It isn't just being deterministic. Hi, former Unity guy here. I actually worked on a test project where we were recording physics and then comparing the rendered frames to see that they were consistent. The bigger problem, "Unity bounces," Yannic is correct in that these are problems with all physics engines, because simulations are using quantized time. There are some things which can be done to reduce some of these weird states, but it is often at the sacrifice of something else. There was a really good video on TH-cam a few years ago which looked at different solvers in Box2D and it really does a great job illustrating the problem. The challenge with Zeepkist and other games like Zeep is collision detection especially when moving at such high speeds in close proximity to other geometry, like tires on pavement.
In total I've probably spent *months* of Zeepkist development time trying to reduce the amount of bugged physics interactions. Countless test setups, different physics materials, different collision detection methods, I believe Zeepkist is currently actually using Unity's collision event callback to modify certain contact points that I want it to ignore. And it's exactly as you said, any solution will come at the expense of other things somewhere else. End of the day, I added a special "feather block" to dampen vertical zeepkist velocity when coming off big jumps, to prevent Unity bounces. I think people should just use those instead of hoping that time-segmented game physics will ever be completely perfect. The underlying issues are so so much bigger than people realize.
I think I'm going to incorporate more intentionally bad drawings, they're fun and easy to make and it's obvious that I'm joking so nobody will get butthurt if I make fun of em lol
@@TwoFace- FYI UE5 does have deterministic physics via the Chaos Physics. It allows for very predictable results. So an Unreal Engine 5 port of this game would actually be considerably better than Unity.
It was a good track, but hoo boy was I getting slightly motion sick from the way my brain was trying to process that "tilt"! Nice to see the Kosmo map get a mention too, it was the first thing I thought of when we were playing.
@@TwoFace- To avoid that kind of thing in future, you might look into making a vid template with either a limiter or maybe ducking for the music track pre-installed, assuming your editor allows for it?
I died right before the finish and then couldn't get past the pipe section after that 😢. Honestly better then I expected from myself though 😅. Who knew pain could be so much fun?!
@TwoFace- I will grant you that may be the case. There are times though where his videos are just full salt. I still love watching him, but gosh is it hard to some times.
Ah yes, the make-game-good button. It’s right next to the any key.
It isn't just being deterministic. Hi, former Unity guy here. I actually worked on a test project where we were recording physics and then comparing the rendered frames to see that they were consistent. The bigger problem, "Unity bounces," Yannic is correct in that these are problems with all physics engines, because simulations are using quantized time. There are some things which can be done to reduce some of these weird states, but it is often at the sacrifice of something else. There was a really good video on TH-cam a few years ago which looked at different solvers in Box2D and it really does a great job illustrating the problem. The challenge with Zeepkist and other games like Zeep is collision detection especially when moving at such high speeds in close proximity to other geometry, like tires on pavement.
In total I've probably spent *months* of Zeepkist development time trying to reduce the amount of bugged physics interactions. Countless test setups, different physics materials, different collision detection methods, I believe Zeepkist is currently actually using Unity's collision event callback to modify certain contact points that I want it to ignore.
And it's exactly as you said, any solution will come at the expense of other things somewhere else.
End of the day, I added a special "feather block" to dampen vertical zeepkist velocity when coming off big jumps, to prevent Unity bounces. I think people should just use those instead of hoping that time-segmented game physics will ever be completely perfect.
The underlying issues are so so much bigger than people realize.
Lol the Kan drawing at the beginning 🤣🤣
I think I'm going to incorporate more intentionally bad drawings, they're fun and easy to make and it's obvious that I'm joking so nobody will get butthurt if I make fun of em lol
i love the chat making swinger jokes because an upside down pineapple is swingers are welcome to join.
Yesss, PPAP!
🖊️🍍🍎🖋️
I guess TwoFace was tilted by these speed check comments.
Sorry for the bad pun, I'll see myself out.
💀
@@TwoFace- FYI UE5 does have deterministic physics via the Chaos Physics. It allows for very predictable results. So an Unreal Engine 5 port of this game would actually be considerably better than Unity.
6:19 We have Midori at home:
Midori at home:
It was a good track, but hoo boy was I getting slightly motion sick from the way my brain was trying to process that "tilt"! Nice to see the Kosmo map get a mention too, it was the first thing I thought of when we were playing.
Would a tilted track like this benefit from pillars / scycscrapers that show where "up" is?
Cookie: "Didn't know TwoFace is a %#?#?##"
Cookie is using the forbidden Q-Bert language. 😂
Cool track man.
Zeepkist custom game engine: Deterministic physics update coming q2 of 2025😂
Love the colours again! 💜
Love the music
Because the 5th checkpoint wasn't in the tube, i do wonder if you could jump and drive the exterior.
The foundation of Zeepkist culture: Complaining...
ok bro u got a sub just by music choices lmao
music is a touch too loud bud. but awesome map!
AAAEHHY 🗣🗣🗣 0:14
You had one job this track no speed checkes. "Mission failed we will get them next time!"
at about 2:05 "[garbled] made a track like that, 5 degrees tipped. [something something] 45 degrees." Was that Cosmo you said? Sounds interesting.
Yannik wants to finish inside Spongebob.
You could totally make that cut. You just need 2 days of attempts and some good rng.
I love how there's an upside down pineapple as the finish...🍍
Now we just need a track that goes uphill the entire time.
I love how kan complains like Maki isn't just gonna win anyway
Painapples
Yannic is a dirty boy. He never specified HOW the track ends inside of Spongebob.
Here's a map theme/concept idea: Path and Tire/View-change pairings
ngl the music is a little loud in this one
Noted, I stayed up too late editing this one, so I was trying to be fast haha
@@TwoFace- So you were racing the video creation too?
@@TwoFace- To avoid that kind of thing in future, you might look into making a vid template with either a limiter or maybe ducking for the music track pre-installed, assuming your editor allows for it?
I died right before the finish and then couldn't get past the pipe section after that 😢. Honestly better then I expected from myself though 😅. Who knew pain could be so much fun?!
Arrrrr you ready kids?!
Plinko map that you race up at an angle as a ball the player trigger start its fall from above that or the ball opens radom paths
Oh look a twoface map I could complete first try 😅
OF COURSE TWOFACE HAS THE UPSIDE DOWN PINEAPPLE LOL
💀
Tuwu do art good uwu v nice Canadian flag
i wonder which engine Trackmania uses then
use a steering wheel to get it always
Thank you TwoFace for shutting kAN up. Hes such a salt mine.
I'm fairly certain he does it cause people like hearing him react but this was a fun meme lol
@TwoFace- I will grant you that may be the case. There are times though where his videos are just full salt. I still love watching him, but gosh is it hard to some times.
Does anyone know the song used?
Time stamp me and I can tell you... Or is it just the first one?
@@TwoFace- I was wondering about both of them, thank you for answering!
First
The music is way to loud
tutu, just google what upside-down pineapple means. -.-
I am aware lolololol