be working on is the sound system.

15:00: Cyro here actually helped me with a part of it, implementing a library called Soundpipe, specifically a component called Zita Reverb.

15:11: Because we need to essentially move the audio system into our completely own, you know, system.

15:19: So like it doesn't have like a dependency on Unity.

15:23: With death, you know, we need to implement a lot of the features.

15:28: For example, there's not too many.

15:30: One of them, the audio specialization that's done by Steam Audio.

15:35: And Steam Audio, that's open source, so we can make our own integration with it.

15:40: But one thing that's missing is like, you know, the reverb zones.

15:43: And Cyro has like spent a lot of work preparing work.

15:47: So like once the time comes, the system for reverb is like, you know, already ready.

15:54: So it's going to be like this.

15:56: To answer the question in a short manner, there might be like, you know, intermissions on smaller projects, but then doing the sound system.

16:05: Am I allowed to ask questions?

16:07: Yes.

16:09: How will we handle the various Unity plugins that we use, like Leap Motion and stuff?

16:17: So that's actually going to be part of the unit integration.

16:21: I don't actually know like the specifics on that one.

16:26: Also, I recommend that your microphone is a little bit quieter, so I'm going to bump it a bit.

16:43: There's two ways to go about it.

16:46: One is we essentially move the Leap Motion integration into the process.

16:54: Because Unity doesn't need to know about it.

16:58: So we can just have direct integration, just use the library.

17:02: I think that's probably the way I would go with that one.

17:05: The other one is we still run it in Unity and we just send the data over IPC.

17:11: Which is a little bit more complicated, so I think we're less likely to do that.

17:15: For a few of the components, like for example VR inputs, we'll probably have to do that.

17:19: But Unity now sends the data because those are very integrated with the actual VR rendering.

17:27: But for everything that doesn't have time to render, we'll probably just move it directly on auto.

17:34: And Unity is not even going to know that there's any motion.

17:38: Because it doesn't really need to.

17:41: That's pretty cool.

17:43: But a lot of these things we should figure out when we get close to the wire.

17:49: And be like, what's the best way to handle this one?

17:53:

17:54: As Sarah was saying, project-based learning, task, export options, execute. Yes.

18:04: Because it gives you the internal drive to want to learn something.

18:08: Because I had this thing happen several times when I was in elementary school and secondary school.

18:20: I would already be making my own games at that point.

18:24: And we would have mathematics lessons.

18:26: And I remember we were learning trigonometric stuff.

18:28: And I remember one of the classmates being like, why are we learning this? What is this for?

18:33: It's just circles and triangles.

18:36: And the teacher was just like, if you don't want to learn it, then go home and I'll write you an absence.

18:42: And I was like, I was kind of sad because I was already using trigonometry to make games.

18:49: Because it's very useful for that.

18:52: And I kind of wished the teacher would say something like that.

18:55: You could use this for this, you could use it for that.

18:57: Because I feel that it would have given more motivation to learn this kind of stuff.

19:04: Because a lot of my classmates actually went to the same secondary school.

19:09: Because they were interested in programming.

19:11: They wanted to make their own games.

19:16: And instead we were just kind of told we have to learn it because it's on the curriculum.

19:19: And it's not really a good kind of motivation.

19:26: But project-based education is like I feel superior.

19:30: Like they know just learning things just because you have to.

19:35: So next, GlavinVR is asking

19:37: Are there plans to do further developments to the Lake animation system?

19:41: I know people are still upset about it and want the behavior to look and feel better than the current configuration can't fix.

19:46: I'd love to show what features we'd like to see added that would really do a lot to make people feel a lot more comfortable with new animations.

19:53: It's also much easier to show them to type it in text.

19:57: Whatever the comment like for that one is like, you know, make like some videos and you know, share those with us.

20:02: Usually when we work on those kinds of things.

20:05: Well, pretty much like anything like we don't do, you know, like where you show us the back end game because

20:13: One, it makes it like, you know, like usually when we hop on, we're just, you know, we go off the work mode.

20:19: So it's kind of like, you know, like we don't do too much work, but it's not like super manageable for us because

20:25: when we work on something, we need like to have materials. Usually like I do the thing like

20:29: I have like, you know, my materials that work on something on one screen. I kind of like look over them.

20:34: I analyze them. I work on stuff. I look over them and I'm kind of like, you know, constantly referencing them.

20:39: So having those materials kind of like ready like that, or even better yet, having a replication object.

20:47: Whenever you're like, you know, submit something and you have a reliable way of like, you know, triggering that undesirable behavior

20:54: and you send us like, you know, some kind of replication object or mechanism that helps a lot.

21:00: Like you have no idea how much that helps because if you do that, I can, you know, I can, for example, you know, run

21:09: I can run like, you know, Resonite with like a debugger attached or you can, you know, instrument a code with a bunch of diagnostics and everything.

21:15: I run the replication. I'll be like, that's why that happens. But when you just kind of see it, it makes it very difficult,

21:24: you know, to kind of like, you know, I'll be replicated because there's, you know, like whenever I see something,

21:30: like there's been so many times where I see like something happen, you know, there's like a bug, you know, there's like an issue.

21:36: And by the time I, you know, get out of VR, it's the next day and I have to like, you know, work on stuff.

21:41: I've already forgotten about it. So like we do need to kind of, you know, there doesn't have to be text.

21:45: Like the text can be just kind of basic, you know, description, but we kind of need something that's, you know, kind of paper, you know, to put it that way.

21:56: So we can able to work with it.

21:59: But the answer to the general question, yes, we like, we generally kind of open to work on any kind of like, you know, systems.

22:06: So if there's like, you know, want for it, we can like invest more time into it.

22:11: I know the question is, you know, how much time do you want us to invest, you know, into this particle system?

22:17: Do you feel there's problems that are like, you know, significant enough that you would want us to pause, you know, work on the performance optimizations to others those issues, even though it's going to make, you know, the performance update delayed?

22:31: Because there's only so many things we can kind of work on the time.

22:35: So like, you know, if it's a question, you know, do we delay performance update, you know, say by two weeks?

22:43: What if it's like, you know, by a month?

22:45: Is that okay? Like, is this something like you'd prefer?

22:48: Or would you want to address it like, you know, after we do a bit of performance update, you know, there's different kind of ways to go around it.

22:54: But it's also like, you know, why having those good materials, it kind of helps us because now instead of, you know, being like, okay, we have to delay it, you know, say by, you know, by two weeks, we only delay it like, you know, by two days.

23:09: And we've had a number of issues, like where it literally happens is, you know, like where good quality reporting, good quality materials for us to work with saves us like days, you know, sometimes even weeks of time.

23:22: And it kind of makes it easier for like, you know, sort these things in.

23:25: But just like, it's everywhere.

23:28: Sorry. Sorry, I didn't mean to interject there for a sec.

23:33: But in general, like, we're open to it, like, it's just kind of like matters, you know, like, what materials we get, because right now, like, we're not really hearing as much.

23:43: Which makes it a little bit kind of, you know, difficult for us to be like, you know, is this something we should prioritize, you know, should we like, should we like delay and like, you know, spend more time like on this, and delay the performance update for it.

23:58: And right now, because like, you know, we're just kind of like hearing things on the grapevine, we don't know, like, is there gonna be, you know, is there like one week before it exists, two weeks, is there a month? It's very fuzzy. So like, having more specifics that will help.

24:12: Yeah.

24:16: Tangentially, this is kind of why we also require, like, on, on like, this is kind of like a little bit of an aside, on like the GitHub, it's why we require, like mandatory logs on when you make like a bug report.

24:29: Because if we don't have a log

24:30: you know, you might think that the bug is simple, but then it turns out to be like a horrifying, you know, rat's nest of finding out where this is actually happening, or we could have seen it in the log.

24:41: And so it can save hours or days of time.

25:01: A lot of the things, you know, for tickets, like we're kind of strict about it, but like the reason for that is like, we're very limited on time.

25:11: So whatever, whatever you do on your end to save us time, lets us process more, like, you know, tickets and issues.

25:19: And one thing I would want people like to think about is like, you know, think about it, like, you know, from the other perspective, say like, you make an issue, you really care about it.

25:28: And the reason your issue doesn't get addressed is because somebody didn't put as much effort into the issue.

25:34: And instead of like, you know, it being, say, five minute fix, it took, it took me, you know, two hours.

25:41: And the time I would have otherwise, you know, had to address your issue is now gone.

25:46: And your issue doesn't get addressed because the other issue, you know, pushed it out of the way.

25:50: Because this thing actually happens, I've had issues where, like, I spent hours on it just kind of going down a rapid hole,

25:59: and then the person like, mentions something and I'm like, now it's fixed in five minutes, I wish I knew that at the start.

26:07: So, that's one of the things like, you know, like, I would want everyone to kind of keep in mind.

26:16: So next we have Erasmus022.

26:24: I feel that's kind of like a Cyro thing. I haven't actually played Gears mode much.

26:31: I don't like Cyro, like, dude, because, you know.

26:34: I'm, uh, I'm gonna be honest, I haven't actually really played Space Build or anything, but I have used Wiremon.

26:42: I've used Wiremon quite extensively. I used like E2, I've used like some people's add-ons like Starfall for it,

26:49: you know, like some alternate like coding chips and stuff.

26:52: I also used like traditional gate wiring as well, which was pretty fun.

26:58: It's kind of like, it's kind of like ProtoFlux, where you can like wire up individual like chips that do singular functions together.

27:07: Pretty neat.

27:11: I really like Cyro. Like, I actually like, the funny thing is I've played like Gears mode a little bit after like Gears,

27:16: because people were saying like it's a little bit like it, but I'm not really familiar with it super much.

27:22: Next we have a question from Lexavo.

27:25: What's the reasoning for sticking to the LTS versions of .NET, the even version numbers?

27:31: So I don't really have like, like, like, how to put it, like, I was kind of flippant.

27:37: It's like, you know, like, why would we stick to it right now?

27:40: Because upgrading, you know, .NET version, it's pretty much like there's not really anything that kind of breaks.

27:51: I've upgraded our cloud infrastructure. Was it actually this week? I don't even remember.

27:55: I'm like weird with time. I think it was at the beginning of this week.

27:59: I've upgraded our infrastructure to .NET 9.

28:02: And for the most part, it's just kind of like, you know, a switch.

28:05: I kind of updated like, you know, some libraries which took a little bit just to kind of bump the version numbers,

28:09: but it's mostly just kind of like, you know, changing the numbers.

28:11: And then I had to fix one line of code where a function call was ambiguous because they introduced like, you know,

28:17: a new overload function which was like 10 second fix.

28:23: And then like, you know, after I pushed it to the cloud, it just works.

28:28: And it actually uses like a fair bit less CPU because they did a lot of performance upgrades.

28:35: So right now there's not really much of a downside, you know, with upgrading to a newer version of .NET.

28:42: It's a very quick thing to do as well, like it literally took less than a day.

28:47: The main thing that's kind of taking it headless is just kind of giving people time, you know, to like, upgrade their tooling.

28:54: But otherwise, like, you know, it's a very quick process. There's lots of benefits to it.

29:00: So like, once, you know, .NET 10 comes out, we'll pretty much do the same thing,

29:06: which you can upgrade the version and, you know, switch shortly after its release.

29:12: Because there's not really much reason not to.

29:17: Next question, DarkySabertooth.

29:21: When will the platform support 5.1 sound?

29:26: I'm not sure, that's not like super, like, I don't know how much people, you know, kind of use that.

29:32: If you were to explore that, I don't know how it works, you know, with stuff like Steam Audio.

29:38: Like, I have to kind of investigate, because we use that, you know, for binaural spatialization.

29:43: And it works really well with stereo audio, what it's designed for.

29:46: I don't know how 5.1 sound, like, would work, does it support it at all?

29:50: You know, are there complications, would you have to disable it?

29:54: I don't know how many people use, you know, like, surround sound like that.

29:59: So, if it's something you're interested in, I recommend making it up a shoe.

30:04: We can kind of, like, you know, see how much interest is in that.

30:09: And how much, like, you know, is it worth, like, you know, our time?

30:12: Like, should we invest our time into it?

30:14: But right now, I don't really know.

30:17: It feels kind of more like it's probably more niche.

30:22: And it might require a substantial amount of work, so we might not prioritize it.

30:27: That's the thing that can always change.

30:28: You know, we have a lot of people saying, like, you know, I use, like, 5.0 surround.

30:32: Like, this would really help.

30:33: Like, you know, we might end up doing it.

30:39: Next question.

30:41: ShadowX.

30:42: When Froox engine is separated from Unity, will it automatically make it independent when it comes to frames?

30:48: Will it run our concepts into FPS while the engine is doing 30, for example, or it will still be locked together?

30:53: It will still lock together.

30:55: There's not really...

30:57: So, there's actually an interesting thing that, like, a lot of people don't know about Froox engine.

31:01: In the old versions of it, it actually used time slicing to sort of, like, run asynchronously from Unity.

31:09: The problem with that is, you...

31:13: Essentially, like, you know, when you're rendering your frame, you don't have the scene fully updated within your state.

31:20: So, like, you know, say, like, you know, you're moving your hand or moving your head, that is now running at lower frame rate, but now you're rendering a new position, so, like, it starts kind of, like, you know, g-turning around.

31:30: And depending, you know, how do you split, if you don't have any mechanism to synchronize at all, you can literally get, you know, half, like, you know, baked updates.

31:38: And you have absolutely no control, you know, when those happen.

31:42: Because you essentially, when the engine is, you know, updating the scene, you literally cut it off at a random point, and, you know, you get, like, a half of a frame update, and half, like, old updates, and things, you know, start kind of, like, g-turning around and being inconsistent.

31:57: So, I don't think it's a really good approach for things.

32:02: It's one of the reasons I actually ended up, like, removing it, because you literally had, like, you know, things just kind of half updating, g-turning around, and, like, it's not really manageable.

32:12: But I think it's a much better approach. If you want to, you know, maintain high frame rate, it's one of the things that's on our roadmap for performance, which is variable rate update system.

32:26: What that will do is that for some components, say, like, you know, we have avatars, like, you know, IK, so you have, like, you know, things moving in the background, not everything needs to update at the same rate.

32:36: Say there's a bunch of people in distance, they're doing stuff, so all their components, you know, their avatars, you know, menus, whatever, whatever's, you know, costing CPU time, it only gets updated every second frame, or every third frame, or every fourth frame.

32:51: And that saves you a lot of performance, but also gives you control. Because your own IK, and IK if somebody knows who's, like, next to you, they will still update at full rate.

33:02: So for example, you know, my IK and Cyro's IK would update at 72 FPS, and somebody who's, like, in distance, they update, you know, say, at 20 FPS. Because you don't really need more, like, you know, when you can barely see them.

33:18: And with that kind of system, you can, you can have it, you know, scale itself based on a certain, you know, target frame rate.

33:26: So if it sees, okay, like, I'm dropping, you know, I have, like, too much to update each frame, so I'm dropping frame rate, I'm gonna drop, you know, stuff that's in distance to even lower frame rate to save more performance.

33:37: That way I can still overall hit this, you know, certain, like, target frame rate.

33:43: And that way you actually have control where does, you know, where does that kind of slowdown happen?

33:50: Like, where does, where does that, like, you know, lowering frame rate happen rather than, you know, just having decided by pretty much randomness.

33:59: So, I hope that kind of, you know, answers that.

34:04: Probably don't need to answer this next one.

34:09: So, next we have D1, I don't know how to actually pronounce that name.

34:18: I think you pronounced it Diame.

34:20: Diame?

34:21: Diame or Diame, I'm not sure.

34:27: Diame is asking, I have seen multiple reviews on your Steamster page.

34:31: The most recent one about Emerald Dragon listing security vulnerabilities and Acid Ripping being a reason why they can't become Resonite.

34:37: Do you have any plans to address these issues?

34:39: So, there's kind of like two ways, there's like two things here.

34:44: So like, one of them is you can't prevent Acid Ripping in principle.

34:53: When you think about this, in order to be able to display an asset.

35:00: To be able, for example, so I can see Cyrus Avatar and need to have the data.

35:05: And at some point the data needs to be decoded and decrypted so I can actually see it properly.

35:12: Usually what drippers do, they will find the point where that decryption happens.

35:19: They will hook into that and they will extract the data.

35:23: And the only way to kind of prevent that is not to have the data in decrypted form at all.

35:29: But if you don't have the data in decrypted form, then you can't see it.

35:34: And the only thing you can kind of do is make it more difficult.

35:39: But you pretty much end up in a space race kind of situation where you're trying to be one step ahead of the people who rip things.

35:51: But you're making things kind of more complicated and they still eventually crack it.

36:02: I don't know how much is worth, like how complicated do we want to make it.

36:06: There's a few things we do want to do that will make it a bit more complicated to get the data out.

36:12: But I expect, you know, if you get somebody with enough drive, they will find a way to get the data.

36:21: And that applies to every single platform. Like there's a new platform that would prevent acid ripping.

36:28: Yeah. If it's a new GPU, then like you already have it.

36:34: Yeah. So the other side of this is what I think is best approach for this kind of thing is making it more difficult for people to actually use direct assets.

36:48: So we do have a plan to have sort of like a licensing system where you say, I own this texture.

36:55: You kind of register your ownership of it. And like the system will know this texture belongs to this user.

37:03: Then if the client sees somebody else using the texture, it's going to check, does this user have permission to use it?

37:08: If they don't, they will essentially kick them out.

37:13: So at that point, if people do end up like ripping stuff, it's going to make it much harder for them to like, you know, use it in places because they will have to mod their own clients.

37:24: So, you know, get rid of those protections, but it cannot mod other people's clients.

37:30: And if we make it, you know, harder for people to exist and actually use their stuff, I think that on itself is going to decrease, you know, the drive for people to rip stuff because they cannot really do as much with it.

37:43: Even then, I don't expect it to be, you know, fully solvable issue.

37:50: People will probably, you know, start modifying it, you know, so they rip the texture and they modify it just enough so the system doesn't think it's the same one, you know, to kind of bypass the system.

38:02: So even then, we will likely have to have like, you know, sort of like a moderation system, where like you make a report, we have somebody like look and be like, okay, that's clearly ripped.

38:12: They, you know, take some action.

38:17: But having kind of systems in place that is going to help, you know, usually the rationale is like, you know, it's going to help catch, you know, 90% of the cases.

38:27: You know, just automated because 90% of users, they will not want to go to the extra lengths to like figure out how to get around the system, which makes the 10% that we need to deal with, you know, much more manageable.

38:40: So I would say generally, like, if your expectation is that you're not able to like, you know, rip assets at all, there's, there's, there's no software that's ever, you know, going to

39:08: make, make it so people cannot crack their games, you know, and sell them, like, let's sell them and, you know, just download them illegally.

39:16: And even those protections, you know, where they spend, like, they had like teams of engineers working those, they still get the correct in time.

39:24: It might be kind of, you know, harder, but it's like, it's something you eventually, like, you in principle cannot prevent, you can only make it harder.

39:41: And it just takes, you know, somebody with a drive to get around it.

39:46: You know, maybe like a little bit of kind of insight, you know, into stuff like we can apply with that stuff, but it's ultimately, you know, we cannot promise you that we'll be able to prevent every single instance of your ping.

40:03: And if any platform does, they are probably misleading you. So I'm going to, you know, kind of put it that way.

40:11: We can address, you know, they also mentioned like security vulnerabilities.

40:19: Oh yeah, security. Yeah, if you do know of security vulnerabilities, please make a report on our moderation system.

40:27: We have a specific type of ticket for security vulnerabilities, so we do need details about those.

40:33: If there's an actual, you know, severe security vulnerability, we will address it as soon as we can.

40:42: We do need to like, sort of data. We do get a lot of like reports where somebody is like, you know, I think there's a security vulnerability, but they don't really give us much information.

40:53: Because it's too vague to act on.

40:58: And the unfortunate side of that is, you know, that like people then go like, you know, oh, we don't understand security vulnerabilities, but you're pretty much not giving us enough data to kind of work on them.

41:09: So it's kind of, it's a tricky kind of situation.

41:15: But if you do make a good report, like, you know, we look at it and we will evaluate it.

41:20: There's like some things where you get information and somebody like, this is security vulnerability, but we're like, this doesn't actually classify as security, like it's literally just a bug.

41:29: That doesn't really let you exploit like, you know, much like it doesn't let you, you know, steal somebody's data or run, you know, some remote code.

41:46: security of your PC, your data, or your private information.

41:53: So next, Skyvan Kitsuna is asking, are there plans to make more editor-like features for desktop mode in the future?

42:01: Yes, kinda. So generally, our approach to like designing tools and interfaces for Resonite is make them sort of like desktop VR agnostic.

42:13: Like, for example, think about, you know, Inspector windows. You can use them both in desktop and you can use them, you know, in VR.

42:19: They're not designed, you know, for one or the other.

42:22: What I really want us to do that kind of makes it easier on desktop is do stuff like that's built around these tools.

42:29: So for example, on desktop, you know, you'll be able to like split your window, add, you know, extra panel and, you know, and this panel is just going to show a particle inspector in the scene.

42:39: So you can, you have both your scene view and your inspector and you can move around and you can also interact with the inspector.

42:44: Or you can also split it even more, like, you know, kind of like in Blender.

42:49: So adding tools like that, you know, another thing is like, you know, add like, you know, kind of like facets so you can have like, you know, for example, quick ways to switch, you know, tools.

42:59: Like, or like modes of different tools, adding stuff like that, that's sort of built around it and makes it easier to use in desktop.

43:08: I think that's, you know, the direction we're going to go in to make it, make it easier to use Resonite on desktop.

43:19: So next.

43:23: In other words, you guys like good reports via GitHub.

43:26: So actual security.

43:28: Oops, say again please.

43:30: I was just saying I think that was in reference to the locomotion.

43:33: Yeah, that was like a question that seemed to have been shared. I just kind of skipped it.

43:38: So Erasmus is asking, in other words, you guys like good reports via GitHub.

43:42: Security reports, we actually ask you file, if you think it's actually severe security issue, we ask that you report it via the moderation system.

43:51: We have a specific type of ticket that you select for it.

43:55: Just in case it's something, if you put it on GitHub, it's public, which means people can know this is a thing and they can use it to exploit things before we have a chance to fix it.

44:04: So if you do find an issue like that, it's more responsible to file it with that system.

44:12: If it's just a bug or an issue, then report it on GitHub.

44:21: Not really including the things we need, which in turn makes it harder for us to address those issues, or even evaluate them.

44:32: Glavin's asking, keep in mind that GitHub is an option for most of the userbase, so where would be the best place to give feedback?

44:38: Within the Resonite Discord work or ticket on the Resonite website?

44:42: So right now, GitHub is unfortunately the only option we have.

44:47: We don't have any other tooling for reporting things.

44:51: We do want to introduce more options, so we can report things in-game, however that takes development time.

45:00: Which right now is focused mostly on the performance update.

45:06: So right now, GitHub is unfortunately your main option.

45:10: You could report it on Discord and ask somebody to make an issue with it.

45:17: That's what some people do, where essentially you ask a friend, can you file this issue on my behalf?

45:24: We sometimes get GitHub issues like that, so that's one option you could use.

45:30: Tickets on the Resonite website, they're generally for moderation and security issues, so don't use those for that purpose.

45:40: Unfortunately, right now GitHub is the only thing we have.

45:44: We do want to add more options, but it takes time.

45:51: Next, we have MrDaboop123456.

45:58: What's the issue with switching between Steam Link, Tracking and Quest controllers?

46:04: Issue 3066.

46:05: As far as I can tell, there's a bug in Unity, where when I looked at the cache, whenever you switch controllers, it calls a function to get the features of the device, the newly connected device.

46:20: Because the way the switching is implemented in Steam Link is a little bit odd for my taste.

46:28: It essentially tells you, oh, those Quest controllers you have have disconnected, there's new Quest controllers that have connected, and the Quest controllers are actually your hands.

46:39: And when you switch back, it's like, oh, those Quest controllers have disconnected, these controllers are connected again.

46:45: So it's kind of swapping them back and forth, and there seems to be a bug in Unity where, whenever a device gets connected, it essentially tries to fetch a list of its features, and there's some kind of memory corruption that happens there.

47:01: Unfortunately, because this bug happens inside of Unity, it's difficult to fix, because, one, we don't have access to Unity's source code, so it can only work with debug symbols.

47:15: We cannot modify the source code to fix the issue, so we can only find ways to work around it.

47:22: And there's one thing I wanted to try, see if we can actually disable the XR support in Unity for the controllers and use the Steam one, but I don't know if it depends on it, so it needs more investigation.

47:38: But I don't know what the root cause is, I know from the crash reports what happens at the time of the crash, but there's probably more to it.

47:53: Does this bring us through loops? What is your most personally desired silly feature?

48:00: Well, it depends how you define silly. Right now, right now I would say Gaussian spotting, because I've been playing with them quite a bit, so I don't know if it classifies as silly, though.

48:13: What would a silly feature be? Because it is a useful feature.

48:23: I think a silly feature would be one that doesn't have any purpose, it's just goofy.

48:32: It's hard to think of silly features because I'm usually very pragmatic. I only want things that are useful. It would be silly.

48:46: I mean, there's April Fools ones. Actually, I'm going to go with that. I have a list of things I want to do for April Fools, just to kind of be silly.

48:58: It's probably one of those. I kind of look forward to the next April Fools because one thing we kind of did in the past is we added a bunch of April Fools things where some things were kind of just goofy, but it confused people.

49:14: They were like, oh, there's a bug with this thing. So we were like, oh, no, that's not a bug. It's April Fools. So it was a little bit problematic, but my approach for April Fools is since we have the new settings UI and it's very easy to add things to it, we're just going to...

49:38: On April Fools, there's just going to be some mysterious settings. And if you toggle them on, something's going to happen. And if something is interfering with your work, just turn it off. So that's probably the way we're going to do it.

49:55: We didn't get to do it this year because the settings UI was still in progress.

50:00: I think it would be really funny to have an option that just makes all of your... whenever we had Rigid Body Physics or whatever, just makes all of your ProtoFlux wires sag.

50:12: Oh my god. Okay, that's going on the list. I need to write this down. Actually, can you send me a message and tell me that I'm going to add it to the list?

50:23: Yeah, yeah, yeah.

50:25: Okay, ProtoFlux is now in some vapor force.

50:33: I suppose he's saying, is that John I Love Sweep Cyro?

50:37: Yeah, it's me, I'm John I Love Sweep Cyro. You know me, that's my middle name. I love, I love sweeping.

50:44: I love sweeping.

50:45: And there's definitely, there's definitely no problems when it comes to sweeping.

50:51: Just got to sweep with those physics brushes.

50:58: Yeah, yeah, yeah.

51:00: So next, Skyrim gets you in there.

51:03: Are there plans to make advanced permission systems something in the style of Second Life?

51:07: I don't actually, I'm not super familiar with Second Life, so like up front I can't comment on this part.

51:15: But one of the things we do plan adding is a hard permission system, which is going to be a way to essentially restrict, you know, who can modify which parts, you know, of the data model.

51:28: And it's going to be sort of like on the low level where you say like, you know, this is literally read only, unless you know you exist in the specific kind of group.

51:36: So that will provide much more robust, you know, security for things.

51:42: So even like if you have people who use, you know, more declines and other things, they'll not be able to get around it because it's going to be, you know, fully verified at the data model level of the host.

51:54: There's other things like, for example, you know, we're going to add systems so you can add like certain limits, you know, how much, how much Joomas or texture data, how many slots can user bring into the data model.

52:05: So you can kind of prevent people from just spamming stuff.

52:09: There's probably going to be like other kind of like interactions, like can they, for example, you know, if, if user say spawns something that has a node which applies, you know, say force to the user, are they actually allowed to apply force to other users or themselves?

52:26: The system will track, you know, this is, this node was, you know, belongs to this user, this user doesn't have the permission, you know, with others.

52:34: It's also going to, you know, track things like if, if the user makes, you know, the node spawn on another user, it's still going to know, okay, this is being spawned by something that this user brought in, therefore it's still theirs, even though like the hand-climbed user spawned it.

52:49: So there's got to be a system like that at some point. I don't know how it compares like to Second Life.

52:55: It's probably going to be like a one-to-one because like their side works fairly differently. I think we're going to mention a little bit more like with the Second Life part.

53:04: Oh, yeah. I think they're also talking about things like, you know, like no edit, no copy or whatever, where you can't, where you can like own a thing, but you can't like copy it and like give it up.

53:17: Ah, yes.

53:17: Or like you can own it or you can't open the code for it or something like that.

53:21: Yes. So like that would be more of a licensing system, like for the items. So you can like, you know, you can have a thing in the world, but for example, you cannot save it, you know, unless like you get a permission to.

53:33: So like there's like multiple things because permissions is kind of a broad thing and it's not actually going to be a single system that's going to deal with all of the issues.

53:41: There's going to be multiple of them designed for different kind of use cases.

53:45: So, um, but yeah, like both, both of those like should come at some point.

54:14: So like, I don't, I don't personally like see like super much like benefit in making a completely custom one because there's probably like, you know, at various amounts of work and you would essentially have to make one that like, you know, works very similarly.

54:33: Otherwise, you know, all the content would be broken.

54:35: Um, so like if people's like, you know, content doesn't work with a, you know, customer and their client, then, um, you know, like, I feel like they would have like not very much traffic to use it.

54:51: Um, so what I think like is more likely to happen is like, you know, where people mod it, you know, add extra effects, you know, add extra things and so on.

54:57: Um, which, you know, definitely happens already, you know, people like mod the client.

55:02: Um, so usually kind of like just don't have like a position.

55:06: The only, like, the only worry with things like that I would have is like, if it ends up, you know, kind of fragmenting the community and fragmenting the content where they have like, you know, all the people are relying on particle like render client, but then like, you know, they cannot like use or view stuff from the other one.

55:25: So like people end up like, you know, split up in different versions and you have like, you know, and you have, you end up like with very few people on each.

55:33: So that's pretty much the only worry I can kind of think of like with that kind of stuff.

55:41: Next we have, Erasmus0211 is asking, this alludes to official performance options. Thinking something perform simple performance evaluation might be worth considering.

55:52: So when you say performance options, to me that sounds like settings for performance.

55:58: But also like it sounds, the second part of the question sounds like, you know, sort of profiling tools.

56:04: So you can find how, you know, how much performance something takes.

56:09: So for the performance options, we do already have like some, like you can go like to your settings and assume the number of graphics options.

56:18: You can restrict the, you know, size of textures and things like that, which helps with performance, particularly, you know, on devices with less VRAM, for example.

56:28: There's probably going to be more, you know, as we kind of go in.

56:31: We also do want to add certain tools, you know, for performance profiling at some point.

56:35: So you can measure, you know, how things, you know, how long things take and optimize your content.

56:41: So it's definitely going to be like, you know, eventually it's going to, we want to have both.

56:48: And next we have check the focus filter.

56:51: Currently, there's a bit of practical limit to work session sizes.

56:54: Whatever plans to allow people to scale up their world's experience in the future.

56:58: Second Life has massive connected landmass.

57:02: Yes.

57:03: So there's a big plan, sort of like a rewarded data model of Resonite.

57:08: And instead of like, you know, just the world being the thing you're in,

57:12: is going to be something like, you know, called a domain.

57:18: And the domain can have like a bunch of stuff in it.

57:19: It can be like a reward path.

57:21: Each of the domains can actually exist with others.

57:25: You can sort of like, you know, position multiple domains next to each other,

57:30: or like pretty much any way like, you know, relative to each other.

57:35: With Second Life, you know, we have like the grid system.

57:38: And my goal is to have a system that's a lot more generalized.

57:43: So instead of just, you know, being able to do a grid, you can, you know,

57:46: you could literally have a session that's, you know, this tiny like building

57:50: and you put it on a desk and it's on its own session that's embedded

57:55: into this bigger session. Or maybe, you know, you have a big kind of,

57:58: you know, spaceship. And inside of the spaceship is another world,

58:03: you know, another domain, another session essentially.

58:07: And that ship itself, like the whole session, can travel to other sessions.

58:12: So you could have it, you know, join here and a bunch of people inside

58:16: and they can step out, they're going to be going into the session,

58:19: or you can step into the spaceship, you know, and then you're going to load

58:21: into the session inside, and then you fly away.

58:27: Or you could, you know, you can pretty much position them in any way you want

58:34: relative to each other. You can have small ones, you can have big ones.

58:37: So you can go reaching to micro level, you can go to space level.

58:42: Or you can just arrange a bunch of sessions in a grid.

58:45: Or you can say you have a friend, so you have your sessions next to each other

58:50: and technically each one separate, and you can just move between them spatially.

58:54: So that's kind of the overall goal for having really big worlds.

59:00: But also once we have a little more flexibility.

59:04: Oh yeah, so see, thinking of TARDIS, that's the next example.

59:07: You can have inside of a TARDIS be actually another session,

59:11: and then whenever you travel to other sessions, you step in and out,

59:15: you essentially have two sessions coexisting.

59:17: We already have some plumbing for that, because with Resonite you can be in multiple worlds,

59:22: and you can switch between them, and the dash, and your facets and so on,

59:30: they're technically another session too that runs on top of other sessions.

59:34: So this is taking that concept and extending it way further.

59:42: That kind of makes me think of a cool thing where you could have a door, right?

59:49: And then you come out, and now you're suddenly tiny on the table, but it's another session.

59:54: Yeah, you could literally have a session as a physical thing, you can go into other ones.

01:00:00: Or you can be like, I have built this world that's a big world, and maybe there's a little tavern that's tiny,

01:00:05: and you have to scale down and go in there, and the inside is actually another session.

01:00:10: And people can join that session directly, or they can enter it physically.

01:00:14: And they can also leave it by going out.

01:00:19: And this is how it handles it semi-transparently for you.

01:00:24: And I feel like that can be a really cool way to approach things.

01:00:33: Oh, they're asking in the chat.

01:00:36: ShadowX is asking, are you talking about physical size, floating point precision limit, or performance issues?

01:00:43: So I can actually add a little bit more context for this one.

01:00:46: The reason to handle things with domain is because it helps with floating point precision limit.

01:00:52: Because each of the sessions, each of the domains, is relatively small-ish.

01:00:58: If you cross to another one, the floating point values stay within a smaller range, where they're more precise.

01:01:05: But you have extra information on top that says you're in the session, and the session is this position relative to this other one.

01:01:12: So it ends up working out, and it handles the coordinate transformations when stuff transfers between the two of them.

01:01:21: It also helps with performance issues, because you can download the main and unload them as needed.

01:01:30: Plus the other channel performance improvements will help as well.

01:01:36: Sleightofloof is asking, under the user inspector, there's a section called access key.

01:01:42: I'm wondering what actually does it. It only shows up for users of a host. If a host doesn't have its own key,

01:01:47: some few people have already decompiled and said it was just simple avatar protection for a host to spawn in your avatar.

01:01:53: Not sure how true that is, though it kind of wafts inside that.

01:01:59: I can't tell you, it has nothing to do with simple avatar protection.

01:02:04: It has to do with accessing your private data on your own account.

01:02:13: When you load into the session, typically the host will spawn your avatar for you.

01:02:19: In order to do that, they actually need to access data from your account, specifically noted avatar, to be able to access it.

01:02:32: When you save your avatar and you set it as a favorite, we don't want it to be accessible at any time by anyone.

01:02:39: Because people could just spawn your avatar in, even though it is an avatar protection, they can still access the record through API.

01:02:48: What Resonite does, it is a system where, even with something private, when you join a session, you generate an access key that gives one-time access to that specific record, which is your avatar, to the host.

01:03:04: The host then uses that key to access the data so they can load in the avatar for you.

01:03:13: And what it does is, it makes sure that access is given only to the host, specifically at a time when you join the session, and only one time.

01:03:24: Which means, even after you leave, or even when you are in the session, they can no longer access it again.

01:03:31: So this kind of gives the host the ability to spawn your avatar, while severely restricting when they can actually access it, making sure they cannot abuse that access.

01:03:46: Or at least not as easily.

01:03:53: Is there any intentions on moving the issues from GitHub to the Resonite website as a more integrated solution with our Resonite accounts and making it easier to report issues, bugs and crashes?

01:04:07: So we don't actually have the intention to move it to our website. We're very likely going to keep using GitHub because it's integrated with our development tools.

01:04:17: GitHub is very optimized for developer work, so we need that to stay as simple as possible so we can manage as many issues.

01:04:26: Plus, we would have to implement our own system for bug reporting, which, like, do you want us to spend several months on that, which we then cannot spend on other things.

01:04:39: What we're probably going to do, the in-game bug reporting, is actually going to be tied to the GitHub, which is going to present our own interface for it.

01:04:49: So you're not going to need to register a GitHub account, and you just use your Resonite account, and essentially when you make the report, it's going to make the GitHub issue for you.

01:05:04: And it's going to make sure to include all the data and everything. Same thing when you view the issues, it's going to be like a front-end for GitHub.

01:05:11: So that's the most likely way we're going to go about it.

01:05:23: Because making your own system for reporting things, it's a substantial amount of effort.

01:05:30: So we would rather keep using tools that are already there, that are well integrated with tooling, and just provide a simpler interface for everyone.

01:05:40: And kind of build automation around it.

01:05:45: So thank you for your subscription, Juan V.

01:05:48: Thank you very much.

01:05:55: So AzealiotTF is asking, is that Gmod on a scroller?

01:05:59: Yes, it's Gmod on a scroller.

01:06:03: Do I show it on camera?

01:06:05: Oh yes. I have a little, since I'm from Gaze mod, I always have this around my neck.

01:06:13: It's a...

01:06:14: With rattles?

01:06:15: Yeah, it does rattle if you shake it enough.

01:06:19: That's actually just some key...

01:06:21: That's actually kind of funny, is the sound for it.

01:06:24: I've never changed, and when the mic tip first came out, like the microphone tool,

01:06:28: I just jingled some keys in front of the mic, and now it is forever that noise.

01:06:32: You make all the assets on here.

01:06:36: As intended.

01:06:38: Yeah.

01:06:42: So next...

01:06:43: Er, Rasmus.

01:06:44: Also thank you, Darky, and ShadowLupusWall for a subscription too.

01:06:49: Thank you.

01:06:53: So next, we have a question for Rasmus0211.

01:07:01: To all people's rags, I know you're switching to Lumberyard after...

01:07:04: No, no, no, no, no Lumberyard.

01:07:07: You know, there's like a weird thing about Lumberyard, it's like,

01:07:11: I've talked to a few other gaming developers about it, where they were like,

01:07:14: when it came out, it was this huge news, you know, they have both, like,

01:07:18: the Rise to Cry engine, you know, like, they're making it free, you can use it,

01:07:22: you know, like, it's this big engine, and like, you know, it's gonna rival, like,

01:07:26: Unify, and, you know, Unreal, and whatnot, and now it's like,

01:07:31: Lumberyard? I vaguely remember that.

01:07:35: Like, there's, it's kind of interesting, because like, I feel like you don't

01:07:38: hear much about it, and from what I've heard from people who work with it, it's kind of weird.

01:07:42: But, yeah, like, we wouldn't, I don't think it's like a good fit

01:07:46: for us, but like, there's lots of reasons why we probably wouldn't

01:07:50: do it. Next we have,

01:07:54: I'm actually gonna delete these as well, the subscriptions.

01:07:59: Glitchfur is asking, why is Froox cute? So the reason is,

01:08:04: because it's a retro-affective surface, that's actually taking Glitch's cuteness and is reflecting

01:08:08: it back at you. So there's the official answer,

01:08:12: like it's in fact your own cuteness that's being, you know, reflected.

01:08:16: It's similar to like, you know, it's similar to retro-affective surfaces, like

01:08:20: you know, the coating used for, you know, signs, so like, you know, very bright and so on,

01:08:24: except instead of the electromagnetic spectrum, it like reflects cuteness.

01:08:28: Yeah, and it actually, like, the

01:08:31: apparent, like, resplendent cuteness

01:08:35: that appears to be radiating off of Froox is actually a well-known physical

01:08:39: phenomenon that is often misconceived as him radiating his own cuteness

01:08:43: when in reality it is in fact being reflected

01:08:47: from Glitch. Yes. So there we have it.

01:08:51: Officially answered, you know, on the Resonite, on the Resonite stream.

01:08:56: Now this is, you know, part of the story. You got your answer.

01:09:00: Yep. So, it's actually kind of

01:09:03: clears, uh, that clears all the questions we had. Like, if you

01:09:07: got any more, you know, feel free to send them, but I guess it's

01:09:11: a one-hour interminary SIM, so, like, we can also get a little bit of rambling,

01:09:15: I guess. Ramble, ramble, ramble, ramble, ramble, ramble, ramble, ramble.

01:09:19: So, like, I was gonna talk, like, you know, a bit about, like, you know,

01:09:23: the new particle system and the PhotonDust.

01:09:28: It's because, like, you know, in part because, like, it's pretty much what I've been spending

01:09:31: most of my, like, time on.

01:09:37: And we got a bunch of questions.

01:09:41: Tarky, did you know about your hype train?

01:09:43: Yes, thank you for the hype train. We got hype.

01:09:47: So now I don't know if I should, like, let some questions

01:09:51: accumulate or ramble. I'm gonna ramble a little bit.

01:09:56: Because, so with the PhotonDust, it's getting

01:09:59: very close. Like,

01:10:03: this week I have implemented a trail system

01:10:07: and you can do lots of, like, cool things with it. You can essentially, you know, you can have trails, you can have

01:10:11: ribbons between particles, and overall, like,

01:10:15: pretty much, like, what's remaining right now, I need to kind of, like, polish up a few things, make sure, like,

01:10:19: because I think there's a bug, like, when you actually delete it, it crashes the world, so I need to check why.

01:10:24: It's probably something dumb, but

01:10:27: just thank you for the donation, Durky, for the bits, for the 20 bits.

01:10:32: I need to make sure it doesn't explode, it's gonna

01:10:36: clear, like, you know, clear things properly.

01:10:41: There's also, like, a few things, like, for example,

01:10:43: changing the coordinate space of the particles, but I already know

01:10:47: how I'm gonna do it, it's relatively simple to do, and then I need to write a

01:10:51: conversion system for it. But one of the things I really enjoyed,

01:10:56: like, I really love particle systems, because

01:10:59: in general, because they're, in principle, they're

01:11:02: pretty simple systems, where, like, relatively few parameters

01:11:07: you can create such a variety of effects, and it makes them really fun, like,

01:11:11: you know, to play and mess around with, where you're just gonna, moving to goals and changing

01:11:14: values, and it does, you know, what is this thing, and then, like, completely changes the behavior,

01:11:19: and it's, uh,

01:11:24: it's like, you know,

01:11:29: it's just, like, fun.

01:11:33: And one of the things,

01:11:35: like, working on it, is, because we now

01:11:38: control, like, you know, the whole simulation. Essentially, you know, from

01:11:42: the whole emission, you know, to the actual simulation, updating all the, like, you know,

01:11:46: everything, all the points, all the properties, doing whatever with them, and we just

01:11:50: kind of submit, you know, the finish, like, positions and colors, like, you know, to Unity to render out.

01:11:57: Like, do you know what,

01:11:58: like, that Thanos meme, like, the, I can make reality whatever, reality

01:12:02: can be whatever I want it to be. I'm not sure I'm quoting it exactly,

01:12:06: I'm gonna be paraphrasing, but essentially, that's how it felt,

01:12:10: because I've added a few modules that, like, you know, the current system

01:12:14: doesn't have, like, for example, Turbo One's module, you know, or made, like, a thing where it can

01:12:18: split the ribbon, you know, based on, like,

01:12:22: when you emit particles, you know, they can be connected with a ribbon, and if you

01:12:26: pause the emission for a bit and then start it again, it's gonna be its own ribbon, so you can, you know, you can have,

01:12:30: like, connected kind of streaks of, like, particles.

01:12:34: Or there's, like, you know, ones that change the color in the, you know,

01:12:38: saturation value, like, color space, so it can, you know, cycle through the rainbow.

01:12:44: And those things are, like, you know, like,

01:12:46: it's not something we support right now with the current particle system, because it's really, really hard to implement

01:12:50: because Unity handles, like, a big part of our simulation, but now

01:12:54: it's, like, trivial. So I can be, I want this kind of effect.

01:12:59: Five minutes and I have a module that does it. So, like,

01:13:02: you were mentioning, you know, you wanted, like,

01:13:06: a 3D texture that, like, you know, lets you, like,

01:13:09: specify, what's the word, like, turbulence.

01:13:14: Yeah. And it's so simple to add with

01:13:17: a new system, because, like, what I do is add a module.

01:13:21: Each module, like, it essentially gets told, please

01:13:25: update this chunk of particles, and it can do whatever with it. So it can be, like, okay,

01:13:29: I'm going to read the current particle position, I'm going to compute coordinates for texture,

01:13:33: I'm going to read the color, I'm going to remap it to, like, you know, a vector,

01:13:36: I'm going to update the velocity, done. And it runs multithreaded,

01:13:41: it's super fast, and it's, like, super simple to implement, and

01:13:45: that's, like, one of the, like, really exciting things, it's just, you know, like,

01:13:49: having full control over it and being able to add, like, lots of, like, new cool effects, and

01:13:52: it's one of the reasons I've added a few of them

01:13:56: that, like, we don't need, you know, technically for MVP, but they were so simple to add

01:14:01: and I was like, I'm just gonna do it, because it's, it brings more kind of fun into it

01:14:05: and it kind of helps me kind of verify, you know, the design, make sure this kind of works, and it makes

01:14:09: for kind of cool showcases, plus, when we release it, like,

01:14:13: you know, like, it supports pretty much all the things the old system supported,

01:14:17: but here's a bunch of, you know, extra stuff, you know, so it's, so it's not just, like,

01:14:21: you know, like, oh, we've just released a new particle system, oh, it does all the same things the old one does, and

01:14:25: nothing extra. So it makes things a little more exciting, more fun, and it's, like,

01:14:29: one of the things I've been kind of, just kind of happy with.

01:14:34: Yeah, I'm very excited for it, especially,

01:14:37: especially, like, the, the, like, doing turbulence and

01:14:41: stuff, because that's just something I've wanted to do for, like, magic

01:14:45: particles, right? Oh, yes. And being able to make them, like, flow around

01:14:49: things, like, you just have never been able to make things flow around

01:14:53: stuff, and now you will be able to. One of the big things that

01:14:57: I also want to add, but this one, actually, I'm saving after MVP,

01:15:01: is adding, like, an effector system. So you can, for example, say, like, you know, I can be

01:15:05: like, okay, here I have a sphere. Actually, do I have a, is there a tool? I can just

01:15:09: yoink this tool, you know? Eh, come on.

01:15:13: So I can be like, you know, oh, here's a sphere. Whatever, whatever particles

01:15:17: inside of this volume, of this sphere, you know, it's gonna,

01:15:20: you know, accelerate, or it's gonna slow down, or it's gonna get turbulent.

01:15:25: And there's gonna be another one, which is gonna do this, and maybe this one, since particles

01:15:29: accelerates them this way.

01:15:33: So like, oh, why are these physical?

01:15:36: Oh, sorry, I hit him with the... Oh, I see.

01:15:39: I don't remember changing them. But yeah, like,

01:15:45: but that system's a little bit more complicated, because what we need to do,

01:15:49: we're gonna use Bepu Physics for that, and build sort of, like, acceleration structure.

01:15:53: So each particle can be, like, when we're simulating each particle,

01:15:57: so you have a particle here, it's gonna be like, are there any effectors at this point in space?

01:16:02: And you have lots of particles, so you want it to be a really efficient

01:16:06: sort of physics system, like some of the actual

01:16:09: acceleration structures from Bepu Physics, they're particle-well suited for that.

01:16:14: Like, where you sort of pre-compute data, and it makes it very efficient

01:16:17: to sample what's in each point in space. But because that's

01:16:21: a bigger system that needs to be added, I'm saving that after MVP,

01:16:26: but it's also something that's gonna come eventually. It's not that difficult,

01:16:29: but it adds more. The other one

01:16:33: I want to add is, like, sabometers, and it's something we actually get asked

01:16:37: for a lot, but also, like, I need to add a mechanism for

01:16:41: one simulation to sort of depend on the other one, because when

01:16:44: it requires to add, like, you know, ordering to the simulation.

01:16:49: Because we have to be like, okay, this simulation needs to run first

01:16:53: so we can figure out its emissions and then feed it and simulate this other one.

01:16:58: Right now, if we have multiple simulations in the world, it essentially just

01:17:01: schedules them to happen, you know,

01:17:05: like, whatever order, like the multi-threading system processes them.

01:17:12: But for

01:17:13: the sabometers, we need to add, like, you know, a way for them to kind of, you know,

01:17:17: be like, okay, I've simulated, like, you know, I've finished my simulation, I'm gonna

01:17:21: you know, send my data to the other one.

01:17:25: But also saving that after MVP. Also, like, we can just, like, you know, do a few bit of these

01:17:29: after, like, the MVP gets released, but no promises right now.

01:17:34: But, you know, let's just set the scale again for some of the ramblings.

01:17:38: One more thing I was gonna mention. I'm not gonna save the ramble, we do have

01:17:42: quite a bit of questions, so

01:17:45: I might save this one after that.

01:17:51: So Grant K is asking

01:17:53: The issue with GitHub is a developer-centric website. While it's efficient for developers,

01:17:57: it isn't very easy for developers to access. Will the TR system for non-team validators on

01:18:01: forum be worth consideration? Also, a forum could be good for users to share

01:18:05: things, encoded meetups in communities. There probably are forum systems that are

01:18:09: available. So that's actually the thing. We recommend people, you know,

01:18:14: you can use the Discord because it has a forum feature,

01:18:18: you can make a post and coordinate and submit it to GitHub eventually.

01:18:23: I understand that the hub is a developer-centric website,

01:18:27: but we essentially need it

01:18:30: as developers because it makes our work efficient and our time

01:18:34: is very limited. So if you want

01:18:38: to ask as a developer, look at it from

01:18:44: say if we switch to a less efficient system for developers,

01:18:49: now we're only able to handle half of the issues.

01:18:52: We get less work done. Is that something you would prefer?

01:18:56: I feel that's, you know,

01:19:00: it's not the right approach here. What I think is the best is

01:19:04: we keep the GitHub as developers, but we build things around it.

01:19:08: We provide nicer UI where it doesn't require

01:19:13: a GitHub account, we just have an integration, where there's an idea,

01:19:16: you create an issue and you type things in, but it's going to pipe it into GitHub.

01:19:23: Definitely forums would help.

01:19:25: We might consider something that's more formalized,

01:19:29: we tell people report things here and so on, but that's a little bit more involved because

01:19:33: we will need people to actually go there

01:19:37: and make sure the issues are, someone ends up making

01:19:41: the GitHub issue from it. So that kind of requires

01:19:45: do we provide stuff for it, do we ask our volunteers

01:19:48: to help people with the issues because then they have to

01:19:52: have a time commitment, or do we tell people you can make an issue there, you can ask for somebody to help,

01:19:57: but we cannot give you any guarantees.

01:20:01: If the post you make doesn't end up with a

01:20:05: GitHub issue, we might not even know about it because

01:20:09: we're not going to look through everything and don't want discussions there.

01:20:13: So it's something we talked about

01:20:16: I feel like we might do something along those lines, but there's

01:20:22: definitely a number of complications with that

01:20:24: and how do we approach it the best.

01:20:30: Next we have

01:20:31: Sorry, I was just saying I like it.

01:20:34: So Skyrim Kitchener is asking

01:20:40: How are you planning to implement

01:20:44: Rigid Body Physics on the Resonite?

01:20:48: I mean,

01:20:50: details of that are going to depend once we actually do it.

01:20:54: Because generally when big things get implemented,

01:20:57: a big part of the implementation is a design phase.

01:21:02: It's a design phase.

01:21:04: And that's part of the process where when I do it myself,

01:21:08: I sit down with my OneNote and I start sketching things out.

01:21:11: It could work this way, it could work this way. What if it works this way?

01:21:15: If I make it work this way, this causes these problems, so I need to change design here.

01:21:19: But if I change design here, then there's this other problem and I just go through all the

01:21:25: possible ways to approach something and be like, can it handle this?

01:21:28: Is it going to handle this well? And I keep going at it until I find

01:21:32: a design that I'm confident with.

01:21:39: A design

01:21:40: that makes sense and that also feels it's going to be able

01:21:46: to be a solid foundation for the

01:21:48: future. Something that we can actually keep building

01:21:52: on top of.

01:21:56: So generally,

01:21:57: details for that are going to

01:22:01: depend once we actually get to this part.

01:22:05: I can tell you in general parts what I'm thinking right now

01:22:09: but this is subject to change. It's very likely

01:22:13: going to be a system where you essentially add

01:22:17: certain components. For example, rigid body physics

01:22:21: and so on. That's going to drive some things like position,

01:22:25: rotation of the object, and then it's going to use

01:22:30: it's going to be registered with another system

01:22:33: that's going to handle the synchronization for those. And instead of just

01:22:37: synchronizing the positions zero

01:22:42: it'll include them efficiently using quantization, delta changes

01:22:46: and so on.

01:22:51: So

01:22:52: it's probably going to be something along those lines. There's more complications because it might need extra

01:22:56: data. For example, if you have a physics option, say we're throwing

01:23:00: it back and forth, you want to decide who's the one

01:23:05: driving this and have a system where it kind of hands it off and

01:23:08: resolves any conflicts and stuff like that. So there's probably going to be

01:23:12: a number of things with that, but again the details are going to

01:23:16: be determined when we actually work on it.

01:23:21: If there are more specific questions with it, feel free to ask, follow up,

01:23:25: but that's pretty much what I can tell you right now.

01:23:28: I was just going to say that networking rigid body physics and stuff is

01:23:32: still a very active field in figuring out how to do it best

01:23:37: in computer science, isn't it?

01:23:40: It's a particularly difficult problem. The networking part is the harder part of it, I would say.

01:23:47: One of the reasons we also want to

01:23:49: do the big performance update with switch to .NET 9 is because

01:23:53: the Bepu physics is specifically designed for it.

01:23:58: So when we do interpersonal rigid body physics, we want to be as performant

01:24:01: as possible, and the switch of the client

01:24:05: makes it easier. We also kind of diverged a little bit from the main

01:24:09: version of Bepu physics right now, because they have

01:24:13: made a change where it only works with the .NET

01:24:17: I forget which version it is right now, but essentially only works with the newer

01:24:21: versions of .NET, which means we cannot even use it, like the newer versions of it.

01:24:26: Once we make the switch to .NET 9 for the FrooxEngine, we'll be able

01:24:29: to sync up to the latest version, we're going to get a huge improved

01:24:33: performance, and then we can be like, do we want to do the rigid body physics now?

01:24:38: We're going to resolve the networking, and we're going to handle the integration.

01:24:42: So that itself is going to

01:24:44: help a lot, because if we did it right now, it might not be

01:24:49: us performing, so it's better to do the performance

01:24:52: first, and then plan it sometime after.

01:24:57: I'm excited, you've been doing a lot of tests with headless, where you have

01:25:00: the physics simulated on the headless, and you have lots of the bodies.

01:25:06: And even with the current way behind

01:25:08: networking, it's just going to synchronize the position

01:25:12: every frame. It still works very fast, with the

01:25:16: .NET 8 headless.

01:25:19: I think I simulated maybe 900 or so

01:25:24: just even character controllers

01:25:28: floating around and bumping into each other in a giant conglomerate

01:25:32: ball of almost liquid, because it almost

01:25:39: on mono, even the newest version of mono

01:25:43: it just died, it exploded

01:25:46: and went down to 15FPS and it was unplayable. And on .NET 8

01:25:51: and now probably .NET 9 as well, I could do it at 60FPS

01:25:55: and the server didn't even flinch. In fact, the networking gave out before the physics

01:25:59: gave out. Oh yeah. That's also why networking is a really

01:26:03: big part of it, because it's a huge amount of data

01:26:07: so that needs to be something that's very efficient

01:26:11: you can just have the system synchronize it naively, but

01:26:16: essentially efficiency becomes a problem.

01:26:18: This showcases both the huge difference

01:26:23: in performance between mono and .NET, and also

01:26:27: how Bepu physics is optimized for it, because it uses

01:26:31: a lot of primitives and things to run really fast. And there was even

01:26:35: an older version that was before that, so the new versions

01:26:39: are probably even way more optimized, so once we're able to switch to those

01:26:42: it's going to be beautiful. The new versions of .NET are just so much faster

01:26:47: too, it's just going to be several orders of magnitude.

01:26:52: Actually, this kind of ties into the other round Blob was going to have, because

01:26:55: it's an relatively short one.

01:26:58: I think I already mentioned this earlier in the stream, but I've upgraded

01:27:04: to the API and the worker to .NET 9

01:27:09: and there's really no other change in code other than fixing a small

01:27:12: method call. And the performance usage actually develops

01:27:16: visibly. We're literally just going from .NET 8

01:27:21: to .NET 9, we got free performance.

01:27:24: Every year they just made so many performance optimizations and that's one

01:27:28: of the reasons we want to keep using the latest version, because

01:27:32: it's faster, and it keeps getting faster.

01:27:37: So, next one we have

01:27:39: vt-arxos is asking, when is Froox?

01:27:44: Now,

01:27:48: Erasmos02eylons is asking, what is PhotonDust? PhotonDust

01:27:51: is a name for our new in-house particle system

01:27:55: that's being currently developed. It's getting close to MVP.

01:28:00: I kind of expected hopefully next week.

01:28:03: I was hoping this week, but some things were a little bit more complicated.

01:28:08: So hopefully next week we can start testing it.

01:28:11: It's going to replace the current system, that's sort of like a hybrid

01:28:14: between Unity and Froox Engine,

01:28:18: into one that's pretty much fully Froox Engine.

01:28:22: And that's part of our big performance optimization.

01:28:25: We actually did cover a fair bit of this on the

01:28:29: livestream too, if you want to check. Also thank you Darky for another cheer

01:28:33: for another 20 bits.

01:28:37: So next question we have, TheJebForge is asking, can ProtoFlux

01:28:41: detect infinite loops yet? A running infinite while loop that just freezes the game forever.

01:28:46: So a bit

01:28:49: pedanting answer is, nothing can detect infinite

01:28:53: loops. This is known as the halting problem.

01:28:57: It's been proven by Alan Turing, this is fundamentally

01:29:00: unsolvable problem. You cannot detect if code has infinite

01:29:05: loops. What ProtoFlux does, it

01:29:09: places a time limit on how long can your code execute

01:29:14: per frame. If it takes too long, it essentially

01:29:17: forces it to break and just stops your code. The problem is

01:29:21: it has no way to tell if it's legitimately just taking a while

01:29:25: processing something and it would eventually finish, or if it's actually infinite loop.

01:29:30: Because actually detecting that is fundamentally

01:29:33: impossible.

01:29:37: There is a system that should break it. The only thing is, when it breaks

01:29:41: it, it crashes the world. Because

01:29:47: I haven't

01:29:49: wrapped around it yet, because with

01:29:51: the early versions of ProtoFlux, or pretty much anything, whenever I'm uploading something

01:29:56: big, I follow this philosophy called

01:30:00: fail fast. And what you do is you write your code

01:30:04: when something goes wrong, you just make it visibly explode as fast as

01:30:08: possible. Because when you do, then you'll be like, okay, that's an issue, I'm gonna fix it.

01:30:13: Whereas if you ignore problems more silently

01:30:16: they can fester and stay there for

01:30:20: too long before you even notice them. We had problems that

01:30:24: literally existed for years in FrooxEngine that were hidden

01:30:28: because they were silently ignored. And it took a complicated

01:30:32: set of circumstances for them to even come to the surface.

01:30:38: So the fail fast kind of makes things fast, but

01:30:41: at a certain point, once the system is used, we

01:30:44: want to wrap it because we want to improve the user experience, be like, okay,

01:30:48: you might freeze for a few seconds and then your code is gonna get angry and be like

01:30:53: I took too long to execute.

01:30:59: Next we have ShadowX

01:31:00: while particle supports support sub-particles. Particles themselves being

01:31:04: emitters in foreseeable future. So yes, I introduced

01:31:08: a little bit earlier, sub-emitters is one of the things I do want to

01:31:12: add to the particle system. I am not planning it to add for MVP

01:31:19: because it's not needed

01:31:20: for it and it's a little bit more complicated. It requires

01:31:24: a synchronization mechanism where one of the particle systems

01:31:28: needs to finish simulation first and pass on its data to the other one.

01:31:33: But I might

01:31:37: I don't guarantee right now, but I might maybe add it after MVP

01:31:41: I'll see how I feel about it because I've been

01:31:44: working on it for a while. It's going to come at some point

01:31:50: it's much much easier to add now that we

01:31:52: have our own system, but I don't know when yet.

01:31:57: There's definitely one thing that's going to have a lot of

01:32:00: cool effects. I was going to mention that in my ramble earlier

01:32:05: one of the things that's also going to be cool with the trail system is you're going to

01:32:08: have the trails be emitters. So as the particle is drawing a trail

01:32:12: the trail can be emitting other particles.

01:32:18: So there's going to be a lot of cool possibilities.

01:32:20: The main thing we just need is a way for the simulation system to be

01:32:24: don't simulate this particle system until this system gives it data.

01:32:29: And it becomes more complicated if you're like okay, there's two systems that

01:32:32: can submit into this system so now it needs to count how many it needs to do

01:32:36: and then you have a question, what happens if you have a circular reference

01:32:40: do you just not allow that?

01:32:45: Because it just leads to infinite particles, you just be like, okay I'm going to break it

01:32:48: this is not valid. Or do you just make it

01:32:54: break at a certain point and then wait

01:32:56: for the next simulation step? There's some kind of things to resolve there.

01:33:02: But yeah, it'll be supported at some point.

01:33:09: xxcoryxx

01:33:09: is asking, doing well, everything's pretty okay.

01:33:13: DarkDsaber food, have you eaten today just being a derp?

01:33:17: Yes, I had food like a little bit before this.

01:33:20: I've been actually eating cereal while this has been going on.

01:33:22: Well, eating as we speak.

01:33:28: Ah, that's as I speak. Hopefully you're not speaking as you eat.

01:33:32: Or eating as you speak.

01:33:35: Oh, there we go.

01:33:41: DustySprinkles, have you done any thinking about accommodating the modality work in any way?

01:33:44: Yeah, quite a bit. I do have a lot of notes. I do have a general idea how it's gonna work.

01:33:49: How it's gonna be approached. It's mostly just a matter

01:33:55: It's just like

01:33:56: you know, mostly a matter of just putting work into it.

01:34:02: And we need to make sure things don't exploit and we need to update pretty much every single component

01:34:06: and so there's probably gonna be longer automation and so on.

01:34:11: Next we have Tiki8192

01:34:15: is asking, does it a lot of work to switch .NET version?

01:34:18: I'm asking because .NET 9 is not long-term support.

01:34:21: So we already heard this question earlier in the stream, but just to quickly reiterate, no.

01:34:27: It took less than a day.

01:34:30: Once .NET 10 comes out, we expect to just

01:34:33: switch very quickly. The thing that takes the longest

01:34:36: is mostly just giving people who aren't headless, giving them time to update

01:34:41: their tooling, make sure that it doesn't explode.

01:34:45: But the switch is mostly just flipping the version and things

01:34:49: just kind of work. There was one little piece of code I had to update

01:34:52: and it just works. And it's free performance.

01:34:57: Sleight of Floof. Is there any updates regarding Sauce project?

01:35:01: Right now I don't have any updates. You could check

01:35:04: Guinz's office hours, wherever he hosts them.

01:35:08: But there's no update right now that I can give you.

01:35:12: So thank you for the cheer. Thank you.

01:35:16: VTRx was also asking, does the cereal have a flavor?

01:35:20: Yes, actually I was eating Froot Loops.

01:35:22: Froot Loops!

01:35:25: I'm sorry Froox, I'm sorry, you're too yummy.

01:35:30: Can't say that.

01:35:34: And that's all the questions again.

01:35:37: So we have 25 minutes left before the two hours.

01:35:44: I suppose we could do more rambling.

01:35:50: Or this? Whatever this is.

01:35:54: I don't know.

01:35:55: How do I talk to people?

01:35:58: Where are you people?

01:36:01: I don't know, I just make noises and eat fruit.

01:36:06: You make noises, you be yellow, and you put your face on the keyboard

01:36:09: and a game comes out or something.

01:36:10: You just go like, you take the keyboard and you go like wub wub wub wub wub wub wub wub

01:36:14: and this happens.

01:36:18: How does one blow bubbles? First you have to find

01:36:22: a delicious soap, you eat it, you just go

01:36:24: and then you go like bah. Just like that.

01:36:30: That's the best way. I recommend glycerin soap, because glycerin based soaps

01:36:34: they actually taste sweet. Most other soaps taste better.

01:36:40: We do not recommend eating soap though.

01:36:45: Maybe he does, but I don't.

01:36:48: I don't think you should eat soap. No, don't actually eat soap.

01:36:53: We're being silly.

01:36:56: My next question is what do we ramble about? I don't know, I've been trying to

01:37:00: get my VR working on Linux lately I guess.

01:37:04: Oh, how's the going? This is exploding.

01:37:08: It's actually pretty cool. I got my Quest Pro working pretty

01:37:12: easily. It's actually getting pretty good.

01:37:18: I'm kind of

01:37:20: on a stage where I kind of want to switch away from Windows

01:37:24: because it's giving me so many issues and it feels like

01:37:28: it's getting worse. It feels like I'm kind of focusing on things and it's like

01:37:32: hmm. But at the same time

01:37:35: I tried running Linux on my laptop and it killed

01:37:39: the Wi-Fi adapter. So I'm like okay, I don't know when I'm trying to

01:37:44: like...

01:37:47: To clarify, is it permanently broken or did it just make it stop working

01:37:51: for a second? Well, I had to do a hard power cycle.

01:37:55: I started Linux, it was actually Arch Linux, and I was with Glitch.

01:37:59: Glitch uses Arch Linux. It was booting and then Glitch goes

01:38:03: oh, that's weird. I've never seen it make data during boot before. Something with

01:38:07: Wi-Fi and then boot back into Windows

01:38:11: and Wi-Fi adapter is gone. So I tried to like...

01:38:15: Also I'm getting in the corner again.

01:38:19: I tried rebooting, I tried installing

01:38:23: the drivers, I tried doing a bunch of things, it just doesn't want to come back.

01:38:27: And I'm like it's just gone. It just doesn't even see it.

01:38:30: So eventually I had to like

01:38:34: find a way to do a hard power cycle on the laptop if I hold the button

01:38:38: for like two minutes.

01:38:44: And then it actually came back, but I'm like

01:38:46: not sure when I want to try it again because

01:38:50: I don't know. The problem for me is whenever

01:38:54: Windows does something, I don't want to be dealing with

01:38:59: computer issues. I want to be working on the stuff I want to be working on.

01:39:03: Every minute I spend working on trying to resolve a problem

01:39:06: I'm just like I don't want to deal with this. That kind of makes

01:39:10: it more difficult for me to use Linux because I don't

01:39:14: want to be dealing with this, I just want it to work.

01:39:18: I have already too much things I need to

01:39:22: do, and I don't want as much time to be able to spend

01:39:26: working through that, and not just making my stuff work.

01:39:31: For sure that's still one of the benefits

01:39:35: of Windows. Most of the time it just kind of works

01:39:39: at least for me.

01:39:44: So it's...

01:39:46: It seems in recent times it's getting a little more, it just doesn't work.

01:39:52: So for me it's still where it

01:39:55: works, it's just there's a lot of things that kind of like

01:39:58: are super annoying and like, you know, to deal with.

01:40:04: But I also got a bunch more questions in the meanwhile.

01:40:09: Darkest saber fruit, so what would be Frooxius and the soap on the store?

01:40:13: Ask Chroma.

01:40:18: VTRx was asking

01:40:21: Refrigerant?

01:40:22: Refrigerant?

01:40:27: I think the answer is

01:40:33: 7.

01:40:37: I think you already, you just answered this one.

01:40:43: When it just works, the end.

01:40:47: When his wifi card works.

01:40:48: Yeah, when my wifi card works and other stuff works.

01:40:52: Really? Glitchfuse actually looks wild.

01:40:55: Let me answer that in a form of a

01:41:00: thing, if I can find it.

01:41:04: If I remember where I saved it.

01:41:08: This is also one of the things. I know I saved a thing somewhere.

01:41:13: There we go. Oh, this might be the wrong one.

01:41:17: This might be the wrong one.

01:41:22: This one's a bit modified.

01:41:26: Just gonna put it over there.

01:41:31: Sometimes I'm like, you know,

01:41:32: I get the things where I'm like, I want to work on

01:41:36: everything, but I can only work on one thing because whenever I'm looking for something in the inventory, I'm like

01:41:40: I just want to rework the inventory, I want to add a search so I can just

01:41:44: not deal with this, but I can only do

01:41:49: so many things.

01:41:53: I suffer with everyone else.

01:41:57: That's something I've kind of realized, too,

01:42:00: now that I've started this internship, is that there's just not enough

01:42:04: time to do anything, man. Like, I want to do all this

01:42:08: stuff, I need to do this, but then I need to actually do my job.

01:42:11: And it's just like, oh my god.

01:42:14: That's been the problem for me, I've done so many things I wanted to work on, and it's just

01:42:19: not time. And it's kind of like, you know, just to kind of bring up what I was discussing before,

01:42:23: that's why we sometimes really straight on the GitHub

01:42:27: stuff, because we're like, while you have too many

01:42:31: things to deal with, the best thing you can do to help

01:42:35: us as developers is make our work as easy as possible.

01:42:39: Because then, that way, you know, we can handle, like

01:42:43: we're not going to be able to handle everything, but we're going to be able to handle

01:42:47: it more. And it kind of gets difficult

01:42:51: because sometimes it's like, this person's not giving me

01:42:55: the stuff I need, which means that probably instead of, you know,

01:42:59: taking five minutes, it's going to take me an hour. And I'm like, I don't have an

01:43:03: hour to spend right now. If you gave me the information,

01:43:07: you know, if it was there, I probably would have resolved this now, but now I have to

01:43:11: put it, you know, back on the shelf, and do a video later

01:43:15: maybe. And figure out, like, you know,

01:43:19: is this an issue that's worth an hour of time?

01:43:24: It gets difficult, like, there's never enough time for everything.

01:43:28: And if you kind of figure out, like, you know, where to

01:43:31: spend your time most efficiently.

01:43:35: So we're getting, we have like 15 minutes

01:43:38: left, and then a few more questions, so I'm gonna, let's see.

01:43:43: ShadowX is asking, what's your opinion on varifocal hardware in headsets,

01:43:46: hardware with rendering-wise, do you think it will be a big improvement to realism or eye health?

01:43:50: I don't really know, like, I haven't actually tried varifocal hardware, so

01:43:54: like, I can't really comment on this one much.

01:43:59: I'm sorry, have you tried any varifocal headsets?

01:44:01: No, I haven't tried any fancier headsets than like a

01:44:06: Quest Pro. I really would like to try some

01:44:10: new VR hardware, but I'm very sad

01:44:14: that the VR landscape is a little barren right now.

01:44:17: I have high hopes for Deckard. I'm also prepared

01:44:22: for those hopes to be crashed, but I do have them.

01:44:26: I have no expectations

01:44:35: It's also fair.

01:44:37: The real one.

01:44:42: I don't know what it was in context with.

01:44:47: I think that might have been in response to someone

01:44:49: else, I'm not sure.

01:44:53: I mean, eventually I would like to get there, but

01:44:58: no specific timeline.

01:45:00: Technically you can run it through some emulation software, but it doesn't really work with

01:45:03: skin mesh renders.

01:45:07: VTRXL is a... oh, that's...

01:45:13: Darkest Ever Phone. Will there ever be

01:45:15: a genuine phone app, the way people

01:45:19: can send messages to each other without even being on their PC? Yeah, that's actually one of the things I would

01:45:23: like us to have, is to have a sort of thing on our phone,

01:45:27: message people, we can send them things,

01:45:31: manage things through inventory, say you take a picture and it just automatically saves

01:45:35: it through inventory and you jump on VR and be like, oh hey, let me show you the thing I took

01:45:39: and it's right there. So I would like us to have a

01:45:43: companion app, and eventually be able to

01:45:47: be in sessions, simple enough,

01:45:51: but no specific timeline or something like that.

01:45:59: I...

01:46:01: That's a joke. ShadowLupusWolf, why should they not fart in Apple Store?

01:46:05: Because they don't have windows.

01:46:10: Now we're at fart jokes.

01:46:16: Uh...

01:46:17: He's good for out of a window. He doesn't use windows, he doesn't have them either.

01:46:22: Just eat him on the wall.

01:46:24: Don't eat him on the wall.

01:46:28: It's just too hard. VTRX,

01:46:32: oh, it's also views it, progress,

01:46:36: something else.

01:46:40: ShadowX, possible controller has been found, data mining, apparently decor controls

01:46:43: will feature ABXY buttons and D-pad, and a bumper addition

01:46:48: to trigger. How do you utilize that layout in Resonite?

01:46:51: More buttons, more buttons are good.

01:46:54: I still like to say it because right now it's like data mining so it's kind of like

01:47:00: could be other things, you know, I don't want to like

01:47:02: but generally the more buttons there is, we can just map things to them.

01:47:08: There's actually one of the issues I had is figuring out button mappings

01:47:11: for things, it's like there's not enough buttons for all the things people

01:47:15: would like to have, because sometimes we get requests like, oh we want

01:47:19: a button for this, you know, and we're like, well this button is already used for this,

01:47:23: this button is already used for that, we could like, you know, make it like

01:47:26: make this button do multiple things but then it becomes difficult for people

01:47:31: because you have to be like, oh to use function one, you have to hold it for

01:47:35: this many seconds and then like, you know, release it to use this other function, you have to double tap it

01:47:39: and that makes it kind of difficult for new users, so it's

01:47:44: it's a tricky thing, so like just having more

01:47:47: buttons helps

01:47:52: I feel like it kind of allows simpler controls

01:47:56: actually the issue, the controller that was the worst about it

01:48:00: was the original Vyvanse, because you only have one button

01:48:04: you have the touchpad, and the touchpad, you actually have to press it

01:48:08: you know, to be able to use the axis, and it's actually one of the reasons

01:48:12: why, this is like a common problem, but like

01:48:15: when you equip a developer tooltip, you end up with tongue controls with certain controllers

01:48:20: and the Vyvanse are the reason why, because on the Vyvanse

01:48:24: you can't really, you cannot like, you know, use the

01:48:28: click without also like, you know, using the movement

01:48:31: because they're like very tied together, but the choice takes you can

01:48:37: so it's kind of like, you know, you can kind of click it independently

01:48:40: of like, moving around

01:48:43: but like, it's

01:48:46: with the Vyvanse, like you know, it has to work with those

01:48:50: so this kind of makes things a lot difficult and it's kind of tied to that

01:48:53: so we have systems that still like, you know, work with those

01:49:00: Next, Kaibikoru

01:49:02: Kaiguyoru, sorry. I guess if Resonite were native with Super Volcan

01:49:06: the performance, I don't know, would be better. I mean, probably like, well

01:49:09: I mean, so that's like a lot for that, because if you just

01:49:13: natively switch to Volcan, you might not automatically get extra performance

01:49:18: sometimes you do, sometimes you don't. It depends a lot on how the engine's structured

01:49:24: However, we plan to switch

01:49:25: to a sort of custom rendering engine that's going to use Volcan

01:49:29: so we can expect that provides performance benefits

01:49:33: but there's going to be also a lot of other reasons for it, one of them using

01:49:37: more efficient method of rendering instead of deferred

01:49:41: using something called clustered forward

01:49:45: which is like, you know, overhead is able to render lots of lights

01:49:49: in real time and also work with any materials. For example, right now

01:49:52: I'm using a toon shader and I'm being affected by this light

01:49:57: you know, there's another light there. What engine actually has to do

01:50:01: it cannot use deferred because that only works for opaque

01:50:06: PBR materials. So for this one it actually has to use forward

01:50:09: which means this mesh gets re-rendered

01:50:13: for each of these lights, where each one of them has

01:50:17: light contribution, and it ends up taking

01:50:21: a fair bit of performance.

01:50:25: But with clustered forward, you pre-compute

01:50:29: areas where there's lights, and then when you render the

01:50:33: individual fragments of the mesh, it just loops through all the lights

01:50:37: within that point in space, and

01:50:41: just does it all in one go.

01:50:46: We should probably stop the questions since we're ten minutes out or so.

01:50:50: Yeah, we have about nine minutes left, and we can do a little bit more rambling.

01:50:53: If there's some kind of questions, we can answer them, but if there's a lot of questions

01:50:57: at this point, we're probably not going to be able to get through them.

01:51:03: So feel free to still ask questions, we'll try to

01:51:05: get through as many as we can, but at this point, no guarantees

01:51:09: your question is going to be answered.

01:51:12: Karandik is asking, snop it? I have no idea what that means,

01:51:17: so I'm going to answer with seven.

01:51:20: Oh, that's like a Tom Scott video, where he's like, snop it?

01:51:24: Schnop it? Schnop it?

01:51:28: I forgot what I was rambling about before.

01:51:33: I was mentioning the .NET 9

01:51:35: thing, because this is like, oh, it's actually one of the cool things

01:51:39: like, I remember like, I think when like, .NET 7 released

01:51:43: that was like, two years ago?

01:51:48: Oh no, Kaden is asking, hey Froox, can you

01:51:51: recite approximately nine minutes worth of certain items or service?

01:51:55: The answer is no. I mean, it's a valid answer to the question.

01:52:02: But they released the performance updates, and it was

01:52:05: so long, like, when we tried to open it,

01:52:08: the browser on the phone, it would crash it, just because of how

01:52:12: long that is. And the author who writes these, they were saying

01:52:16: when they started making those performance summarization updates

01:52:22: they got kind of worried, they were like, oh, we're getting so many performance updates

01:52:25: for .NET Core 1, .NET Core 2, .NET Core 3,

01:52:28: we're going to go through all the possible performance

01:52:31: updates and then they'll have nothing to write about, and then they were like

01:52:35: every single year there's more of them.

01:52:39: I think by .NET 5 they were like, I'm not worried about that anymore.

01:52:44: And I think they even purposefully made it so long just to be

01:52:47: like, there's so much. And in the latest one for .NET 9, it's

01:52:51: also super long, and they're like

01:52:55: I think they said at the beginning, this is something like

01:52:59: I'm both looking forward to writing these, and also dreading it

01:53:03: because it's going to be so long.

01:53:07: Froox, can you describe your favorite movie backwards without saying the name of the movie?

01:53:12: Well, you see, the problem there is

01:53:16: I generally don't answer questions about your favorite thing

01:53:19: very well, because I

01:53:22: like different things for different reasons, so it's like

01:53:26: I always find it difficult to be like, yeah, that is my favorite, that is my favorite.

01:53:30: Like, it kind of depends and it changes over time, so

01:53:34: like, I can't for that reason. And not because

01:53:38: it's, you know, like, the backwards thing.

01:53:42: Yeah, I really like in C Sharp 13,

01:53:47: which is the language version that you can use with .NET 9 now,

01:53:51: like, they allow, like, spans and stuff in async methods.

01:53:55: Oh, that's really cool. Yeah, I've actually run into that a few times, like, I was, like, writing something

01:53:59: that was like, oh, you cannot use span, you know, in async, but I'm like, oh.

01:54:03: But do I want to?

01:54:05: I want to.

01:54:09: Yeah, that's one of the things you can do, you cannot do StackAlloc in those such a thing.

01:54:15: And now you can. Glitch for rule Resonite?

01:54:18: When will Resonite support serial connections?

01:54:24: You know, the funny thing is, like, at one point

01:54:26: I kind of had the urge to just write it, because one of the things with Resonite, like,

01:54:30: the way it handles networking, like, we haven't abstracted, like, you know, networking

01:54:34: support, so it becomes relatively easy to add new networking modules.

01:54:39: And one thing I want to do, at some point,

01:54:43: like, is sort of, like, you know, open and even more modularize the system,

01:54:46: but it can actually, you know, have, like, plugins which add additional networking

01:54:50: protocol support. I feel once that happens

01:54:54: it's only going to be a question of time before somebody writes a serial, you know,

01:54:59: connection support so it can host, you know, on serial.

01:55:03: Like, while back, like, we were kind of dealing with some, like, business things, I ended up, like, adding TCP protocol

01:55:06: support, because it was just easy to do, it took, like, literally, like,

01:55:12: two hours? I don't remember.

01:55:14: I think it took less than half a day to implement.

01:55:19: So, like, and I had, like, the urge to just do it, you know,

01:55:23: for the, for the LOLs, but

01:55:27: I feel like once we do open it, if we don't do it, you know, for the fun

01:55:31: of it, somebody's gonna do it.

01:55:38: I mean, you could do that too.

01:55:41: I mean, networking over the CPU

01:55:43: cache. I mean, technically, with the TCP, I mean, we do have the TCP,

01:55:47: so, like, if you use something that, like, you know, has, like, TCP over serial, then you can

01:55:51: use it. There's also, like, TCP over CPU cache, like, with

01:55:55: the, you know, with the Spectre and all down things.

01:56:02: Oh, no.

01:56:04: I mean, technically, since we also have TCP,

01:56:07: there's also TCP over carrier pigeons, so, like, you can use carrier pigeons for Resonite,

01:56:11: but the problem is, your connection is going to timeout.

01:56:16: Or will it? Actually, not in one, because you can have a custom timeout.

01:56:22: DJ Prodigy Hunters.

01:56:23: Why a yellow dog? Well, I'm not a dog. I'm some sort of

01:56:26: sci-fi space fox, wolf-like sort of thing. I'm very specifically

01:56:31: non-specific. But, uh,

01:56:35: it's kind of a long story, and we don't have time for it.

01:56:38: Maybe, maybe, maybe something else.

01:56:43: VTR Excels. It made critical support serial connections, but it supports serial connections.

01:56:48: I mean, I don't think it does. Like, Sarah had, like,

01:56:51: serial to himself, and had, like, you know, none of that.

01:56:57: Uh, GennyK, wolf file of writing.

01:56:59: Note it will be broad router experimental out and out of private

01:57:02: lens issues. Maybe hard permissions are a thing. Probably not.

01:57:07: The things like that, like, that's very

01:57:11: very dangerous. Note. So, like, we gotta be very careful

01:57:14: about it. Um, maybe.

01:57:18: Maybe, like, you know, if we, like,

01:57:21: questions how to, like, approach, because what we'd probably do, it would work

01:57:26: differently. Um,

01:57:31: like, the way I can see it work is, like, where, like, if you're making

01:57:34: something, it makes a request that appears, you know, in user space to the user

01:57:38: be like, this thing wants to access this folder on your system.

01:57:43: Do you grant it permission or not? You know, so it's gonna

01:57:46: you have to specifically give permission and it can only access, you know, those specific things.

01:57:50: And maybe, like, it's even more scope, it's gonna be like, it's gonna have access to all the files

01:57:54: in there, or it only has access, you know, to make new files,

01:57:58: but not read anything else. So, maybe

01:58:02: that way? Yeah. Like, that's

01:58:07: I'm very kind of cautious, like, with those kinds of things, because, like, that can

01:58:10: be abused very easily when there's a hole.

01:58:15: Because, even with hard permissions, you know, if there's a bug that lets you get around

01:58:18: something, most of the time, the most you can do is, you know, you

01:58:22: mess up the world, but, like,

01:58:26: you know, that's not as severe as being to, like, you know,

01:58:31: access somebody's file system. Because that's

01:58:35: kind of, you know, that leaks outside of Resonite and lets you, like, you know,

01:58:39: install Trojans, you know, like, and do other things. So, like, that

01:58:42: puts it at, like, a lot of different levels of scrutiny.

01:58:46: I've had situations in Garry's Mod where I was using

01:58:50: some, I, like, had used someone's E2 in the world

01:58:55: and it wrote, like, 500,000 garbage text files to my data folder

01:58:58: and it was scoped to only be able to write to, but they had no limit

01:59:02: on writing how many files they could just write 50,000 files.

01:59:06: And just call your system. There's a lot of, kind of, like, bit holes.

01:59:10: So, like, with stuff like that, like, if

01:59:15: we do support it, it's going to be something along those lines. It's going to ask you, you know, for

01:59:18: permission to a specific thing. There's going to be a limit, you know, how much you can read, like, you know,

01:59:22: write, stuff like that. But that's

01:59:26: not a null thing right now. Also, we're getting

01:59:30: we're probably, like, in the last 30 seconds, so, like,

01:59:34: thank you everyone, you know, for joining the second episode. I hope, like, you know,

01:59:39: you enjoyed, like, you know, us talking about stuff, talking, like, answering questions, talking about

01:59:42: Resonite. I'm going to upload, like, you know, the video,

01:59:46: like, on YouTube again, so you can, you know, watch this afterwards.

01:59:52: Like, or, like, if you, like, missed it, like, you know, like, well, if you

01:59:55: missed it, and you're watching this on YouTube right now, like, you know, like, I guess, like, that's kind of written down to say,

01:59:59: you've just watched the whole thing. Maybe. I don't know.

02:00:03: But, thank you everyone for joining.

02:00:07: Thank you, you know, for your questions. Thank you for, like, you know, supporting Resonite. Thank you for making

02:00:11: cool things on Resonite. Thanks, Cyro, you know, for co-hosting.

02:00:16: And we'll see you, like, you know, next week. So, thank you very much, and

02:00:19: see you later. Bye.

02:00:23: I'm also gonna do a thing that, like,

02:00:25: the moment I ended the stream last time, I was like,

02:00:30: I should have rated Creator Jam, so I'm gonna...

02:00:32: All of you are going to Creator Jam now. Actually, wait, ours? Oh, they're not streaming anymore.

02:00:38: Wait, hold on. Let me double check.

02:00:41: Twitch is giving error. Maybe they're streaming?

02:00:45: They're not streaming. They stopped streaming. Okay,

02:00:51: you don't have to go home, but, you know, you can stay here.

02:00:55: Bye.