Can You Break LIGHTSPEED In Zeepkist?

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  • เผยแพร่เมื่อ 3 ธ.ค. 2024

ความคิดเห็น • 289

  • @BasilLecher
    @BasilLecher 6 หลายเดือนก่อน +339

    Imagine dropping a secret tunnel for people to find only, instead of a shortcut for a faster time, you launch them into the speed force.

    • @KalijahAnderson
      @KalijahAnderson 6 หลายเดือนก่อน +12

      Troll cut,,, 😂

    • @0megaming
      @0megaming 6 หลายเดือนก่อน +9

      *singing* "secret tunneeeeel....." XD

    • @suedempress
      @suedempress 6 หลายเดือนก่อน +3

      This sounds like a good idea in theory, but you also have to consider how the multiplayer server will handle it. Like it could cause lag for others, it could kick players, and it could even potentially crash the server entirely

    • @BasilLecher
      @BasilLecher 6 หลายเดือนก่อน +8

      @@suedempress which, because I’m not a good person, would be hilarious. So long as you give out a warning ahead of time so everyone knows what they’re getting in to. I doubt this is the kind of thing that could cause real damage. Though testing it on a private multiplayer server with the dev might be a good idea beforehand.

  • @JB_ea
    @JB_ea 6 หลายเดือนก่อน +186

    I didn’t know zeepkist simulated time dilation lol

  • @RELapis
    @RELapis 6 หลายเดือนก่อน +57

    For the insane lightspeed, it seems like an integer underflow, where the speed is slowed down so much, that it goes below the minimum value for an integer, and wraps around to the maximum possible value.

    • @bhiderbotYT
      @bhiderbotYT 6 หลายเดือนก่อน +3

      I was looking for a comment with the same idea as me.
      The stop pads just stop too much for the speed

    • @bowfuz
      @bowfuz 12 วันที่ผ่านมา

      the speed is most definitely made of floats, what i think is actually happening is the slowing force is so massive that, as soon as the car touches it, it's flung at high speed in the opposite direction

  • @Andrii-zc4dp
    @Andrii-zc4dp 6 หลายเดือนก่อน +67

    I think if you put the giant coin in place of the wall (not too close like the ckeckpoint), it should work. I think the game calculates speed based on ticks, and it takes more then one tick on the slowster to speed the car up, and you put the checkpoint in it's way, so the colision got registered before the car got up to proper speed.
    In the first tests where you hit the rocks, I think by that point the car got slow enough not to be able to pass through the rock wihout registering a colision in a single tick, so that's why that failed.
    For good results:
    1. Replicate the wall setup
    2. Put the test object instead of the wall, but not closer then the wall
    3. Try with the thinner blocks first
    4. I think the thinker the block the more speed it would take to go through it, so try playing with the values for the thick block
    5. Mind the deceleration is not linear, so even a slightly larger distance might kill the speed.
    6. This setup is dependent on where the ticks start and end, so you might need to move the "wall" further or closer

    • @pinkluver7715
      @pinkluver7715 6 หลายเดือนก่อน +1

      Spoken like a true scientist 🧑‍🔬

  • @wadebrown8772
    @wadebrown8772 6 หลายเดือนก่อน +140

    Engage wrap drives 😂😂😂😂😂. Devs are like, okay, dude, calm down your need for speed here. Let's not destroy time and space of zeepkis

    • @Ekipsogel
      @Ekipsogel 6 หลายเดือนก่อน

      Burrito?

    • @danmaardeze
      @danmaardeze 6 หลายเดือนก่อน

      @@Ekipsogel No, Burritto. Because he forgot the T in zeepkist

    • @AlechiaTheWitch
      @AlechiaTheWitch 6 หลายเดือนก่อน +7

      Yannic is fun tho he will laugh then patch it

    • @BLKBRDSR71
      @BLKBRDSR71 6 หลายเดือนก่อน +4

      @@AlechiaTheWitch I think Yannic may exploit this. Maybe he might let it pass if it don't wreck the game too badly.

    • @acgaming007
      @acgaming007 6 หลายเดือนก่อน

      ah yes, the *wrap* drive in *zeepkis*

  • @edwardbickford8277
    @edwardbickford8277 6 หลายเดือนก่อน +77

    Prepare Zeepkist for Light Speed!"
    Dapper: "No no no Light Speed's too slow!"
    "Light Speed too slow?"
    Dapper: "We're gonna have to go right to- Ludicrous Speed!

  • @ledocteur7701
    @ledocteur7701 6 หลายเดือนก่อน +94

    At the very first frame of the glitch, you were going about 0.33 quintillion km/h, which is 2.8 million light speed.
    At that speed, you could cross the entire milky way, the full 100 000 light year diameter, in 12 days.
    And the speed was surprisingly stable, steadily decreasing as if it was a perfectly ordinary number for the game to handle.

    • @thatonegamer5937
      @thatonegamer5937 6 หลายเดือนก่อน +1

      Well, actually the speed of light used is actually just an estimate taken by dividing the two-way speed of light by 2. Nobody actually knows whether light moves at a constant speed or not.

    • @FoxDog1080
      @FoxDog1080 6 หลายเดือนก่อน +6

      ​@@thatonegamer5937everyone knows light doesn't move at a constant speed

    • @LegoGoblin
      @LegoGoblin 6 หลายเดือนก่อน +10

      @@FoxDog1080 my pet hamster named Everyone does not in fact know that.

    • @FoxDog1080
      @FoxDog1080 6 หลายเดือนก่อน

      @@LegoGoblin it will after you tell it

    • @ducewags
      @ducewags 6 หลายเดือนก่อน

      @ledocteur7701 Zeep does not use a unit of speed, other than numbers. It's not mph or Km/h. Now where is the start point of the universe? If we know the distance on all axis from Earth, and the speed space extends, where is the center or start point of space? Strange how that is never talked about.

  • @justadude7455
    @justadude7455 6 หลายเดือนก่อน +13

    I think the two most important questions for making warp speed actually viable - whether for cheese or just teleportation in normal tracks - are:
    1. Can you still trigger checkpoints and finishes?
    2. Can you effectively slow back down in a short distance (especially after phasing through something)? Maybe front-facing feather blocks would work for this, if slowsters don't?
    If those are possible (or even if 1 isn't) I think there's a lot that can be done while still allowing you to race like normal afterwards: Phasing through walls (obviously), phasing through other parts of the track, jumping seemingly huge gaps, aim-based tracks - i.e. you line yourself up just before the warp apparatus and it railguns your zeepkist into a wall of non-phasable pieces with one gap that you're going for - the list goes on.

    • @justadude7455
      @justadude7455 6 หลายเดือนก่อน +2

      I launched my game, ran a few quick tests, and then inevitably encountered a crash, but I did confirm a few things, for anyone curious:
      A. You _can_ phase through things at a much, much, lower speed. I think I sometimes got through a block at somewhere between 1000 - 2000; "sometimes" being the operative word. As other comments have pointed out, and as you might expect, the chance of phasing through objects seems proportional to the speed you travel at, and when traveling at low-ish speeds (relative), the mechanic is hugely inconsistent even in the same test environment.
      B. Also as many likely suspect, phasing through objects isn't limited to solid obstructions - i.e. it is entirely possible to phase through checkpoint, finish, etc. trigger areas. I imagine it's also possible to phase through any solid object, though I only tested boulders and basic track pieces - I think Dapper's attempts failed because of a lower speed, more complex object meshes, and the objects being too close to the slowster; something I also had issues with.
      C. I have no idea what the best way to slow down is. I had some success when my speed was within the thousands, but that's just because I'm less likely to phase through things. Because phasing seems indiscriminate, you can easily phase through the slowsters/feather blocks/whatever that are meant to slow the Zeepkist down, so I have no idea how you might ensure a Zeepkist phases through a wall while also ensuring it doesn't phase through what comes after. In theory adding a million slow blocks and hoping one of them works will greatly increase your chances, but that's all still chance-based.

  • @Brick_M13
    @Brick_M13 6 หลายเดือนก่อน +36

    perhaps its time for some hidden wall phasing cheese

    • @BLKBRDSR71
      @BLKBRDSR71 6 หลายเดือนก่อน

      I smell cheddar...

  • @GoshkaPolska
    @GoshkaPolska 6 หลายเดือนก่อน +11

    The reason the wall worked but not any thing else is because the wall has 6 outsides but no inside collision. If you fly the camera inside the wall their should be no texture inside meaning its not hollow and all of the inside faces have no collision but things like the checkpoint or Anny hollow cylinder do because the path you travel is basicly: go through wall enter inside object, leave object with less speed because unity idk, hit other side of object (the other half of a cylinder or circle on its side like the checkpoint in the video) and then next thing you now ES&D.

  • @Cosmic_Tortoise
    @Cosmic_Tortoise 6 หลายเดือนก่อน +12

    Hidden fan in forest off on its own, that smashes you into finish across the map through a tube.

  • @mammalianmolasses4724
    @mammalianmolasses4724 6 หลายเดือนก่อน +5

    Gotta love it when your speed is in scientific notation.

  • @crmr2728
    @crmr2728 6 หลายเดือนก่อน +4

    I'm sure Yannic will be happy to see Zeepkist turn into Glitchkist.

  • @Vtarngpb
    @Vtarngpb 3 หลายเดือนก่อน +1

    3:33 “They’ve gone Plaid!!” -Barf

  • @knightowl24
    @knightowl24 6 หลายเดือนก่อน +31

    obviously ya need a startrek map that ends with you going into warp with an outsized ending in the distance... would it even register the end though?

    • @ArtificialDjDAGX
      @ArtificialDjDAGX 21 วันที่ผ่านมา

      if the game uses ray casting for determining collissions and stuff, then yeah. Otherwise, nah.

  • @tukanthemechanic5509
    @tukanthemechanic5509 6 หลายเดือนก่อน +4

    I think that the reason behind not being able to phase thru the rocks, CP and the coin is the complexity of the mesh. The wall is just a mesh made from 2 triagles, but the CP is curved so there is much more triangles to hit.

  • @Cornshot1
    @Cornshot1 6 หลายเดือนก่อน +4

    Loving the return of Zeepkist! ❤

  • @chiquilloneal
    @chiquilloneal 6 หลายเดือนก่อน +5

    Next episode, Dapper discovers parallel universes in Zeepkist. 10 years from now he'll have a 4 hour video explaining every glitchy bounce in the game.

    • @livedandletdie
      @livedandletdie 5 หลายเดือนก่อน +1

      He'll change his name to Dapperkoek2012...

    • @TARDISES
      @TARDISES 4 หลายเดือนก่อน

      An up press is an up press, you can't say it's only a half

  • @TheY0ghurt
    @TheY0ghurt 6 หลายเดือนก่อน

    I've experimented a little bit with this as well, I think it comes down to collosion only being checked at the edges of objects. A primitive square will have a wafer thin wall to phase through, and once you are inside the block you can drive around freely. Then you need to phase through the wall on the other side as well. My suspicion as to why this does not work with the other objects is that they have a much more complex structure which also gives many more, spread out, collision points. This means you would be much less likely to skip collision detection than with a square or flat item.
    You can test it out by placing the entire track inside a solid cube. You will not even see the cube unless you try to cross the edge to leave it without sufficient speed.

  • @wolverestskyrider
    @wolverestskyrider 6 หลายเดือนก่อน +2

    It's all about wall collision. Most/maybe all games work in the sense that the game checks your position every so often. Let's just say every frame. If your speed is enough so that your hitbox would be on the other side of the wall by the time the game checks for the collision then you pass though. It's the whole reason people can glitch through walls almost the same way in every game.
    So by that logic the more speed the thicker the wall you could pass through.

  • @SaiakuNaSenshu
    @SaiakuNaSenshu 6 หลายเดือนก่อน +2

    I'm assuming, you'd have to ask dev about.It's doing a check when it interacts with the wall to check to see if it's a fazeable wall and it's just taking too long to say no so it just goes right through it

    • @SaiakuNaSenshu
      @SaiakuNaSenshu 6 หลายเดือนก่อน

      I'm guessing the ghost wall is a property tacked on to the object

  • @kaloncpu57
    @kaloncpu57 6 หลายเดือนก่อน

    Crazy stuff
    Also, I at 2:10 it looks like the fan force is already set back to 10k, so that might be the maximum value. Even though you're allowed to type in a higher number (and it shows the higher number), once it really goes to put the fan in the level, it might bring it back down to the 10k maximum

  • @Javiolanti
    @Javiolanti 6 หลายเดือนก่อน +2

    3:14 Dapper, I think what's happening is that with the first few tracks, your cart will inherently decelerate to a 'top speed'. While the one that just went extremely high was never given the opportunity to decelerate, probably due to how the stoppers work. Could you try some of the first ones with frictionless tracks/ice?

  • @kernkob_
    @kernkob_ 6 หลายเดือนก่อน +2

    Fan force is capped at 10000 due to a bug in online that caused extreme lagging of everyone's game. Additionally, there are caps on booster and omni speed and force for the same reson, but negative force on omni boosters are still uncapped.

  • @yeaglaceshorts546
    @yeaglaceshorts546 6 หลายเดือนก่อน +2

    I think what happens is the speed is how many pixels you go per frame, meaning at one speed, you are teleporting 1 pixel every frame. So, at a high speed you are just teleporting. It you line the propsup perfectly I think you can teleport through anything. Idk tho

  • @JoshuaGanoTyraxLightning
    @JoshuaGanoTyraxLightning 6 หลายเดือนก่อน +1

    Maybe use this to jump a hilariously large gap in the road that'd be way too long to jump by ordinary means? :D

  • @vib80
    @vib80 6 หลายเดือนก่อน

    It's kind of cool how smashing into rocks and things at such speed launches the character straight up into space. Maybe that could be used for an ending to a track.

  • @Agayek
    @Agayek 6 หลายเดือนก่อน +1

    for what it's worth, it looks like there's a specific window of noclip when you hit the slowster. Stuff needs to be sufficiently far enough away from it that the cart has time to enter this window, but not so far that it exits the window before reaching it. You placed the checkpoint significantly closer than the block was, so I'm betting if you just moved it back 10-15 units, you'd probably be able to phase through it.
    The part I'm really curious about though is if you turned the checkpoint 90*, so you're driving like normal, and this weird glitch happens, does the checkpoint actually get counted? Could make for some fun track design that really confuses people when they realize they have to keep looping around on different layers of the track and have to go through the same checkpoint 3+ times to get credit, or have a secret cheese that lets you skip the slowster and get credit right away.

  • @godzillaridergamer7595
    @godzillaridergamer7595 5 หลายเดือนก่อน +1

    ohhh, you know what probably happened? It probably uses binary to hold the value for speed, and the braking force probably causes it to wrap around

  • @APerson-14
    @APerson-14 6 หลายเดือนก่อน +1

    Imagine going so fast that floating point imprecision starts to affect your speed:

  • @AllStuffofWonder_YT
    @AllStuffofWonder_YT 4 หลายเดือนก่อน

    3:17 For reference that number was around 33 QUINTILLION at it’s highest (after thousands, after millions, after billions, after trillions, after even QUADRILLIONS)
    We need something to stop the player from A: flying into oblivion B: going 33Qi Mph C: stoping almost completely and we need A: a booster that will launch us at light speed B: a slowster that will slow us down from light speed to around 40-100

  • @randomperson21983
    @randomperson21983 6 หลายเดือนก่อน +1

    slowster that people avoid, but interacting with the slowster gives a shortcut

  • @KoolKyurem25
    @KoolKyurem25 6 หลายเดือนก่อน

    4:00 the zeeplorer 1 has entered the BROWN Zone

  • @DaejinTye
    @DaejinTye 4 หลายเดือนก่อน

    First idea: Find what set-up gets you through the wall you intend. Then, make 3 shortcuts of that type in place, except 2 of them have the impassable coin hidden in the wall to make them crash, while the 3rd one works as intended.
    Second idea: Figure out if you can do a controlled launch like you did off the checkpoint and hide a finish WAY up there and cheese the body toss into it.

  • @JohnJCB
    @JohnJCB 6 หลายเดือนก่อน +1

    The speediest shortcut

  • @dhaxiskhadhammer
    @dhaxiskhadhammer 6 หลายเดือนก่อน +1

    Ludicrous speed, go!

  • @LoPhatKao
    @LoPhatKao 6 หลายเดือนก่อน

    Dapper casually inventing Ludicrous Speed in Zeepkist

  • @philash824
    @philash824 6 หลายเดือนก่อน

    My favourite videos are the ones where you get Kosmo to go “oh Dapper” like when you were playing motor town and he spotted you following them in your rented Lamborghini. I’m easily pleased

  • @JRDNARS
    @JRDNARS 6 หลายเดือนก่อน +1

    I have the perfect idea. You make a map purely of shortcuts and they you have a regular plain boring path that doesn’t have anything special but all of the shortcut paths lead to a different ending and just before the checkpoint they just get “sent to the shadow realm” reactions would be so funny😂

  • @DustyRed762
    @DustyRed762 6 หลายเดือนก่อน +1

    Try phasing through the checkpoint the normal way you'd go through. I'm curious to see if you go fast enough if the checkpoint won't register.
    You might be able to essentially force a missed checkpoint by very briefly accelerating the car until it's through the checkpoint and then slowing it again.
    This could allow some cheese where you have to go backwards through the checkpoint or something to even get a time.

  • @MMJtaPenguin
    @MMJtaPenguin 6 หลายเดือนก่อน +1

    Maybe becasue of the slowster force being so high, it make your speed negative, so it moves you backwards instead.

  • @reddor2737
    @reddor2737 6 หลายเดือนก่อน +1

    Dapper get the gang back together and do some cheese with that teleport

  • @vancovio
    @vancovio 6 หลายเดือนก่อน

    Troll track time! This is awesome

  • @archer_of_azure
    @archer_of_azure 6 หลายเดือนก่อน +2

    The ultimate shortcut

  • @Invitzer
    @Invitzer 6 หลายเดือนก่อน +9

    BABE WAKE UP A NEW DAPPER VID HAS DROPPED!!

    • @AlexHusky1
      @AlexHusky1 6 หลายเดือนก่อน

      That’s funny 😂

  • @mistertechnik
    @mistertechnik 6 หลายเดือนก่อน

    I guess a slowster with such a high value (negative acceleration) causes an integer overflow on the speed which makes it to the biggest possible integer, so maybe you wouldn't even need to have high speed for that effect to work.
    For phasing through objects you probably need a very high speed (at least >1 or 10 thousand) so the game doesn't register the collision. But the more complicated/multilayered objects have more faces to collide with so the chance that the game recognizes at least one of these is higher. But more speed would probably help with that. I would advice to have the collision within the fan range since the deceleration won't help.
    I'm very much looking forward to seeing your maps involving these mechanics

  • @subatomicquark9510
    @subatomicquark9510 6 หลายเดือนก่อน +1

    I have a feeling that when you went through the wall it was just from the pure speed from the fan and didn't have to do with the slowster

  • @thoughted6069
    @thoughted6069 6 หลายเดือนก่อน +1

    Short version:
    Large number accelerates you and speed lets you noclip.
    Here's the long version, sorry...
    What I believe the slowsters are doing is giving you a negative acceleration based on the force as long as the current speed is above the max speed.
    When a computer deals with large numbers sometimes sometimes it loops back on itself turning a large positive number to a large negative number.
    So when the slowster slows the player down by that large number instead of applying a large negative force to the player stopping them it instead gets converted to a positive force accelerating the player further.
    When the game does physics calculations it generally doesn't raycast to detect if you went through any objects.
    This saves compute time but creates some inaccuracy especially for fast moving objects and/or small objects.
    Because of this optimization your car is behind the wall 1 frame and the next frame it is passed it.
    This probably is still the case if you were to drive at a slower speed but with less FPS since the time between frames is much longer allowing you to drive a further distance for every frame as speed is distance * time.
    Also it appears for the fan speed is maxed at 10000 while the slowster has no max.

    • @thoughted6069
      @thoughted6069 6 หลายเดือนก่อน +1

      You should be able to phase through everything as long as your going fast enough or lagging hard enough.

  • @charleshaines9715
    @charleshaines9715 5 หลายเดือนก่อน

    Time would in fact slow down nearing light speed. Good job Unity.

  • @ltcolthorin8661
    @ltcolthorin8661 6 หลายเดือนก่อน

    It's essentially a speed check for a shortcut. If you don't get the booster, you can't go through the wall and you have to take the long route.

  • @RipCity80
    @RipCity80 6 หลายเดือนก่อน

    Dapper entering the 4th Dimension

  • @vancovio
    @vancovio 6 หลายเดือนก่อน

    9:53 cheese confetti

  • @yohoki4642
    @yohoki4642 6 หลายเดือนก่อน

    I think the issue you're running into is that the objects you're trying to phase through are too small. Your zeep is not moving like you normally would in the real world. Instead, it basically teleports each frame and checks if it collided with anything in it's new position. Normally, this teleport would be a few pixels ahead at a time. But at the speeds you're moving that teleport is pretty big.
    For the big block, the collision checks probably only happen at the paper thin walls. The walls are so thin that at one frame you're fully outside the wall, and on the next you're fully inside of it. Since the cube is so big, there's room for your zeep several times before the next wall and there's room for your head to fit inside. For the rocks, coin and checkpoint, there's not a "safe place" inside of them like the cube. So unless you make it completely through in one step, you collide.
    You can test this and see if that's what's happening. Set the cube up and put it in a place that you can phase through with no input. Then, move it sideways on the track so that there's an entire edge along the middle of the track. If you get stuck in that cube where you would have phased through, your steps are too small and need to speed up. If not, it's something else.

  • @TheJCHarkins2
    @TheJCHarkins2 6 หลายเดือนก่อน

    Hide these in a 'wind tunnel' course so that touching a bad floor or bad spot just violently launches you into a wall.

  • @IIBLADEzI
    @IIBLADEzI 6 หลายเดือนก่อน +1

    It looks like you get some air time after passing through the wall. Could you perform a chain of it to gain height (maybe taller/longer walls increase the height you get?) to an otherwise unreachable path?

    • @johanferreira2721
      @johanferreira2721 6 หลายเดือนก่อน

      Was my thought as well. Speed staircase

  • @silmarian
    @silmarian 6 หลายเดือนก่อน

    Whatever you do, I'm looking forward to Yanic's reaction to it

  • @ethanhermsey
    @ethanhermsey 6 หลายเดือนก่อน

    Ooookay, Dapper has done it. Completely broke the game.. Goob job :p

  • @bobbobert9379
    @bobbobert9379 6 หลายเดือนก่อน

    I think hitting such a high speed then a stop block essentially creates a situation where an unsigned number is being subtracted 2 times at once, eg the slowdown for the block happens as the slowdown to get back to 220 is happening because its so fast, so you end up subtracting from 0 on an unsigned number, which causes an overflow to the maximum value possible on the computer. If the nunber is stored as double thats 2^64-1 = 1.8446744e+19, but it depends on the data type.

  • @adamsmall5598
    @adamsmall5598 6 หลายเดือนก่อน

    integer overflow bug maybe. Maybe the code that records speed goes from 0 speed up to whatever maximum that unit type holds. The slow block may have slowed the car to below zero. In some computer number types, that would effectively set the speed at maximum. and the max values of most data types is very very high.
    Think of it like this: you have a dial that operates a fan. the dial has numbers zero to ten around the edge. if you are at 5, and subtract one, you go to 4. again, to 3, then 2, then 1, then 0. subtract one more, you turn the dial back to 10. Or, think of it like an analog clock face. going backward from one o clock, you get 12 o clock.

  • @Gnordlan
    @Gnordlan 6 หลายเดือนก่อน

    Track. No check points. Giant finish line 20 km away. It's a well hidden cheese to line up the turbo and the stopper. Stopper is super visible, so everybody else avoids it.

  • @AlovicGrim
    @AlovicGrim 6 หลายเดือนก่อน

    Of course if I may theorize what's going on, it seems to me that the speed you launch yourself with the fan, along with the math of the slowing x, may clash and provide with a negative number which then is calculated into the game as a positive, thus pushing you faster than before.
    And going off of what I know of topology and people speedrunning older games, I believe you can go through the block but not the checkpoint due to the amount of polygons of different angles it has to calculate going through, while a cube you'd only be going through 2 faces, a curved object that looks smooth has a couple 100 faces, vertices, and edges to calculate.
    If you can line up multiple cubes and walls to see how many you can go through, while also checking to see if you can even count checkpoints at such speeds, you may be able to make a linear track with a railgun cheese, just shooting through underground, at such speeds it could theoretically be so extreme of a speed it may just collect all checkpoints and finish in a single second. (Of course getting to the cheese area and making sure to line up correctly to go through each wall and checkpoint would be a factor, but that would be so much faster than doing the swervy track it would be above ground.

  • @versuzzero5335
    @versuzzero5335 6 หลายเดือนก่อน

    Of course, a straight tunnel shortcut. Making it seem like a shortcut is slower but you suddenly teleport to the finish.
    You just need to make the teleporter super secrety...

  • @GeekOfAllThings
    @GeekOfAllThings 6 หลายเดือนก่อน

    I hope you get to use this as a trap before the other guys watch this video. Although, you're going to have to test if this works in multiplayer. Maybe name the track "Photosensitivity Warning" just in case, unless you can prevent the flashing. You should check to see if it counts as a finish if you go through it at light speed. If it doesn't, that would make a good trap. If it does, it's a good way to confuse players at the end. Definitely use the wall phase as a cheese on some map.
    I really want to see how the dev reacts to this unprepared.

  • @jamesodwyer4181
    @jamesodwyer4181 6 หลายเดือนก่อน

    This is madness. You trying to give Yannic nightmares? XD

  • @frostybandit1
    @frostybandit1 6 หลายเดือนก่อน

    How the cheese master comes up with his cheese.

  • @mikehorrocks2909
    @mikehorrocks2909 6 หลายเดือนก่อน

    “No, no, no, no. Light speed is too slow. We’re going to go LUDICROUS SPEED!!!”
    🤪

  • @s_tupid1256
    @s_tupid1256 6 หลายเดือนก่อน +1

    make a really long warp drive tunnel, then have the fan speed set rlly high and have a long range. then set a couple stops at the end with the same slow fore as he fan force to "disengage warp drive"

  • @0megaming
    @0megaming 6 หลายเดือนก่อน

    It could be a secret entry to a cheese pipetrack, that goes below all checkpoints (the long ones for the depth, but put in as normal ones on the surface) and gets you an insanely short time ^^

  • @Madnessnunky
    @Madnessnunky 6 หลายเดือนก่อน

    It's probably an overflow error along with tick-based physics. If you go fast enough, the frame it checks for collisions is bypassed and you phase through the object. Depending on your speed, I'd bet you could phase through much larger items if you could tweak the speed just right.
    The slowster is probably similar in that you hit it going so fast that the overwhelming deceleration force goes negative and you get hyper launched instead.
    I'm curious what would happen if you hit the hyper slowster going a normal speed. Would it still launch you? At what minimum does the lightspeed kick in? If you set up a large grid field of regular slowsters after the hyperspace launch, will they be able to stop you?

  • @ABFox
    @ABFox 6 หลายเดือนก่อน

    Fake semi hidden but obvious enough shortcut to confuse the heck out of people

  • @KalijahAnderson
    @KalijahAnderson 6 หลายเดือนก่อน

    Congrats on 200k subs.
    I would love to help you with the experiments. I understand most of what's going on in this video. Calculation overflow and distance of ticks results in speeds that get you past the obstacle before the next tick.
    I don't seem to have a way to DM you through here, but if you have a way and want some help, I'm more than happy to hop in a Discord with you to help you out.

  • @GummieI
    @GummieI 6 หลายเดือนก่อน

    I hope we get to see Yannic's reaction to this being used eventually :D

  • @mynameisplatypus5859
    @mynameisplatypus5859 6 หลายเดือนก่อน

    Dapper i’m probably gonna steal this for my first Zeepkist level

  • @tickytickytango5634
    @tickytickytango5634 6 หลายเดือนก่อน +2

    If the number is indeed in km/h, then it would need to read 1,079,252,848 for you to be going at light speed.
    Oh yeah... you definitely broke that.
    Looks like the fastest you were going in the first test was 33,317,830,000,000,000. That's about 30,871,200 times faster than the speed of light.

  • @balancedbeast7952
    @balancedbeast7952 6 หลายเดือนก่อน

    this would be the perfect troll, a shortcut to the shadow realm. lol

  • @SG_01
    @SG_01 6 หลายเดือนก่อน

    I played with this a bit in the editor, and it's very fiddly, requiring some pretty precise speeds to get it to work, but I did manage to make it teleport through both the podium and the finish line. I ended up making a little level with this concept I called "Lanceer Controle" because of the inspiration here ^_^ Well that and me wanting to support a fellow Dutch game dev.

  • @stroem102
    @stroem102 6 หลายเดือนก่อน

    You could create a cheese track where you you intentionally crash to complete the track (bypassing all others who takes the track in the ordinary way), your ragdoll goes trough all the checkpoints and the finish in super speed.

  • @snowyneko3043
    @snowyneko3043 6 หลายเดือนก่อน

    i think what happened was the stopper's force being so high (1E+17), it would overflow and go to negative numbers which would boost you like crazy, and having 2 of them would multiply it like crazy. thats my guess

  • @AlexanderBurgers
    @AlexanderBurgers 5 หลายเดือนก่อน

    you topped out at 3.33e16 at 3:16, which is about 30.8 million times faster than the speed of light at 1.08e9 (both in km/h)
    Seems to also be consistent with the fan setting, 10k --> 3.3k, 1e17 --> 3.3e16

  • @Jirodyne
    @Jirodyne 6 หลายเดือนก่อน

    I imagine the walls have a special coding with them that is different than an object. An object, no matter how fast you do, you hit you immediately stop. Maybe the wall riding code? Can you wall ride on objects? Anyways. Something in the Wall code is breaking when you move too fast. Most likely.... It might be a coding issue I've seen with Mario 64. Namely, the wall will try to stop you from going forward. BUT only if getting 'hit' and 'stopping' prevented you from moving within a certain distance. So if the wall is 20 feet thick, if hitting it would prevent you from moving forward within that 20 feet, it stops you. But if your moving too fast beyond the 20 feet, you 'teleport' behind it and keep moving forward. But an Object would be hard coded, if you hit it, you stop. Period. No other checks beyond 'Was object hit, yes/no.' This is why I question about the wall riding ability. Cause there might be checks for the wall code where it doesn't just stop you immediately. So you glitch through it with enough speed. Mario 64 had the same kind of coding with it's object and walls, where it will stop you, if you would have stopped in the wall during the 4 animation 'steps' Mario takes when it takes 1 step. But if you're moving so fast that even 1 of the 'four animations' is on the other side of the object, you teleport and complete the 'step' on the otherside, teleporting behind walls and object.
    As for the Stop Force. I'm willing to bet the answer has to do with Negative Numbers. Cause it's always Negative Numbers. Devs never account for and add in negative numbers. Example, again, being Mario 64. When Mario is moving forward, he is going positive speed. But if he is facing forward, and somehow moves BACKWARDS, something normally impossible in the game, he moves at Negative Speed. And there are Limits in the game for Possible Speed that mario can't go beyond. But they didn't put the same limits on Negative speed cause "It's impossible to do". Well speed runners found a way to build speed by jumping backwards at certain spots and angles, and yeah, no limits lets them teleport through walls, objects, and move at uncapped speeds so fast they literally enter parallel universes. That isn't even a joke, or misdirection, it is LITERALLY called PUs xD.
    The TH-camr Bismuth has a great video on it called "Super Mario 64 Tool-assisted speedrun world record explained" Which is about 40 minutes long, and talks about the Negative speed, PUs, and so on.
    And if you want more insane Mario 64 coding stuff, pannenkoek2012 has a 3 hour and 45 minute long video explaining in great detail about Invisible Walls in the game titled: "SM64’s Invisible Walls Explained Once and for All"
    Both are very Fascinating to watch and learn from. Not just for Mario 64 'lore', but general coding as well, as it shows how some very basic 'coding' can seem air tight and perfect, but some very minor mistakes can have very grave consequences in the game. In this situation, putting limits on Positive speed, but I bet if the Speed is Negative, there is no limit and things get wonky very fast.

  • @CrossbowROoF
    @CrossbowROoF 6 หลายเดือนก่อน

    You found the fabled Zeepkist back rooms

  • @electroman7170
    @electroman7170 6 หลายเดือนก่อน

    Dapper went 33 quadrillion and the speed of light in kilometers (In which google gave me) is1,079,252,848.8 kilometers per hour which is around 1 trillion. So yes dapper, you went lightspeed

  • @crazyjack3357
    @crazyjack3357 6 หลายเดือนก่อน

    Obviously, I think of like a spaceballs themed track due to going past light speed and going straight to ludicrous speed

  • @nidodson
    @nidodson 6 หลายเดือนก่อน

    The "phasing" doesn't care about what the object is, but where the vehicle is when the frame is calculated. So you could fill everything except for those small areas with objects, and be fine.
    IE: Vertical keep empty, horizontal can be filled.
    ||||||||||||--------------|||--------------|||--------------|||
    The game engine ignores what happens between the frames for where you are, and only cares about what is needs for rendering a frame.
    But also, this is unity, so it isn't going to be consistent.

    • @nidodson
      @nidodson 6 หลายเดือนก่อน

      Why a cube may cause a collision less, is because the collision will happen with the thin walls, while a checkpoint has multiple polies that it can hit, and not skip through. So simpler hit boxes will allow skipping through easier.

  • @Lake_Filter
    @Lake_Filter 6 หลายเดือนก่อน

    Would be interesting if you could phase through a ramp. Make a track that runs back to that ramp and jump to finish, then tell everyone that it's a new semi-penetrable block.

  • @SullySadface
    @SullySadface 6 หลายเดือนก่อน

    Raise arms becomes "tear off arms"

  • @kimnowell603
    @kimnowell603 6 หลายเดือนก่อน

    I gave my friends seizures with fake shortcuts!

  • @personne1341
    @personne1341 6 หลายเดือนก่อน

    Idea : crash into the cp and have your character finish in an unreachable finish... like a "space themed" track with finishes as stars ?

  • @standardindian
    @standardindian 6 หลายเดือนก่อน

    Most likely this is an integer overflow/underflow bug in Zeepkist. Or maybe a missing check between the speed and force of the slowster where the slowster subtracts the speed so much the engine wraps the speed around to max of the speed variable.

  • @Juvyss
    @Juvyss 12 วันที่ผ่านมา

    BRO dapper invented time dilation in game....

  • @suedempress
    @suedempress 6 หลายเดือนก่อน

    I wonder if the insane speed you got from the slowsters are because of some sort of underflow to the speed. Like the negative force of the slowster combined with the fast speed of the kart when it hits the slowster makes the speed go under the minimum limit the speed can go (not 0, but like a really really large negative number) and rap around back to the max number the speed can go.

  • @atomicsven1018
    @atomicsven1018 6 หลายเดือนก่อน

    Idea:
    a seemingly normal track but the beginning has a shortcut where you use this method (followed by ghost blocks after so you dont die in the wall) to cut straight through the first half of the course or so

  • @briancouchman5658
    @briancouchman5658 6 หลายเดือนก่อน

    When phasing through walls do you collect checkpoints? Secondary ends? I see a X track where the slow can be clipped by the cross to phase through a block into an end or you can avoid the X to go straight and through a loop and get the end from the other side…

  • @SpecialFX99
    @SpecialFX99 6 หลายเดือนก่อน

    It'd be funny to make that into a track that's for anyone AFK. If they're truly away they'll freak out when they come back

  • @JayG5
    @JayG5 6 หลายเดือนก่อน

    THEY'VE GONE TO PLAID!!!

  • @FromRussiaWithLuv007
    @FromRussiaWithLuv007 6 หลายเดือนก่อน

    Ludicrous Speed!

  • @tom13794
    @tom13794 6 หลายเดือนก่อน

    what i think is happening is the stop pads are so stron they are forcing the speed to go into the negative numbers but the game engine is not designed to read negative numbers above a certain point so what it does is rolls the numbers back into the positive therefore firing you forwards at insane speeds and because the physics are most likely tied to the fps of the game it can only slow you down at a certain rate which is dertermined by your framerate

  • @lykos9836
    @lykos9836 22 วันที่ผ่านมา

    Decoupled your existence

  • @The_Totes_Adorbs
    @The_Totes_Adorbs 6 หลายเดือนก่อน

    Yay

  • @matichribar5823
    @matichribar5823 6 หลายเดือนก่อน

    Video idea: make a track with a hidden shortcut like normal. But also make a second cheese using the lightspeed. So people think they found the cheese, but there is another one.