Engineer 1: So we need to make a bridge over this gap. Any ideas? Engineer 2: Yeah so I was thinking we can use some hydraulic pistons to stretch some springs connected to some steel in a star shape pattern which will generate a lifting force for some reason lol so the cars can fly over. Engineer 1: wtf?
It's not really a lifting force, my bet is that the game reads gravity, does the math for object spin (I think gravity might be calculated as objects local axis not global so object rotation would also rotate gravity) and then does velocity math therefore the angle at which gravity works gets thrown around almost randomly, it might even be possible to control that and make a "gravity drive" but that's just a theory.
@@harlisviikmae6240 If gravity's pulling force was always perpendicular to the object, flipping a car upside down (or a piece upside down) would make it go up. You don't see this. And it would actually require more work to make gravity's pulling force perpendicular to the object, so it's pretty much impossible to do that by accident, and there's no reasonable reason to do that.
@@harlisviikmae6240 That makes no sense. I've made physics engines before, and making gravity always perpendicular to an object would cause weird effects, there's no way around it. And it happening within a physics timestep at a certain time (Only possible if half the physics engine is in a separate thread than the other half, and it isn't, because that makes no sense at all.) wouldn't affect anything, unless you managed to get it so out of time as to make the calculation of forces happen after the object's position has been updated, and that would just cause half of it to completely freeze in place for a frame and negate the rotational motion of the "wheel".
This is possibly my favorite polybridge video yet, I love watching the process of you turning something seemingly uncontrollable and bizarre into a relatively stable working mechanic
So here’s what I think is happening with the slow falling engine: (This is entirely speculation, idk how Polybridge calculates physics but I am a game dev so take this as you will) Collisions are extremely annoying to calculate accurately. Even the best physics engines will usually break when objects go so fast that they pass by each-other in a single frame and the collision doesn’t have time to happen. So to fix this, a lot of games (probably including Polybridge) have a maximum velocity for moving objects. The glitch engine created here just so happens to spin so fast that parts of it hit the velocity cap. When the engine falls, the downwards velocity from gravity can’t be properly applied to any parts of the engine that are already moving downwards, since it gets eaten by the velocity cap. This essentially means that gravity doesn’t exist for any parts of the engine which are moving downwards, lowering the overall effect of gravity on the engine. (The engine still falls slowly because any parts that aren’t moving downwards still get the proper downwards velocity.)
So what you're saying is the spinning parts go so fast that all the direction components of the net force cap out at a shared fixed limit, meaning the down force is no longer greater. Although, it seems to not be going down with force, but constant velocity instead. Perhaps all the forces do cancel out as described, but only for some frames in a repeating sequence, with other frames involving gravity being dominant again, it just only gets to accelerate and then move stuff for its frames, before that speed is then reset on the glitched frames. And then for the ability to move left or right, that just seems to be a result of drag not existing and there being momentum from pushing off the ledge.
Very interesting idea. I think it checks out. It even explains why it is slowly sliding down at a constant speed rather than accelerating downward as it should.
Ha! I just beat poly bridge last week and I'm slowly working through the campaign of poly bridge 2. Meanwhile RC's over here making freaking gliders by exploiting gravity glitches. Amazing stuff as usual, Captain!
*bing bong* this is captain Captain speaking. Please fasten your seatbelts. our engines are rotating in the right direction so we are gonna take off now
My favorite quote: any dope can make a bridge, only an engineer can make a bridge that barely stands Reid: you mean a plane? Me: No a bridge Reid: So, a plane.
There's a bug that works great for this. you basically have steel beams outwards forming a ring (with the outer nodes as close as possible to each other), and then you connect as many nodes as possible with road.
My guess as to why this happens (as a game dev and glitch hunter) is that the game is trying to rotate the inertia along with the craft (you can see how it jitters along with the rotation, despite being symmetrical), and a lazy solution was implemented, that just discards part of the inertia of the object when it's rotated, instead of actually calculating how it would affect the object (probably for performance reasons, or maybe just the sanity of the devs). Well anyways that's my hypothesis, might be wrong, but eh.
My guess as someone who's actually made games in the past as to how the slow falling glitch works is that the speed of an object is clamped to a certain velocity and that due to the rotation of the wheel the game has basicly run out of 'speed budget' for the object and simply cannot apply the remainder of the gravity to the object. Tl;DR object ran out of speed budget, can't apply full gravity.
I'm not 100% sure why the gravity doesn't work but I think it might have something to do with a combination of the speed limit getting implemented (if you are going 10000 speed directly up and gravity changes it to 9992 but the speed limit is 1000 it's not really going to change your speed) so you only really have the gravity of the center node pulling down on a ton of mass so it doesn't really move. There might also be something weird going on with super high restoring force from the springs just doing stuff with the how the order of physics is calculated, they might cancel out the gravity before the physics engine calculates the restoration force for the steel or something, I think it's more likely to be my first guess though.
120+ is actually only a bit above average, he's probably closer to 180ish, but I'm not a professional IQ tester or anything so I very well might be wrong.
Have each arm hit a lever that essentially forces a hammer upwards into a platform also attached to the engine causing the platform to pull the whole thing up
Does anyone know why the slow falling glitch works? My best guess is the parts hit some sort of max speed in the game and so can't move downwards much. This can't explain moving forward though. Anyone have an answer?
theres a song that you play in the background of your videos a lot, and it sounds like a rhythm doctor song, is it from rhythm doctor, or is it some random royalty free song you found, or did you make it yourself, or what?
3:51 i mean, isn't it just floating by normal gyroscopic force? like, sure, it might be a glitch, where the game "doesn't know where to put the center of mass", but i do genuinely think that it's just a mixture of the game's center of mass mechanics and spinning, where the glitchy origin of the spinning has nothing to do with it.
works simillar to jellyfish drive from games steampunt genius, genius mechanic, scrap mechanic, trailmaker in trailmakers theres ufo engine whitch not as powerful and fast but more simpler so no1 uses jellyfish in trailmakers and poly bridge2 is only game where your using glitch to generate rotation, in other games players use powered bearing or servo to spin it
Next up: making a boat. I need to think about that one for a while though. Anything else you want to see me make?
Hydrogen bomb in poly bridge 🤔
Thermonuclear missile in besiege
Make a rollercoaster with its wheel design try making things with the especial shapes
I'd love to see some kind of optical ilusion using glitches or something like that.
The juggler from spy kids 2
Engineer 1: So we need to make a bridge over this gap. Any ideas?
Engineer 2: Yeah so I was thinking we can use some hydraulic pistons to stretch some springs connected to some steel in a star shape pattern which will generate a lifting force for some reason lol so the cars can fly over.
Engineer 1: wtf?
Don’t forget for Engineer 2 to say “oh and also you need to turn on unbreakable mode.” Lol
It's not really a lifting force, my bet is that the game reads gravity, does the math for object spin (I think gravity might be calculated as objects local axis not global so object rotation would also rotate gravity) and then does velocity math therefore the angle at which gravity works gets thrown around almost randomly, it might even be possible to control that and make a "gravity drive" but that's just a theory.
@@harlisviikmae6240 If gravity's pulling force was always perpendicular to the object, flipping a car upside down (or a piece upside down) would make it go up. You don't see this. And it would actually require more work to make gravity's pulling force perpendicular to the object, so it's pretty much impossible to do that by accident, and there's no reasonable reason to do that.
@@nikkiofthevalley If you did it at the exact right time WITHIN a frame not over several frames, it would happen (assuming my theory is correct).
@@harlisviikmae6240 That makes no sense. I've made physics engines before, and making gravity always perpendicular to an object would cause weird effects, there's no way around it. And it happening within a physics timestep at a certain time (Only possible if half the physics engine is in a separate thread than the other half, and it isn't, because that makes no sense at all.) wouldn't affect anything, unless you managed to get it so out of time as to make the calculation of forces happen after the object's position has been updated, and that would just cause half of it to completely freeze in place for a frame and negate the rotational motion of the "wheel".
This is possibly my favorite polybridge video yet, I love watching the process of you turning something seemingly uncontrollable and bizarre into a relatively stable working mechanic
It was a weird process because things just kept working as intended. Honestly, this was probably one of the most fun to make
It was probably one of the most fun videos to watch
So here’s what I think is happening with the slow falling engine:
(This is entirely speculation, idk how Polybridge calculates physics but I am a game dev so take this as you will)
Collisions are extremely annoying to calculate accurately. Even the best physics engines will usually break when objects go so fast that they pass by each-other in a single frame and the collision doesn’t have time to happen. So to fix this, a lot of games (probably including Polybridge) have a maximum velocity for moving objects.
The glitch engine created here just so happens to spin so fast that parts of it hit the velocity cap.
When the engine falls, the downwards velocity from gravity can’t be properly applied to any parts of the engine that are already moving downwards, since it gets eaten by the velocity cap. This essentially means that gravity doesn’t exist for any parts of the engine which are moving downwards, lowering the overall effect of gravity on the engine.
(The engine still falls slowly because any parts that aren’t moving downwards still get the proper downwards velocity.)
Thanks a lot for that mate, makes a lot more sense
So what you're saying is the spinning parts go so fast that all the direction components of the net force cap out at a shared fixed limit, meaning the down force is no longer greater. Although, it seems to not be going down with force, but constant velocity instead. Perhaps all the forces do cancel out as described, but only for some frames in a repeating sequence, with other frames involving gravity being dominant again, it just only gets to accelerate and then move stuff for its frames, before that speed is then reset on the glitched frames. And then for the ability to move left or right, that just seems to be a result of drag not existing and there being momentum from pushing off the ledge.
Very interesting idea. I think it checks out. It even explains why it is slowly sliding down at a constant speed rather than accelerating downward as it should.
It's a bird, it's a plane, it's s... yeah its a plane, kinda
It's... trying its best.
If you believe hard enough maybe it will work
@@KingRaulDame with the power of friendship anything is possible - Anime protagonists probably
@@PerciseGunplay with the power of family - Dom torretto
Ry$$$$$$$$$$$$$$$$$$$$$#$$$#
$$$$$
Ha! I just beat poly bridge last week and I'm slowly working through the campaign of poly bridge 2. Meanwhile RC's over here making freaking gliders by exploiting gravity glitches.
Amazing stuff as usual, Captain!
I love these gravity physics, they are great!
Yez
*bing bong* this is captain Captain speaking. Please fasten your seatbelts. our engines are rotating in the right direction so we are gonna take off now
My favorite quote: any dope can make a bridge, only an engineer can make a bridge that barely stands
Reid: you mean a plane?
Me: No a bridge
Reid: So, a plane.
Woody: "That wasn`t flying !
That was... falling with style"
I dont know if you as an engineer in real life would be incredible or horrifying. great video
Title: Making a plane in poly bridge
Me: I'm sorry what?
Haha plane go brrrr
There's a bug that works great for this. you basically have steel beams outwards forming a ring (with the outer nodes as close as possible to each other), and then you connect as many nodes as possible with road.
Now that's falling with style... Just need a catapult to launch it back in to the sky :P
The ground_
stretching these strings this much just looks cursed
Yeah, they literally just become straight lines lol
Playing the game exactly how it was intended
My guess as to why this happens (as a game dev and glitch hunter) is that the game is trying to rotate the inertia along with the craft (you can see how it jitters along with the rotation, despite being symmetrical), and a lazy solution was implemented, that just discards part of the inertia of the object when it's rotated, instead of actually calculating how it would affect the object (probably for performance reasons, or maybe just the sanity of the devs). Well anyways that's my hypothesis, might be wrong, but eh.
My guess as someone who's actually made games in the past as to how the slow falling glitch works is that the speed of an object is clamped to a certain velocity and that due to the rotation of the wheel the game has basicly run out of 'speed budget' for the object and simply cannot apply the remainder of the gravity to the object.
Tl;DR object ran out of speed budget, can't apply full gravity.
i have no interest in this game or in physics, yet somehow i am hooked on these videos. truly genius level stuff!
And this game is about making bridges above river.....
Bruh
Bruh?
What do you mean? Everybody knows bridge game is about making planes.
right!? next he’ll find a way to turn pubg into a gravity/orbital game
Man videos like this make me wish gravity was real
12:30 RCE: Is that the sacred shape?!
All Hail the shape
You could completely overengineer the well poisoning level in besiege just because it caused problems for the one machine.
Your imagination is insaneee. You re crazyy man, love it
Imagine if you could abuse real life physics like this
4:42 idk why, but it reamins me of something (erika starts playing louder and louder)
I'm at 1:20 and I already know this boy gonna be making diamond hydraulics today.
you could spin something backward that occasionally makes it hit off a road, flinging it in the air
7:16 This thing is in visible pain
This guy is too smart to be on youtube
leave it to Reid to build a DRONE in a BRIDGE building game
loved the vid
At this point I am not surprised if someone made a calculator in polybrigde.
I can kinda make a working hydraulic bridge,meanwhile this guy...
this is much closer to the Cyclocopter you built in trailmakers than a plane but, fair enough if you didn't know what a cyclocopter was back then
The kraken drive of poly bridge
I just realised, he sounds EXACTLY like NileRed!
I'm not 100% sure why the gravity doesn't work but I think it might have something to do with a combination of the speed limit getting implemented (if you are going 10000 speed directly up and gravity changes it to 9992 but the speed limit is 1000 it's not really going to change your speed) so you only really have the gravity of the center node pulling down on a ton of mass so it doesn't really move.
There might also be something weird going on with super high restoring force from the springs just doing stuff with the how the order of physics is calculated, they might cancel out the gravity before the physics engine calculates the restoration force for the steel or something, I think it's more likely to be my first guess though.
I love watching this channel. Reid, you somehow always manage to cure my boredom. Great job on the drone!
A man of quality
A man that makes quality planes of quality
He's the god himself
The one and only
This is a bridge game...
This guy's IQ has to be in the 120+ range.
120+ is actually only a bit above average, he's probably closer to 180ish, but I'm not a professional IQ tester or anything so I very well might be wrong.
@@trueblueflare I set the minimum at 120.
It just goes up from there.
@@thealphazero_ ah I see makes sense
This guy is a bridge genius we might be seeing flying bridges soon in the future
So there's drones in poly bridge now
any recommendations for games that you can make engines/mechanical things without the game breaking or with realistic physics?
I recommend Gearblocks
@@minipop1032 thanks
Reid is really out here just trying completely random things until one of them just works 😂
Falling with style
Imagine sending this level to someone and challenging them to find a solution 😂😂
Dude whattt i used to watch this guy a couple years ago. So glad to see you with your silver play button.
Reid Captain: Hey, I’ve heard of that one!
Me: What do you mean? It’s brand new!
Your contraptions are so heckin cool
Now I assembled a car in a game with a cockpit and put 2 cannons, but if you put 3 cannons, I wonder what will happen?
"So, any ideas on the new bridge design?"
"Just use a plane dude, jeez. Poor people theese days, with their land transportation."
Now make it irl
9:35 the family in that car is having a REALLY bad time rn.
Me: this is amazing(looks at subs). WHAT THE FU-
Also never give up raid captain your an amazing TH-camr
The joke is that he has WAY to little subs for his vids
The most epic man in existance
This looks like some sort of engineering fever dream
This is awsome dudeeeee... You are amazing, congrats for the good video.
id more call this a helicopter than a plane just based off the design and how it works
Umm last I checked helicopters didn't work by abusing physics but I may have to check again
@@trueblueflare planes dont either
the correct term would probably be "levitating glitch abuser"f
This is just incredible.
You should definitely have more subscribers!! :)
seems more like a helicopter than a plane but this is really cool!
Make doom in poly bridge
"Reid slowly descends into chaos"
Technically that’s not flying, it’s falling with style
Thats some cool bridge
Please make a submarine next time. :)
How's the scrap mechanic computer going?
Wait he's doing that?
this is a certified bridge moment
Seeing these things reach ridiculous speeds is strange in a game like this
Have each arm hit a lever that essentially forces a hammer upwards into a platform also attached to the engine causing the platform to pull the whole thing up
they did this irl
Keep up the awesome content man!!!
Finally, a vertical helicopter
4:37
Ja, hardcore germany symbol makes everything go gladly
Making a lifeform never seen elsewhere in the universe in PolyBridge
Does anyone know why the slow falling glitch works? My best guess is the parts hit some sort of max speed in the game and so can't move downwards much. This can't explain moving forward though. Anyone have an answer?
theres a song that you play in the background of your videos a lot, and it sounds like a rhythm doctor song, is it from rhythm doctor, or is it some random royalty free song you found, or did you make it yourself, or what?
Nice :)
Noice
I watched this video after 38 minutes after it's published!
Good job!
I think dry cactus should make another similar game that has wings
video 7 of me asking reid captain to play fantastic contraption
I see you, don't worry
Is like a weird parachute
3:13 lol ninja star
3:51 i mean, isn't it just floating by normal gyroscopic force? like, sure, it might be a glitch, where the game "doesn't know where to put the center of mass", but i do genuinely think that it's just a mixture of the game's center of mass mechanics and spinning, where the glitchy origin of the spinning has nothing to do with it.
very creative.
12:06 well you succeeded in making COVID-19
I love building planes in poly bridge
Why are you so smart?
Beeg bran
"Just Falling, with style"
Now the captain is a captain lol 😂
works simillar to jellyfish drive from games steampunt genius, genius mechanic, scrap mechanic, trailmaker in trailmakers theres ufo engine whitch not as powerful and fast but more simpler so no1 uses jellyfish in trailmakers
and poly bridge2 is only game where your using glitch to generate rotation, in other games players use powered bearing or servo to spin it
why this is not like 2 billion views WTF
Helicopter
Seizure Airlines: The Boing Plane(?)
How to make a bridge into a plane:
Step 1: enter sandbox
Step 2: ???
Step 3: profit
Step 2:YEEEEERRRRTTTRRREEEEEEEEEEEEAAAAAAAAAARRRRRRRRRRRTTTTTTTTRRRREEEEEEEE
Can you do scrap mechanic next?
I'll have a scrap mechanic vid out in a week or two most likely
Use one of those engines and build a 6-1 gear box to drive a car
Also this video has the same vibe of the dreamcar videos where as the name suggests.. a plane is made