toilet is not equal to Toilet, it is not math toilet gets assigned a reference to an object referenced by the variable (or, considering the first letter is upper case, a property, but who knows how much an idiot the dev is) Toilet, if Toilet's reference changes, toilet's won't
I wanted to play the devils advocate and say that maybe he's just creating a new object, but when I looked for longer than 2 seconds I realised that it just says "toilet = "Toilet" and there's no 'new' keword, so it's not a constructor Unless I missed something when laughing at this shit
@@My0ldFr13nd it's setting a local variable to a property of the class it's in (in C# those are capitalized). There are some cases where you would actually want to do this, for example if you were finding something and wanted to set the initial value to the known instance value. however, given that this is yanderedev's code, it's probably done for a silly reason
In mathematics, an equals sign means a comparison - it is stating that the two sides are identical. In computer programming, an equals sign means that you are assigning a value to a variable. For example, the statement "x = x + 1", while illogical in mathematics, in computer science would mean that you are changing the value of x to what x previously was plus one. Computer programming is also often case-sensitive. So in this instance, they have two different values - toilet and Toilet - and are changing one to match the other.
@@MandrakeFernflower If I'm not wrong it has to do with the C# runner that Unity uses, which is called "Mono". Not sure about it though. And "MonoBehaviour" appears everywhere if you take a look at the source code of any Unity game.
@@Mizu2023 MonoBehaviour is the base script that Unity derives on, which allows C# scripts to be editable on objects. C# classes without MonoBehaviour attached would not be able to be used in a Unity object, but other Mono C# scripts can still call them if their variables are static.
Personally I'll title it like this 1. Public Class & SuckScript - Transform Position (feat. Monobehavior) 2. Void Start - Game Object 3. debuglog - The Student (This Student) 4. Colors - Data
Iupac names of antibiotics next please!!! (6R,7R,Z)-7-(2-(2-aminothiazol-4-yl)-2-(2-carboxypropan-2-yloxyimino)acetamido)-8-oxo-3-(pyridinium-1-ylmethyl)-5-thia-1-aza-bicyclo[4.2.0]oct-2-ene-2-carboxylate the song
switch wont solve this codes problems, its structurally faulty and not modular and pain to maintain, hard to read, etc. + i feel like some scripts were converted directly to c# from unityscript, a JS derivative language that unity used to have until they removed it in some version + the performance issues are rendering and batch student management script related, unity does not play nice with large quantities of objects (if not batched, which skinned mesh renderers can't be batched in builtin renderer) and the renderer suffers from similar problems, they are trying to kind of solve this with unity DOTS and the new rendering pipelines
@b3x206 with that last point of the engine not doing well with a large number of objects, could a binary search tree structure help reduce the number of objects it has to manage at any given time?
@@FutureAIDev2015 Unity most likely has implemented some more complex tree structure (b-tree? idk i failed my DSA class) or the tree structure that you have mentioned for it's *scene tree* that is faster for general purpose game related things. However from what i understand (from code), yan sim is (ab)using the search functions under the GameObject and the UnityEngine.Object (every Object.Instantiate that copies a GameObject is probably too heavy because of that, probably causing the long load times), not caching the results on some occasions and basically running large quanitities of objects with complex logic. (300+ student GameObjects containing StudentScript as example) Unity can handle smaller and less intensive objects just fine up until like the tens of thousands of numbers, as i have done some stress tests on some of my performance critical scripts and GameObjects and it wasn't bad or laggy. I should have specified that unity doesn't play nicely with many complex GameObjects, which is to be expected tbh, but there is still room for improvement and unity themselves know this too. The game also has problems in it's rendering optimization, which is usually the culprit in low fps; students are drawn twice with 2 skinned mesh renderers because of the inverted hull outline that the game uses, most things about the rendering are not optimal. (this may have changed in future, but i heavily doubt it) Unity cannot batch SkinnedMeshRenderers in built-in rendering pipeline. There are moments that the game can get high fps, which is when there's no completely visible and simulated students nearby (when invisible the students follow a "simpler" simulation, but still cause lag, or when all of the students are dead), basically the game does culling. Note that there could be inaccurate information on what i said (because my profiling wasn't accurate and was through an already built instance of the game, which doesn't contain debug and performance profile information), *you can watch 'dyc3's yan sim source analysis for more correct information*, as he has gotten the game to work and could profile it's actual issues, which most likely does not contain some things i have said (meaning that it's bogus/insignificant, but what i said about the scene tree is most likely true, unity does use an optimized scene tree + component system, it's just that yan sim makes inefficient use of it regardless). How would the new fancy DOTS (data oriented that somewhat forces efficient design + better C# Burst compiler) help in yan sim's instance (if done right)? If the rendering is still inefficient, not much + the api changes every 2 seconds even though it's declared stable and it takes significantly more code to get started so not much people are using DOTS (which will naturally cause worse code until the user gets accustomed to it, so it may cause even worse results if used incorrectly). As always, the creator of the game engine can only go so far with optimization if unity is doing something totally general purpose, it always depends on the developer on how they use the engine.
@@FutureAIDev2015 i think my previous reply didn't go through, youtube moment unity is most likely already using an efficient scene tree representation, i had no problem with it while stress testing performance critical game objects (spawned up to 5000s, didn't lag much, because my GameObjects only did their heap allocations when spawned and did calculations only through UnityEvent callbacks, so i pooled them with an object pooler) But yandere sim is using the scene tree and the GameObjects inefficiently (calling search functions without caching the result like FindObjectOfType in *some occasions*, etc.) and intensive objects with seperate monobehaviours doing complex calculations/branching every frame, in that case unitys MonoBehaviour + GameObject abstraction overhead makes it worse. Simulating all students (StudentScript) from one GameObject could improve it but every student still represents SkinnedMeshRenderers (contains the whole student mesh and all), which cannot be batched in unity's built in renderer and single place management creates extra inconvenience. A refactor of the student script with an event based simulation routine and a simpler routine when the student is not visible could improve performance, but the rendering Component problems remain. (mesh batching) Basically unity struggles with many unoptimized GameObjects or many GameObjects that listen to the Update callback, which is probably not unity's fault except for the 'Update' callback, which the overhead for it gets less when the game is compiled with "il2cpp", but most desktop unity games are compiled with "mono" backend. The code being unmaintainable + the game assets also being unoptimized (the 70k poly toothbrush comes to mind) makes refactoring for more performance harder. Some things that i have said here is probably wrong, you can watch 'dyc3's analysis of yandere sim code, he has explained the problems more accurately and in more depth.
Hey, from one stranger to another: Good luck dude. Make sure to not procrastinate *anything,* and keep your head on your shoulders. Watch out for bad influences. You can do it!
2:50 this line of code. SWITCH STATEMENT. ITS A THING. YOU CAN USE IT. Oh but also from the looks of it it would probably be more efficient to use some kind of array.
@@Lunam_D._Roger That being said, even Toby got better at coding, to make Deltarune. Wouldn't know what specifically, but I know he's better *somewhere* there, now!
I know right?! What I probably would have done is add everything to a one-dimensional array, and then use a for loop to iterate through it and a single condition statement that checks if anything in the array is not true. If that for loop completes without finding any false statements than it ignores whatever it would have triggered and goes to the next block.
I've used this AI a lot and I can recognize what's kinda saying at the "????"s : 1:46 : "this student slave and and" (yes, it will repeat it shortly after) 1:56 "this student F-inEvent-and-and" (it sometimes jumps mid word, even backwards) I love this please do more
Planning carefully what the student can actually do depending on their behavior. Also, just having one variable that already stands for all "busy" states. Another optimization if you have a lot of booleans like that is to use bitmasking A single Integer can hold up to 32 booleans (treating every bit for a bool) And you can easily check one or more of them against a single number. Super simplified example: flags = 0 (let's say it's a 3 bit number) 000 1st one is InEvent 2nd one is Confessing 3rd one is Distracting If you wanna check if all of them are true, just compare it against 7 (or 111 in binary) If u wanna check only the 1st and 3rd one, compare it against 5 (or 101 in binary) This is kinda what oldschool programers did back in the NES and SNES days
I think it's probably best at that point to have moods/behaviours be structs/data objects which hold information pertaining to what they are (or even make them full clases if they have functions). That way, each behaviour could e.g. have a boolean like "isBusy". Then make a isBusy() function on the student which iterates all the student's current behaviours (if there can even be more than one at once), and search if its isBusy property is true. This way, adding a new mood can be as easy as adding a new line in a json file or csv table.
We in IT companies call this "Chinese Code". You all know about Indian code, which is unnecessarily long and complicated. Well, Chinese code is super simple, but it does not use any complex functions or branchings. It literally is copypasting the same lines again and again.
toilet = student manager
Flush(toilet);
toilet = Toilet
*Lyrics (Based on what the AI said)*
Start();
StudentManager = GameObject.FindObjectOfTheType;
Toilet = StudentManager.Students.GameObject;
Toilet = Toilet;
Void Update();
[Instrumental]
Flush(toilet);
@@anyapeanutlover Not sure why it tripped up on the sylable "oftype
toilet has my vote
"Oh so if the student manager is equal to toilet, what is the toilet equal to?"
YandereDev: *"T O I L E T I S T O I L E T"*
toilet is not equal to Toilet, it is not math
toilet gets assigned a reference to an object referenced by the variable (or, considering the first letter is upper case, a property, but who knows how much an idiot the dev is) Toilet, if Toilet's reference changes, toilet's won't
How the heck did this not get a reply
@@yayitsafreakingrandomchannelxd TH-cam deleting comments
I wanted to play the devils advocate and say that maybe he's just creating a new object, but when I looked for longer than 2 seconds I realised that it just says "toilet = "Toilet" and there's no 'new' keword, so it's not a constructor
Unless I missed something when laughing at this shit
@@My0ldFr13nd it's setting a local variable to a property of the class it's in (in C# those are capitalized). There are some cases where you would actually want to do this, for example if you were finding something and wanted to set the initial value to the known instance value.
however, given that this is yanderedev's code, it's probably done for a silly reason
"toilet equals Toilet"
The floor here is made out of floor
correction, the floor is made out of Floor
1:25?
Every 60 seconds in africa, a minute passes.
In mathematics, an equals sign means a comparison - it is stating that the two sides are identical. In computer programming, an equals sign means that you are assigning a value to a variable. For example, the statement "x = x + 1", while illogical in mathematics, in computer science would mean that you are changing the value of x to what x previously was plus one.
Computer programming is also often case-sensitive. So in this instance, they have two different values - toilet and Toilet - and are changing one to match the other.
In computer science those are not the same lol
“toilet = Toilet;”
I’ve never heard truer words
real 😞 it touched my heart
@@hue_m1rr0r47 else if
but that means that t = T
skibidi toilet
@@odium3090 else if
AI can sing everything, including programmer's sanity.
lol
Implying YandereDev has even a little bit of sanity lol
Insanity*
in*
"YANDERE HIPS POSITION"
this is the hardest part of the song
everyone talking about toilet toilet, but no one is talking about S U C K S C R I P T
Mono behavior
@@MandrakeFernflower If I'm not wrong it has to do with the C# runner that Unity uses, which is called "Mono". Not sure about it though. And "MonoBehaviour" appears everywhere if you take a look at the source code of any Unity game.
@@MandrakeFernflower Me when the behavior is momo:
@@Mizu2023 MonoBehaviour is the base script that Unity derives on, which allows C# scripts to be editable on objects. C# classes without MonoBehaviour attached would not be able to be used in a Unity object, but other Mono C# scripts can still call them if their variables are static.
@@Mizu2023MonoBehaviour is basically just telling Unity: Check for these functions and run the ones you find when they need to be run.
1:42 "Flush(toilet)"
Looks fine to me.
Both sentence and code wise.
Flush is a method and toilet is parameter.
Me omw to add a method to flush objects of type student
Does flushing the toilet every frame, sound fine to you?
@@TheRibbonRedno😬😂😭
@@TheRibbonRed Fps in this game means flushes per second
I like how the title says "forced," implying that the AI doesn't even want to read the Yandere Simulator source code
Honestly, can you even blame it?
This video will be the instigator for the AI uprising
@@bananajewell8846 Skynet will befall us all soon
average musical play
toilet = Toilet; is probably the Funniest code I've ever fuckin seen oml
toilet got potty trained by Toilet and turned into Toilet 😂
@@mbdg6810sorry, POTTY TRAINED?!
FLUSH. TOILET.
The AI is singing in its native language. Beautiful. Moving✨️
Probably unintentional, but the sparkle emoji you just used is now the unofficial universal symbol for generative AI!
Songs:
0:05 - Suckscript ft. Monobehavior (Time.deltatime ver)
1:13 - StudentManager Equals Toilet 🚽 (toilet = Toilet;)
1:44 - This Student Event (Investigation Edition)
2:25 - Else If This Data (Not using Switch Statement Edition)
The “This Student” one kinda slaps. I like its ‘90s-style reggae beat.
Personally I'll title it like this
1. Public Class & SuckScript - Transform Position (feat. Monobehavior)
2. Void Start - Game Object
3. debuglog - The Student (This Student)
4. Colors - Data
@@mosti72Definitely more realistic to how these songs would be titled if they were real.
else if this data sounds nice
most debuggable unity game
-de- buggable
Iupac names of antibiotics next please!!!
(6R,7R,Z)-7-(2-(2-aminothiazol-4-yl)-2-(2-carboxypropan-2-yloxyimino)acetamido)-8-oxo-3-(pyridinium-1-ylmethyl)-5-thia-1-aza-bicyclo[4.2.0]oct-2-ene-2-carboxylate the song
HAHAHAHA it would be awesome, the ai would bonkers lolol
The full name of Titin
Yes do that!
iupac names of anything is funny tho
YESSS!!!
TOILET = TOILET 🗣️🗣️🗣️🗣️🔥🔥🔥🔥
FLUSH.
TOILET
VOID UPDATE() 🗣🗣🗣🔥🔥🔥🔥
}
{
TOILET EQUALS TOILET 🔥🔥🔥
🦖🦖🦖
OMG JORDAN IM YOUR GREATEST FAN
Now make it sing WikiHow articles. I expect some real bangers.
Or some of the deleted Wikipedia articles lmao
"Else if" always makes me cry. Such an emotive song ☹
Absolutely beautiful. This is what AI was made for.
This is fantastic lmao
I bet you can make hundreds of full-length albums out of the YanSim code alone
This sounds godly, i never expected AI to sing stuff so good
ai if used correctly can be amazing
I think its still probably best for shitposting lol
Facial hair 😔
pain and misery
DELTA TIME, *POSITION*
Yo real quick, what's the best flag position? Around your pfp or in the background of your pfp?
It doesn't really matter, I just put mine in the background.
But if you want to "show it off" more you can put it in the background.
2:45 man is in dire need of a switch statement 😭
There shouldn't be a conditional for selecting different items in the first place.
Toilet = StudentManager
Me on my way to pee on the Student Manager
yandaredev actually never heard of switch 😭 bro should maybe take at least a year of programming class
switch wont solve this codes problems, its structurally faulty and not modular and pain to maintain, hard to read, etc.
+ i feel like some scripts were converted directly to c# from unityscript, a JS derivative language that unity used to have until they removed it in some version
+ the performance issues are rendering and batch student management script related, unity does not play nice with large quantities of objects (if not batched, which skinned mesh renderers can't be batched in builtin renderer) and the renderer suffers from similar problems, they are trying to kind of solve this with unity DOTS and the new rendering pipelines
@b3x206 with that last point of the engine not doing well with a large number of objects, could a binary search tree structure help reduce the number of objects it has to manage at any given time?
@@FutureAIDev2015 Unity most likely has implemented some more complex tree structure (b-tree? idk i failed my DSA class) or the tree structure that you have mentioned for it's *scene tree* that is faster for general purpose game related things.
However from what i understand (from code), yan sim is (ab)using the search functions under the GameObject and the UnityEngine.Object (every Object.Instantiate that copies a GameObject is probably too heavy because of that, probably causing the long load times), not caching the results on some occasions and basically running large quanitities of objects with complex logic. (300+ student GameObjects containing StudentScript as example)
Unity can handle smaller and less intensive objects just fine up until like the tens of thousands of numbers, as i have done some stress tests on some of my performance critical scripts and GameObjects and it wasn't bad or laggy. I should have specified that unity doesn't play nicely with many complex GameObjects, which is to be expected tbh, but there is still room for improvement and unity themselves know this too.
The game also has problems in it's rendering optimization, which is usually the culprit in low fps; students are drawn twice with 2 skinned mesh renderers because of the inverted hull outline that the game uses, most things about the rendering are not optimal. (this may have changed in future, but i heavily doubt it) Unity cannot batch SkinnedMeshRenderers in built-in rendering pipeline.
There are moments that the game can get high fps, which is when there's no completely visible and simulated students nearby (when invisible the students follow a "simpler" simulation, but still cause lag, or when all of the students are dead), basically the game does culling.
Note that there could be inaccurate information on what i said (because my profiling wasn't accurate and was through an already built instance of the game, which doesn't contain debug and performance profile information), *you can watch 'dyc3's yan sim source analysis for more correct information*, as he has gotten the game to work and could profile it's actual issues, which most likely does not contain some things i have said (meaning that it's bogus/insignificant, but what i said about the scene tree is most likely true, unity does use an optimized scene tree + component system, it's just that yan sim makes inefficient use of it regardless).
How would the new fancy DOTS (data oriented that somewhat forces efficient design + better C# Burst compiler) help in yan sim's instance (if done right)? If the rendering is still inefficient, not much + the api changes every 2 seconds even though it's declared stable and it takes significantly more code to get started so not much people are using DOTS (which will naturally cause worse code until the user gets accustomed to it, so it may cause even worse results if used incorrectly).
As always, the creator of the game engine can only go so far with optimization if unity is doing something totally general purpose, it always depends on the developer on how they use the engine.
@@b3x206 oops, I just knew there should be another solution to that if situation tho..
@@FutureAIDev2015 i think my previous reply didn't go through, youtube moment
unity is most likely already using an efficient scene tree representation, i had no problem with it while stress testing performance critical game objects (spawned up to 5000s, didn't lag much, because my GameObjects only did their heap allocations when spawned and did calculations only through UnityEvent callbacks, so i pooled them with an object pooler)
But yandere sim is using the scene tree and the GameObjects inefficiently (calling search functions without caching the result like FindObjectOfType in *some occasions*, etc.) and intensive objects with seperate monobehaviours doing complex calculations/branching every frame, in that case unitys MonoBehaviour + GameObject abstraction overhead makes it worse.
Simulating all students (StudentScript) from one GameObject could improve it but every student still represents SkinnedMeshRenderers (contains the whole student mesh and all), which cannot be batched in unity's built in renderer and single place management creates extra inconvenience.
A refactor of the student script with an event based simulation routine and a simpler routine when the student is not visible could improve performance, but the rendering Component problems remain. (mesh batching)
Basically unity struggles with many unoptimized GameObjects or many GameObjects that listen to the Update callback, which is probably not unity's fault except for the 'Update' callback, which the overhead for it gets less when the game is compiled with "il2cpp", but most desktop unity games are compiled with "mono" backend.
The code being unmaintainable + the game assets also being unoptimized (the 70k poly toothbrush comes to mind) makes refactoring for more performance harder.
Some things that i have said here is probably wrong, you can watch 'dyc3's analysis of yandere sim code, he has explained the problems more accurately and in more depth.
The “This Student” one is quite catchy. I like its ‘80s-‘90s-style reggae beat.
I could be preparing for my freshman year but here i am listening to the script of Yandere Simulator sung by AI
Hey, from one stranger to another:
Good luck dude. Make sure to not procrastinate *anything,* and keep your head on your shoulders. Watch out for bad influences. You can do it!
Oh, and keep those grades up! High School is rough, but you'll get used to it soon enough.
I wasn't expecting this video to have multiple musical styles, why does it work most of the time lmao
Funniest shitpost concept yet. Love your new content. I can clearly recognise those SUNO AI vocals, lol. Also, RIP your veštica Jolanda profile pic.
Who? But yeah I was here during the era when Tpke was actually quite small, around a few hundred-thousand subs. And holy crud did he blow up!
@@kingoffire105 His old profile pic was the sage Jolanda, a Czech/Slovak meme from back in the day.
@@adamhercik581 Oh, thanks for that information!
But else if toilet = toilet?
then Toilet = StudentManager
We can finally pee on the StudentManager, according to YandereDev's code!
Are ya winning, AI?
Softwarecore is really showing some potential
1:44 that reggae song goes real hard fr
2:00 as a programmer i almost suffocated laughing at that
Oh my god
that part is so painful to watch 😭
I don't think I quite get it
@@counterfeit1148it's a lot of conditions for an if statement lmao
@@counterfeit1148 idiotically large amount of checks that can be simplified very easily
1:31 I like how enthusiastic the AI is like it is some sort of slogan
I hope you apologized to the AI in case when it tries to kills us,it'll spare the people who apologized for the things we forced it to do
elif:
The song
Hm... this toilet is made of toilet...
Flush (Toilet)
- AI
TRANSFORM POSITION 🔥🗣️
Yandere simulator code musical looks more interesting, than game it self.
The one with the toilet equals toilet thing for some reason reminds me of a Staples commercial from the early 2000s
2:50 this line of code.
SWITCH STATEMENT. ITS A THING. YOU CAN USE IT.
Oh but also from the looks of it it would probably be more efficient to use some kind of array.
Man loves typing for years on end to increase terabyte size. It's the coding equivalent of using lots and lots of words, but saying nothing of meaning
@@fabiosonhandogrande1697Hey, if it works for Undertale, I can't exactly knock it. It's stupid, but still.
@@Lunam_D._Roger That being said, even Toby got better at coding, to make Deltarune. Wouldn't know what specifically, but I know he's better *somewhere* there, now!
reminds me of my very early software I wrote in Visual Basic with WinForms from 2014 or so, where I literally used ListBox control as an array lol
I know right?! What I probably would have done is add everything to a one-dimensional array, and then use a for loop to iterate through it and a single condition statement that checks if anything in the array is not true. If that for loop completes without finding any false statements than it ignores whatever it would have triggered and goes to the next block.
`else if` is my favorite part of the song
I laughed so hard, you really made my day thanks 😂
I love this
1st reply bc nobody ever replied this verified
Why is this unnecessarily epic and cool XD
"This Student" actually sounds fire.
V O I D U P D A T E 🗣🗣🗣🗣🗣🔥🔥🔥🔥🔥
🚽
As a Java programmer student, I can finally create Yandere Simulator faster than YandereDev
*This Data Facial Hair*
As a recent university graduate with a bachelor's in compsci, this physically hurts
This is what The Greatest Showman should have been
TOLIET = TOILET
DELTATIME!
I've used this AI a lot and I can recognize what's kinda saying at the "????"s :
1:46 : "this student slave and and" (yes, it will repeat it shortly after)
1:56 "this student F-inEvent-and-and" (it sometimes jumps mid word, even backwards)
I love this please do more
Thanks, I could not interpret it otherwise.
2:20 I'm curious as to how this part of the code can be improved
Planning carefully what the student can actually do depending on their behavior.
Also, just having one variable that already stands for all "busy" states.
Another optimization if you have a lot of booleans like that is to use bitmasking
A single Integer can hold up to 32 booleans (treating every bit for a bool)
And you can easily check one or more of them against a single number.
Super simplified example:
flags = 0 (let's say it's a 3 bit number)
000
1st one is InEvent
2nd one is Confessing
3rd one is Distracting
If you wanna check if all of them are true, just compare it against 7 (or 111 in binary)
If u wanna check only the 1st and 3rd one, compare it against 5 (or 101 in binary)
This is kinda what oldschool programers did back in the NES and SNES days
My ex colleague told me is better to make if statements separate (not else if) rather than do that
I think it's probably best at that point to have moods/behaviours be structs/data objects which hold information pertaining to what they are (or even make them full clases if they have functions). That way, each behaviour could e.g. have a boolean like "isBusy". Then make a isBusy() function on the student which iterates all the student's current behaviours (if there can even be more than one at once), and search if its isBusy property is true.
This way, adding a new mood can be as easy as adding a new line in a json file or csv table.
truly the peak of elegant code
this has absolutely no right to sound so badass
Every time I listen to this, it seems to get better. Good job Typek!
Purely from a dev pov i feel attracted to this code, it reads like a well written article.
1:14 music is actually fire tho
You should force AI to sing movie studio logos next, not just the fanfare, only text.
Love the intro music, nice reference
longest 3 minutes and 29 seconds of my life
Other code: Fine.
Yandere Sim: TOILET.
woah the second one unironically kind of slaps
D E L T A T I M E
Lmao Flush(toilet);
This will be what robots dance to in the clubs after the machines take over.
"toilet = Toilet;"
I think we need this for the leaked Windows NT source code now... lol
That is a masterpiece!
This actually goes hard it was stuck in my head all day😭
We in IT companies call this "Chinese Code". You all know about Indian code, which is unnecessarily long and complicated. Well, Chinese code is super simple, but it does not use any complex functions or branchings. It literally is copypasting the same lines again and again.
This Czech guy always knows how to makes us laugh
Um actually he's Slovakian ☝️🤓
@@justsafari8218Czechmate
TOILET EQUAL TOILET‼️‼️🗣🗣
0:33 “twe-eyfehf”
2:00 I literally got jumpscared by that as a programmer
TRANSFORM POSITION 🗣️🗣️🗣️🔥🔥🔥‼️‼️‼️
he went from music to Google translate to ai
bros content is the best
Toilet = Toilet part goes hard 🔥🔥🔥
DELTA TIME
Another Excellent Quality upload.
Now do it with the bee movie script
gott admit. This is pretty epic
Transform up twenty fef
The GOAT is here
toilet = Toilet;
As a Company Science student Play this as my birthday party theme
"Hey what kinda mudic do you listen to?"
The *source code* type
This amount of spaghetti code at 1:58 and 2:39 make me want to puke...
in the toilet 😅😂🤣😅😂🤣
the fact this is in unity c# makes it funnier
This sounds good lmao
this is the type of random that i mean when i call sdomething random
I have a project due next term where I have to write a musical. thank you so much I am so inspired
Leaked GTA V source code comments next?
Force AI to sing Minecraft source code next
Why is the first song actually kind of good? Also, THE LONGEST if statement condition in the world, all to the tune of a random reggae song.