"For this supercar, we've developed an innovative new system with four pistons that will be able to propel the car forwards AND backwards without the use of paddles" What a feature!
Next month we're going to hear about their bleeding edge, top secret technology of using a virtual avatar to represent yourself in game that can be made to move around the environment using a keyboard and mouse. Or, if you have the technical know how, you can use a small plastic device with buttons and 2 proprietary "movement sticks" that is held in both hands.
Something you forgot to mention is that if they are just NOW prototyping this tech, they're still 5 to 10 years away from the tiniest bit of something playable.
I'm not following and reading everything on it. But from watching their Drone-acquisition video and a couple other commentary/reaction videos my guess is that they aren't even gonna make a true game themselves anymore. It's more likely that in the best case they will just provide some framework in which the players will create things themselves (including terrain manipulation, see the Drone video on the E2 channel). So the project is already morphing into something lesser than what was initially promised. But yeah, it's kinda not clear what will come out in the end. I'm not sure they even know themselves. This may not be a scam, but even if it isn't they are clearly in over their heads and stumbling around like the amateur devs that they are.
"We're using Vector Calculations and matrix Multiplications to achieve the illusion of a spatial transformation on demand of the player" (W makes player go forward)
The issue I have is that these are all glamour shots of earth from 100’s of kilometres high. Devs have been making beautiful planet models for years! Mass effect 1 had nice looking planets when viewed from the Normandy, but at ground level they were pretty average. They have totally avoided showing anything at ground level. And seeing how this is a meta verse, ground level is where everyone will be.
If their rendering a ‘pristine’ version of Earth without infrastructure etc why are the E2 community overpaying for London, LA, NY etc. Those locations in the real world are only worth more because of the development etc. This whole project is so internally inconsistent. Thanks
I agree. And on their Drone acquisition video they said something about terrain manipulation that players will be able to utilize... Like, what will it be? Pure Earth stripped to the real geology? Earth with everything on it? Player-made areas? And what will the gameplay be? On the Drone video they are saying something about PvP??? Absolutely inconsistent indeed. Too many red flags for my taste.
The resource economics and buildings they have demonstrated are science fiction but can have other styles including architecture that matchs places like London, Rome, ancient china, etc. That but is not hard. Several RTS games have the same ten buildings in 20 styles. British archery range, Chinese archery range, Aztec archery range. Is there a market for an RTS on a real world map? Maybe? Is advertising and PVP planned? Yes. Is that worth $40 a plot? Probably not but the world is big. The equivalent of a share split is easy. Give the disgruntled early adopter 100 more tiles in some remote location. That costs the dev's nothing.
"Biome Index Mapping" or Biome Mapping isn't a new concept or tech *outside* of video games either. It's a fairly basic concept in Geography (GIS specifically) for doing data analysis on big chunks of geolocated (location specific) data - be it geological, topographic, demographic or other. The USGS has been offering the raw data sets of biome data for free for decades.
Yeah, was about to post that in my basic collage course of GIS all that they've shown took an average student maybe 1,5 hour to complete in ArcGIS and maybe 2 hours in QGIS.
@@ZeroCanalX Yep. Even on the crappy computers my college had a million years ago, we're talking four hours and most of that was waiting while your data slooooowllllllyyyyyy doooownloooooaded + the CPU chugging through pulling it in to ArcGIS and saving.
I created a VR application for my thesis when I knew nothing about shaders, with a basic understanding of computer graphics, within weeks I had these features set up as they required to achieve the performance and level of detail I required. And.. I am just one random guy... I am excited for when they develop a floating point origin :P
I believe the No Man's Sky procedural generation dev talk explained how they handle borders between terrain LODs without "cracks" between different LODs so that is actually a solved problem. Just another thing for them to not invent. Edit: Not implying NMS invented the solution just that a solution for that exists already and is used in games.
Not really, de-seaming heightmap LoDs is nothing new. There are smarter solutions as part on Nanite (which cause other problems, see foliage), but I still wouldn't describe the problem as "solved".
Even in NMS you get clipping artefacts. They usually hide it with haze/fog e t c but every now and then it shows through. And I'm not saying that to bash them because NMS actually looks really good. Nonetheless, there is a transition they have to do when you move from "space space" to "planet space".
You know, there was this game called "Elite" that had a "parametric and procedural" UNIVERSE created on a computer with 64 kilobytes of ram, AND it had space over to make an actual game. And it was released in 1984 just 38 short years ago. Edit: This just sounds like a bunch of people with no prior experience trying to sound impressive while discovering how everyone else does world creation. It would cringy fun, if it wasn't so sad.
Oh, you forgot one small thing: the game also was addicting and fun to play ;) i bet noone who ever played it will forget his first landing in a Spacestation...
If you like the sound of that, you'll be pleased to know it's actually the longest running space sim series, and one of the longest running _game series period._ At the risk of sending you to your doom in a massive timesink, you may also enjoy Elite:Dangerous (the current title) which makes Earth 2 and its ilk look like utter trash. It's a *1:1 scale entire galaxy,* where you can land on planets (actual planet sized planets, not Spore's 'planets' with maps you can walk around in a few minutes) and literally have resolution down to rocks the size of ~ a baseball. It has its problems ofc, but it's certainly a technological marvel by any account.
The other thing that's cool about clipmaps as opposed to "just normal LoD" is that it's continuous LoD. Things get better and better on a sliding scale as they approach the center "LoD-0 area", and you can just use ancient 2D texturemap tricks to "scroll" high-detail data in. So there is absolutely no "pop-in" like Callum describes. But Callum's right on the dot when he says it's 20-year-old technology.
Yeah! Unless... You speed faster than the game can handle, and you crash into invisible walls, that then get their textures lol GTA 4 But jokes aside, I loved that game, and the tech we barely focus on is incredible
@@do3807 This is 2022, and last I remembering writing data main mem(RAM) to gpu/vram streaming code, it was before DirectStorage. And I could write it to almost never fail at streaming no matter how fast you go. Given I never tested it outside of my okayishly powered old rig which had sata ssd with a little extra ram(16 gigs). My GPU is/was shit, 1650 super... my current rig is a workstation so let's not even go that far. And no I was not saturating my GPU pcie bus not even remotely. And most modern devices are a lot faster at streaming than Xbox 360 and GTA 4... by a factor of like 100x +. ~10MB/s to ~1GB/s. I don't do gamedev professionally these days though _sad_. Though do plan to get back in the game after my term at my latest company feels like it should come to an end. As for streaming from cloud we could stream really good games entirely off of Hard drives with 10MBps speeds, I think we can manage to stream just world maps and stuff considering these days internet is several times faster than that. My current home internet is at 25MBps and my office has a 1Gbps(notice small b) connection. All this while using DX11 and Modern OGL, I won't believe streaming is a challenge on modern APIs given good programmers.
@@SteinCodes Dude I had to re-ead a couple times to understand what you just said, but I am seriously fascinated by the code on your channel. Even though I am not at all a programmer or game dev, it's really cool to get a peak at code like that along with the explanations!
@@SteinCodes Lol. My all-time maximum download speed is 2.3MBps, and upload speed is 14KBps. I pay 60 bucks a month for DSL. Not everyone lives in downtown Los Angeles, my dude. I'm so deep into Nowhere that I don't even need a VPN, because my IP _cannot_ register my actual location. It comes up as a different city every day, sometimes even in a different state. This has caused multiple online transactions to register as fraudulent.
Damn son, imagine lipping off thinking you're safe from any callouts and then you just get pinpointed with no conceivable way to even come close after being given 300x the half hour you said you could do it in . OOF
It would be really nice to have a game that would allow you to fly seemlessly around the world with satellites images with 3D trees, weather, volumetric clouds ... We could call it Flight Simulator, but I guess it's impossible until Earth 2 manages to overcome those challenges ... ... oh wait.
Hey Callum, the next time you talk about Nightmare World, you could try overhyping mundane programming tech, like "with this proprietary code, when the player presses a button, the character *does an action* in the game!".
Thanks for explaining things. I know this is a scam, but for me as a gamer who mostly just consumes without knowing much about the technical details it's hard to factually call it out as that. So having game devs provide their knowledge and insight into the technical side helps. It's not that I and others want these projects to fail, I will gladly be proven wrong. But with all the red flags involved it would be silly to not be cautious (and "FUD"). Regardless, sometimes I wonder if these projects are even worth our breath. Those who invested in it will likely not listen to us anyway.
I invested when it first came out because a couple friends of mine told me about it and they made it sound like the next best thing. I’ve spent less than 200 for land when I was new and I was curious and now I have a lot of regret after having it for almost a year. It wouldn’t let me verify my account to sell the land I bought because I have to do a 2 step verification that makes me download an app (that I have to pay for) to scan a QR code and every time I put the code in it, it goes in a loop and sends me back to the spot to put the code in after scanning the code. Sorry for saying code a lot.. I hate that I didn’t see the red flags but honestly I haven’t looked at it since I got it and then just let it sit. My property is supposedly worth “600” with property value is 220% but it doesn’t matter if I can’t sell it.
Yeah, one of the few good things about "tech" or "science" based scams are the debunking videos describing how it actually works or how to actually do it for real.
Might be interesting to have Nightmare world discuss some of the stuff that goes into game that no one ever talks about. Armatures who want to make there own game might find it helpful. I would be interested because i like to see things under the hood
Welp, 10K challenge has been formally issued...looking forward to your response and attempt to get that 10K USD. So Callum, you stepping up to the challenge? Judgement time! Lets GO!!!
As a DRONE supporter who was really hyped for that game not because they were promising any sort of "groundbreaking new technology" but because they were promising just a solid game, that there was no reason why it couldn't work... it makes me sad that the DRONE team got tangled up in this shit and I wish they were just better people than that :(
Remember that a game must have a solid game loop for it to be good. While that game loop isn't clear we literally can't tell how it's turn out. That to say, I immediately default it as a bad game until I see interesting stuff. That's also why CG trailers for games you don't know how it plays are the wooooorst
I wonder why these Earth 2guys haven't pointed out that they're using a "high performant modern Object Oriented compiled Programming Language" to achieve all of this. They most certainly missed that opportunity.
Shane: What we showing now may or may not be real - Earth 2 community: YAAAAAAAAYYYYY!!!!!! See its happening!! I'm in university, and as a person who's bullshitted a lot for business projects, I can tell when ppl do the same.
They are pushing things as revolutionary which for the most part are taught in every other CG beginners course. We had to implement some of these as a weekly assignment in university.
Good luck on the challenge Callum ! I don’t know a damn thing about development but I’m sure you will do a great job...The Earth 2 saga will never end....I love every second of it.
We found that cars need wheels to move. So put 4 on our car and it can now move. IT also needed a way to move back and forth so we added 8 internal combustion cylinders that hook up to special gears we named "A Transmission" that makes the hweels move.
Nice to see other nice people out there. My issue isn't even entirely that people like Shane (I don't see why but each to their own?), it's how nasty they're being to Callum (That and er..a CEO doing a public callout-whatever ''good reason/s'' Earth 2 fans mention- is..er...MASSIVELY UNPROFESSIONAL). Certainly, there are respectful Earth 2 users out there, but they seem few and far between in their replies to Callum, both on twitter and his videos x
Oh Callum. Things are getting spicy. Big boy Shane calling you out is either going to make you crash and burn or blow you up to insane levels of popularity. If you do succeed, though, I wouldn't put it past Shane to move the goal posts further to try and make it look like you don't know what you're talking about.
Looking forward to any response to the challenge this video resulted in, popcorn ready and working on the odds for the betting line, thinking no response or claiming that there is no way to verify their claims is the odds on favorite
8:00 we quickly found out why we couldn't just use satellite images lmaooooo maybe some of this research should have been done before accepting payments?
This reminds me of a Sklar Brothers routine where they're talking about Chopper 4's commercials and they run out of things to say so start advertising regular helicopter features. "SEATS!"
Next, they will probably claim that keeping the player at zero is a "new and never seen before" fix for the floating point precision errors, and they will say that they single handedly fixed the issue with every map this size.
Earth 2 video: Look we have round shaped proprietary technology called... Wheels. We also invented this plasma reaction that we have called fire. We combined the two, and ... well... we have a wheel on fire! Cave Johnson would be proud.
Also Earth 2 devs: Look, we now have a grid map. If you cross the corners and the sides, you can lerp the values. We call it Diamond Square. We also have invented something called Marching Squares and Simplex noise based on...wait for it...triangles! (Oh shoot... who's Ken Perlin?!)
They sadly probably never thought that far ahead into the future. But maybe some of them will wisen up when they realize that the end product will be nothing of what was promised at the start.
I was pretty impressed by the "new tech" yesterday when Bigfry was reacting to the upload until someone responded that I should look at your upload. Now I'm here annnnd now I feel stupid for what I said yesterday 🙃
Per Bigfry, you been big deek challenged by Shane himself, hope you measure up! Excited to see what happens because if you come up with something comparable you put a huge dent in Earth2 and get 10 grand but if not you take a huge L…..exciting!
It seems that they were just waiting for an engine that could support their needs instead of modifying an existing engine to do large-world coordinate systems and planet generation. UE5 has support for those things out of the box now. These are things Star Ciziten has been doing for nearly a decade, but came at a very high engineering cost because it didn't exist. I can see why E2 didn't even bother trying since they are more investing focused and not game focused. If they are expecting to only use these features right out of the box. It won't go well. No such thing as turnkey solutions in gamedev when it comes to AAA quality. You have to put in the work to adapt it to your specific needs.
Earth 2 announced literally days after the sattelite earth plugins were revealed for Unreal and Unity. It's almost like Shane saw the tech demos and dollar signs appeared on his eyes...
Still a new engine doesn’t change all the server protocols and it doesn’t really ease the extremely intensive and frustrating workflow of a heavily network based, heavily populated video game
Unless ofc they pull a mortal online 2 and just instance everything when they get frustrated. they really should hire from whatever company makes bdo or lost ark since they both have really well done rendering and packet management
So I'm usually pretty critical of E2's lack of transparency. but I think one of the best possible plausible explanations is that they released a video showcasing the basics of 3D world game development because Shane has come under fire for telling customers practically nothing about what they are actually doing. Given his recent meltdown on social media over NextEarth, it's pretty clear that he's scared to death of "copycats," so he's trying to say nothing while giving the illusion of doing something to improve communication and transparency. With that said, I feel like Shane is a bit delusional when it comes to what he thinks are his unique ideas. In the rant I mentioned above Shane said that NextEarth was a copycat because they would offer the ability harvest minerals from tiles as resources..... As if games haven't been harvesting materials from land since crafting systems were introduced to the industry. Being an early millennial, I think the first time I was exposed to it was playing Warcaft. For Shane to think that he was to first to do something like this would either be delusion, or him taking credit for a game industry standard that has been with us for 30+ years. I've said it before, I've said it again. If E2 has something that can be protected, he should register patents to protect himself and the project, and be open with the community that are putting money into the project to get them excited. If all his ideas are things that can't be patented (or copyrighted), then they aren't unique enough to qualify for legal protection. Speaking as an author. Ideas are worthless by themselves. People have been regurgitating the ideas that came before them for as long as we can remember. The only thing that matters is what you actually do with said ideas, and sadly thus far E2 is coming up short. I want to see E2 vindicated.... It just hasn't happened yet. I mean if Shane really wants to play the idea card, he can't take credit for anything given that he referenced Ready Player One and The Matrix as his inspiration, but you don't see Cline or the Wichowskis throwing social media fits over E2.
We have technology that can simulate dynamic worlds with multiple biomes, various forms of live and their effect on their environment, to the point where we can simulate whole ecosystems. And they act like a seemingly almost static representation of our world with some biomes is groundbreaking technology.
This whole thing with with Shane and youtubers is disappointing, but honestly I hope that Callum makes something impressive and visually similar to the dev video, and that Shane then goes in to nitpick and give concrete evidence about what the E2 team is doing differently to differentiate the project, or a new Dev video will be released that can legitimately blow people's socks off. None of this would have happened if there were more official announcements with concrete information, and visible improvements to the live platform. All of these problems stem from E2 selling stuff, and holding cards too close to their chest. I kinda feel like you can keep silent, or you can take money from retail customers, but if you try to do both you're going to come under fire.
I'm having some sort of time crisis when listening that E2 video. I remember when Doom 3 tech demo spoke about these exact same things and Crysis tech demo also. But the only difference is that they did something so well that no one else did before.
oh wait, they claim they're using unity, aren't they? then maybe this is a slightly modified Gaia? anyways, I love how their "R&D team" is discovering the obvious basics of wheel. it's very educational for people who have no idea how these things work.
wow. i saw the earth 3 demo video before i saw this video. i am stunned shane even proposed that challenge. its a baffling response to this video. im no expert, and even i konw about many of these programming techniques.
Right at the beginning they say that this is the work in progress. Dude challenged you to make in 7 days what they haven't even finished yet. When you posted about the challenge I hadn't even seen this tech demo. I just said "7 days? Generous" because I knew it wouldn't be anythibg difficult. I was right. Most of the stuff featured here are things I've either tinkered with myself for hobby projects (procedural terrain generation on a globe) or have seen tutorials for (that 'proprietary shader'?? That is practically Unity materials out of the box before even tinkering wihh Shadar Graph!)
I just watched Upper Echelon’s video about this and decided to come check out your channel and watch you make Shane Issac eat his challenge with a side of crow. Good luck!!
So what I'm taking from this is that they're feeding heightmap data into Gaia. That's what's going on here, right? I mean... that's how I'd do it. It'd generate the terrain and props, add the noise, generate water and snow and biomes, handle level streaming... the whole shebang. It's going to clip like hell two chunks out because you're not blocking sight lines at all, but you can mask that well enough with some height based fog. The real question is whether they're doing any editing of the heightmaps. Because if they don't they're going to end up with super weird shit like straight line coasts with piers along any built-up harbors.
@@CallumUpton heres the thing with Mr Callum......never raises concerns about NextEarth, who when you read their paper and look at their platform is a bigger red flag?! So Mr Callum, where is NextEarth global rendering technology and what do they do? Absolutely zilch......and have u not seen the recent Shane tweet? Think you are a fibber and likely paid to troll the MAIN CONTENDER and will crush Ne DCL and Sandbox, just wait?!
@@CallumUpton NextEarth reached dizzy heights of $250 million undiluted in 1st month of their token float?! Imagine what Earth2 will be?...actually best not bother, as you have seriously zero idea/clue!
I really admire how serious you are, and how you do your best to talk as if you kind of assume that they want to make an actual game, but they're just too dumb or inexperienced. You're a good person.
22:53 that ending statement is also interesting. their main goal/feature is only now started to be looked at. one would think such software requirements were taken into account before designing the first prototype. if this demo was just about showing what is generally possible today, then it wasnt a good demo for their project. they should have shown that it works on the planetary scale already as that is their goal. but right now, it would seem they are no step closer to actually delivering on those important aspects that would set them apart from those existing solutions.
If I wanted an open world 3D world based on the actual world, I would start with GIS data, not satellite imagery in the first place. Procedural generation works also best with GIS, not imagery. It's also much harder to change anything in a world which is trying to replicate a visual representation of something from images rather than the layers of stuff the world is composed of (terrain height points, bodies of water, roads and infrastructure, buildings, vegetation etc.). Having modeled buildings from sat imagery I can also tell that 3D objects retrofitted into sat image based worlds, no matter how well made, will stand out from its photo surroundings. It's not that it lacks the detail, it's just that one will notice the difference between imaged vs. modeled, breaking immersion. Btw even if they manae it, the whole thing will go down at the moment they attempt to add multiplayer.
You can actually see that it's just a square area of one or more tiles. You can see the actual corners of the area when they tilt the map. So it's not even a sphere.
Since I'm not well versed in game developing the way I'm understanding what the E2 video is doing is basically selling you a car built in 2022 by telling you that it has an the all new Double Wishbone suspension set up, 4 wheel disc brakes with abs, radial tires, an engine with direct injection, power windows and locks, and it also comes with air conditioning. lol
Like others pointed out Sebastian Lague did something like that with a good explanation of everything. I highly recommend that channel! He puts huge amounts of effort in his videos.
@@Jbrooo850 I don't know where people are getting this 30mins from. As far as I can tell he said biome indexing can be set up in 30 mins not creating the whole thing from scratch. Although I'm sure you could get close to what E2 showed with off the shelf plugins in that time anyway.
@@Jbrooo850 The thing about Callum is he has been doing this for quite some time now. He is literally making a game as we speak because Dreamworld was full of this. This is all he does.
BTW. This reminds me of this old, never delivered game project "Infinity..." something I heard about it in like 2010, and back then their tech-demos looks way better than this bullshit and it can generate I think our entire solar system. Also "Space Engine" can generate entire visible universe in real time so.... And also we have some nice planets in Kerbal Space program too. Yep, Earth 2 "Investors" are dumb AF.
Callum Shane is Calling you Out! 10 Stacks!(That's 10,000$ for anyone who doesn't know) He was def trying to Talk & Act tough in the message to you too! Said you got a week to do the 4 things he states. If you do, 10 Racks!
Looks like you have been challenged by Shane. For fun I already completed his challenge during my lunch time. I started the shader by derivating a normal map from the heightmap. Then from the normal map I created a slope mask, ambient occlusion and 2 curvatures (a sharp curvature and a smooth one that just overlays the curvature of different levels of mipmaps). For the sea level it's just a Max function between a constant (for the sea level) and the heightmap. That final height can be used as a heightmask (to put snow on the top automatically) Once you have the masks, creating the biomes is easy. Some of his requests were weird, like the size of the map (700ish km) and the need to use 30meters data. At 30meters between each sample, that's 33texels per KM and a total of 24k texels for the entire heightmap. Who cares about the size of the map or the density of the texels when the only relevant part is the total quantity of texels needed for the texture since it governs the quantity of data that needs to be handled. For my test I stitched several 8K to make a 32k texels texture that I imported as virtual texture in Unreal, that part takes care of the streaming requirement of the challenge. His camera speed requirement is also irrelevant, I don't know what he tried to accomplish with that, maybe it's to show that LOD transition is seamless. For the LOD, I used the Water system that came with unreal 4.26 as a base. It can generate an infinite amount of patches and it handles the tessellation automatically. I could have created a system in Blueprint but I was too lazy to do it, the water system works just fine all you need to do is to apply your shader to it and it's done. Patches are instanced so the amount of draw calls remains low. Lastly, I polished the final render by using the world position offset to "spherify" the patches and make the Earth round and added an atmospheric fog that matches the curvature of my terrain. This was not in the requirements but it was still fun to add (I made a spherify material function for one of my company's project so it took me 10secondes to add to the shader). If I didn't use the water system that comes with Unreal I could have created a system that generates the patches in a spherical pattern but the UV projections and distortions would have been harder to handle, besides it was not a part of the challenge. I don't think I forgot anything, if I did then too bad, I just did the challenge for fun to see how easy it would be for you to win the 10k$ he bet on this. Overall, not very challenging when you know what you need to do. All the formulas to derivate a map from an other are easy to find online and some are already implemented as material functions in Unreal. Enjoy your 10k, I hope Shane doesn't make up BS excuse to avoid paying you.
So those conditions set up by Shane, they doable? Lots of people on that BigFry reaction video are saying this is a trap and that Shane/the E2 hasn't shown that they had actually done all of that in any engine of their own.
@@Lenariet Yes, 100% doable. People seem to be impressed by the size of the environment but the size doesn't matter, it's the amount of data. Minecraft is big, but has very little detail and requires very little data, that's what makes it possible. With a heightmap data that only takes a single sample every 30meters, that's a 24k*24k texture, in uncompressed form that's only about 1Gb of data for a map 700+km wide. Some of the requirements are stupid like asking for the texture decompression to be done on the CPU. Depending on the texture format, the decompression will either be performed on the CPU or GPU, this is not something they have done themselves, they just chose a format and they chose a stupid one to be honest. CPU compressed textures have a higher compression ratio to save more memory on the disk (the thing we don't care about nowadays) at the cost of extra vram usage. GPU compressed textures have lower compression ratios and take more memory on the disk but the Vram usage is lower and the GPU is able to use them directly without the need for a decompression. Heck, new generation consoles even allow GPUs to get textures straight from the SSD without passing by the CPU (which is still done on PC for legacy reasons even if the texture doesn't need to be uncompressed). I wouldn't even use texture compression for a heightmap considering the very low level of detail and the fact that due to the curvature of Earth, the horizon is only up to a few dozens of kilometers away, very little data would need to be streamed. Compression also comes at the cost of quality so I'd skip it entirely, storage and internet bandwidth for that little amount of data are not likely to become bottlenecks. I'm starting to think that either Shane is being lied to by his team who tells them that this is an impressive tech that they developed or they are just incompetent and don't know how to create large scale worlds.
@@cedric7751 I also think that Shane is probably being lied to. He was reading off a script, and he has zero experience with game development. He's likely being "scammed", for lack of a better word, by his employees. I don't know why they think Callum can't do this, but maybe they're just so full of themselves that they genuinely think they are doing something groundbreaking. People are absolute morons, so I'm not surprised.
@@Otembe I just watched the twitch Callum did with Josh Strife. Apparently E2's devs are paid 250k a year, that reinforces the idea that he is so clueless about game tech that he is easily getting "scammed" by them, Callum also briefly talked about it in the video. They are milking the cow and to be honest, at that rate I'd apply too if they were working in Unreal and did not make my name public, I barely make half as much as a technical art director. Can't wait to see what Callum made, he spent about 3days of work on the challenge so I expect him to have done the entire Earth (much more difficult than making a plane and curving it in the vertex shader like I did), maybe a tide system rather than a simple constant value for the sea level and some high resolution textures to add more details when the camera is close and some biome based vegetation + texturing.
The tech is even older than 20 years. There were programms like Vistapro (Amiga, PC DOS) that used procedural or satellite heightmaps with treelines, snowlines and waterlines to render such pictures in 1990, followed by terragen, Bryce and others. Also some games from the early 1990s used heigtmap generated terrain in realtime, like Commanche Maximum Overkill, Strike Commander, Magic Carpet, etc.
I remember the very first time I saw graphics like this. It was used in the movie, "Star Trek II: The Wrath of Kahn" for the Genesis planet sequence. At the time it was ground breaking. It was right up there with "The Last Star Fighter". Home PCs didn't have much rendering power back then. I think the Commodore C64 was still the best seller back then
6:35 Minecraft in fact does NOT have LODs... that's why I'm helping to develop mod that actually adds them, and it changes it so instead of suffering at 32 render distance I can have 256 without problems. But yeah... Space Engineers octree, was a great example oh implementing existing concepts to build pretty big worlds that you can edit and view from thousands of kilometres. (that MC mod is called Distant Horizons, totally not a shameless plug)
Alternative summary: Hey guys, I like terragen too! Really good breakdown of existing technology - even though the explanation is attached to a terrible scam of a project the decent descriptions of what they're doing with known tech is quite fun to listen through.
I'm assuming you've noticed the shitstorm that's brewing after this video Callum .. just watched BigFrys response, to Shane's response ... You rattled his mojo 😂. 💥☢️
The nicest thing you can say here is they probably have to build their own hyper-efficient versions of these technologies for their plan to work. But they don’t understand enough to make that sale.
It's a bit like toy adverts, you are promised so much with "Action Man" or whatever climbing all over these vast landscapes, etc. Then when you get the toy home you realise it's just a plastic soldier and you're playing with it on your bedroom carpet.
3:54 MapBox + Fractal terrain generation. It's stupid easy. 4:46 yup. Minecraft is the example I use too. Minecraft uses 16x16 chunks. Earth 2 has tiles. Same thing. 5:23 they'd probably use their 10m x 10m tiles. 10:52 this is fractals. I learned how to do this from Amitt's Game programming blog which was written something like 16 years ago? Still up as far as I'm aware. 20:23 lol. Except they do say 'were texturing models'
Looking forward to your response to the challenge. I am predicting that when you deliver proof that everything they have shown is slapped together with stock assets with minimal effort, they will accuse you of having behind the scenes help and declare themselves victorious. That or the week time frame is what they need to finish transferring money out of the company accounts.
"For this supercar, we've developed an innovative new system with four pistons that will be able to propel the car forwards AND backwards without the use of paddles"
What a feature!
And the „supercar“ is just a rusted chassis and some tires they picked up from the dollar store
no clue! 🤣
The engine will also never explode inside
@@njalsand133 when u work out what that actually means....just let everyone know? 😁
BARRRS!! 🤣🤣🤣🤣
Next month we're going to hear about their bleeding edge, top secret technology of using a virtual avatar to represent yourself in game that can be made to move around the environment using a keyboard and mouse. Or, if you have the technical know how, you can use a small plastic device with buttons and 2 proprietary "movement sticks" that is held in both hands.
Something you forgot to mention is that if they are just NOW prototyping this tech, they're still 5 to 10 years away from the tiniest bit of something playable.
I'm not following and reading everything on it. But from watching their Drone-acquisition video and a couple other commentary/reaction videos my guess is that they aren't even gonna make a true game themselves anymore. It's more likely that in the best case they will just provide some framework in which the players will create things themselves (including terrain manipulation, see the Drone video on the E2 channel). So the project is already morphing into something lesser than what was initially promised. But yeah, it's kinda not clear what will come out in the end. I'm not sure they even know themselves. This may not be a scam, but even if it isn't they are clearly in over their heads and stumbling around like the amateur devs that they are.
"We're using Vector Calculations and matrix Multiplications to achieve the illusion of a spatial transformation on demand of the player" (W makes player go forward)
The issue I have is that these are all glamour shots of earth from 100’s of kilometres high. Devs have been making beautiful planet models for years! Mass effect 1 had nice looking planets when viewed from the Normandy, but at ground level they were pretty average.
They have totally avoided showing anything at ground level. And seeing how this is a meta verse, ground level is where everyone will be.
i wonder if they'll pull from street view. it'd definitely be fun to watch them try, anyway
If their rendering a ‘pristine’ version of Earth without infrastructure etc why are the E2 community overpaying for London, LA, NY etc. Those locations in the real world are only worth more because of the development etc. This whole project is so internally inconsistent. Thanks
I agree. And on their Drone acquisition video they said something about terrain manipulation that players will be able to utilize... Like, what will it be? Pure Earth stripped to the real geology? Earth with everything on it? Player-made areas? And what will the gameplay be? On the Drone video they are saying something about PvP??? Absolutely inconsistent indeed. Too many red flags for my taste.
@@Lenariet I can't wait for all the penis towers and swastika buildings
The resource economics and buildings they have demonstrated are science fiction but can have other styles including architecture that matchs places like London, Rome, ancient china, etc. That but is not hard. Several RTS games have the same ten buildings in 20 styles. British archery range, Chinese archery range, Aztec archery range. Is there a market for an RTS on a real world map? Maybe? Is advertising and PVP planned? Yes. Is that worth $40 a plot? Probably not but the world is big. The equivalent of a share split is easy. Give the disgruntled early adopter 100 more tiles in some remote location. That costs the dev's nothing.
"Biome Index Mapping" or Biome Mapping isn't a new concept or tech *outside* of video games either. It's a fairly basic concept in Geography (GIS specifically) for doing data analysis on big chunks of geolocated (location specific) data - be it geological, topographic, demographic or other. The USGS has been offering the raw data sets of biome data for free for decades.
Yeah, was about to post that in my basic collage course of GIS all that they've shown took an average student maybe 1,5 hour to complete in ArcGIS and maybe 2 hours in QGIS.
@@ZeroCanalX Yep. Even on the crappy computers my college had a million years ago, we're talking four hours and most of that was waiting while your data slooooowllllllyyyyyy doooownloooooaded + the CPU chugging through pulling it in to ArcGIS and saving.
Really enjoying the cycling animation of Hell (a.k.a. Earth 2), freezing over.
They had no tech of their own to show, so the "devs" literally gave marketing a bullet point list of the Unity engine.
I created a VR application for my thesis when I knew nothing about shaders, with a basic understanding of computer graphics, within weeks I had these features set up as they required to achieve the performance and level of detail I required.
And.. I am just one random guy...
I am excited for when they develop a floating point origin :P
I believe the No Man's Sky procedural generation dev talk explained how they handle borders between terrain LODs without "cracks" between different LODs so that is actually a solved problem.
Just another thing for them to not invent.
Edit: Not implying NMS invented the solution just that a solution for that exists already and is used in games.
So glad they worked their asses off to fix that game.
Not really, de-seaming heightmap LoDs is nothing new. There are smarter solutions as part on Nanite (which cause other problems, see foliage), but I still wouldn't describe the problem as "solved".
Even in NMS you get clipping artefacts. They usually hide it with haze/fog e t c but every now and then it shows through.
And I'm not saying that to bash them because NMS actually looks really good. Nonetheless, there is a transition they have to do when you move from "space space" to "planet space".
this was already solved a lot by BlackAndWhite2001
@@TuriGamer I'd say it's a pretty good game now.
You know, there was this game called "Elite" that had a "parametric and procedural" UNIVERSE created on a computer with 64 kilobytes of ram, AND it had space over to make an actual game. And it was released in 1984 just 38 short years ago.
Edit: This just sounds like a bunch of people with no prior experience trying to sound impressive while discovering how everyone else does world creation. It would cringy fun, if it wasn't so sad.
I think you're giving them to much credit. They're trying to scam people who don't know anything about game dev with technobabble.
32k
Oh, you forgot one small thing: the game also was addicting and fun to play ;) i bet noone who ever played it will forget his first landing in a Spacestation...
@@wizardsghost876 well shit now i have a new game to try that came out over 10 years before i was a fetus
If you like the sound of that, you'll be pleased to know it's actually the longest running space sim series, and one of the longest running _game series period._
At the risk of sending you to your doom in a massive timesink, you may also enjoy Elite:Dangerous (the current title) which makes Earth 2 and its ilk look like utter trash. It's a *1:1 scale entire galaxy,* where you can land on planets (actual planet sized planets, not Spore's 'planets' with maps you can walk around in a few minutes) and literally have resolution down to rocks the size of ~ a baseball. It has its problems ofc, but it's certainly a technological marvel by any account.
The other thing that's cool about clipmaps as opposed to "just normal LoD" is that it's continuous LoD. Things get better and better on a sliding scale as they approach the center "LoD-0 area", and you can just use ancient 2D texturemap tricks to "scroll" high-detail data in. So there is absolutely no "pop-in" like Callum describes. But Callum's right on the dot when he says it's 20-year-old technology.
Yeah! Unless... You speed faster than the game can handle, and you crash into invisible walls, that then get their textures lol GTA 4
But jokes aside, I loved that game, and the tech we barely focus on is incredible
Was about to say the same. If this produces visible edges, why don't we see those in every game? Because we've come up with proper solutions ages ago.
@@do3807 This is 2022, and last I remembering writing data main mem(RAM) to gpu/vram streaming code, it was before DirectStorage. And I could write it to almost never fail at streaming no matter how fast you go. Given I never tested it outside of my okayishly powered old rig which had sata ssd with a little extra ram(16 gigs). My GPU is/was shit, 1650 super... my current rig is a workstation so let's not even go that far.
And no I was not saturating my GPU pcie bus not even remotely.
And most modern devices are a lot faster at streaming than Xbox 360 and GTA 4... by a factor of like 100x +.
~10MB/s to ~1GB/s.
I don't do gamedev professionally these days though _sad_. Though do plan to get back in the game after my term at my latest company feels like it should come to an end.
As for streaming from cloud we could stream really good games entirely off of Hard drives with 10MBps speeds, I think we can manage to stream just world maps and stuff considering these days internet is several times faster than that. My current home internet is at 25MBps and my office has a 1Gbps(notice small b) connection.
All this while using DX11 and Modern OGL, I won't believe streaming is a challenge on modern APIs given good programmers.
@@SteinCodes Dude I had to re-ead a couple times to understand what you just said, but I am seriously fascinated by the code on your channel. Even though I am not at all a programmer or game dev, it's really cool to get a peak at code like that along with the explanations!
@@SteinCodes Lol. My all-time maximum download speed is 2.3MBps, and upload speed is 14KBps. I pay 60 bucks a month for DSL. Not everyone lives in downtown Los Angeles, my dude.
I'm so deep into Nowhere that I don't even need a VPN, because my IP _cannot_ register my actual location. It comes up as a different city every day, sometimes even in a different state. This has caused multiple online transactions to register as fraudulent.
Good luck for the challenge. I am very excited to see your result! 🤟
Soooooo....uhhhh... Ima need that dev video real quick my guy 😂😂
we all need it ha
He's gonna be exposed real fast and take a L
I'm just eating grapes over here dude. 🤣
😂
Damn son, imagine lipping off thinking you're safe from any callouts and then you just get pinpointed with no conceivable way to even come close after being given 300x the half hour you said you could do it in
.
OOF
It would be really nice to have a game that would allow you to fly seemlessly around the world with satellites images with 3D trees, weather, volumetric clouds ... We could call it Flight Simulator, but I guess it's impossible until Earth 2 manages to overcome those challenges ...
... oh wait.
Hey Callum, the next time you talk about Nightmare World, you could try overhyping mundane programming tech, like "with this proprietary code, when the player presses a button, the character *does an action* in the game!".
Thanks for explaining things. I know this is a scam, but for me as a gamer who mostly just consumes without knowing much about the technical details it's hard to factually call it out as that. So having game devs provide their knowledge and insight into the technical side helps.
It's not that I and others want these projects to fail, I will gladly be proven wrong. But with all the red flags involved it would be silly to not be cautious (and "FUD").
Regardless, sometimes I wonder if these projects are even worth our breath. Those who invested in it will likely not listen to us anyway.
I invested when it first came out because a couple friends of mine told me about it and they made it sound like the next best thing. I’ve spent less than 200 for land when I was new and I was curious and now I have a lot of regret after having it for almost a year. It wouldn’t let me verify my account to sell the land I bought because I have to do a 2 step verification that makes me download an app (that I have to pay for) to scan a QR code and every time I put the code in it, it goes in a loop and sends me back to the spot to put the code in after scanning the code. Sorry for saying code a lot.. I hate that I didn’t see the red flags but honestly I haven’t looked at it since I got it and then just let it sit. My property is supposedly worth “600” with property value is 220% but it doesn’t matter if I can’t sell it.
Yeah, one of the few good things about "tech" or "science" based scams are the debunking videos describing how it actually works or how to actually do it for real.
Good luck with the challenge from Shane
Might be interesting to have Nightmare world discuss some of the stuff that goes into game that no one ever talks about. Armatures who want to make there own game might find it helpful. I would be interested because i like to see things under the hood
Well, as a software engineer who's been dipping his toe into UE5 - I'd honestly find such as thing amazingly useful.
If your armatures want to make their own game i have a exorcist to recomend to you.
@@controlledsingularity8084 honestly "haunted" is the normal vibe for armatures
just incredible content Callum. CANNOT wait to see more with the challenge!
If they weren't scamming people I'd say it's cute that they saw 5 tutorials and made a video about it.
Hair looks good btw!
Welp, 10K challenge has been formally issued...looking forward to your response and attempt to get that 10K USD.
So Callum, you stepping up to the challenge? Judgement time! Lets GO!!!
As a DRONE supporter who was really hyped for that game not because they were promising any sort of "groundbreaking new technology" but because they were promising just a solid game, that there was no reason why it couldn't work... it makes me sad that the DRONE team got tangled up in this shit and I wish they were just better people than that :(
Remember that a game must have a solid game loop for it to be good. While that game loop isn't clear we literally can't tell how it's turn out.
That to say, I immediately default it as a bad game until I see interesting stuff. That's also why CG trailers for games you don't know how it plays are the wooooorst
Drone was so fun, getting the announcement was quite the slap in the face
I wonder why these Earth 2guys haven't pointed out that they're using a "high performant modern Object Oriented compiled Programming Language" to achieve all of this. They most certainly missed that opportunity.
An "OOCPL" or, for the sake of brevity, simply call our language "C".
@@endlessstrata6988 but a newer, improved version! so let's call it C++
Shane: What we showing now may or may not be real -
Earth 2 community: YAAAAAAAAYYYYY!!!!!! See its happening!!
I'm in university, and as a person who's bullshitted a lot for business projects, I can tell when ppl do the same.
They are pushing things as revolutionary which for the most part are taught in every other CG beginners course. We had to implement some of these as a weekly assignment in university.
Bro I am so freaking excited that you accepted Shane's challenge and can't wait to see what you make! What a time to be alive!
The Ring "seven days" - bro I believe in you my dude
seems like the challenge is on, good luck
Good luck on the challenge Callum ! I don’t know a damn thing about development but I’m sure you will do a great job...The Earth 2 saga will never end....I love every second of it.
I can't WAIT for your reply to his callout Callum 🙏🏾🙏🏾
We found that cars need wheels to move. So put 4 on our car and it can now move. IT also needed a way to move back and forth so we added 8 internal combustion cylinders that hook up to special gears we named "A Transmission" that makes the hweels move.
E2 called you out mate! I believe in you
Nice to see other nice people out there. My issue isn't even entirely that people like Shane (I don't see why but each to their own?), it's how nasty they're being to Callum (That and er..a CEO doing a public callout-whatever ''good reason/s'' Earth 2 fans mention- is..er...MASSIVELY UNPROFESSIONAL). Certainly, there are respectful Earth 2 users out there, but they seem few and far between in their replies to Callum, both on twitter and his videos x
I believe in you......exposing your clowness
Sampling data from a heightmap. Truly revolutionary.
Oh Callum. Things are getting spicy. Big boy Shane calling you out is either going to make you crash and burn or blow you up to insane levels of popularity. If you do succeed, though, I wouldn't put it past Shane to move the goal posts further to try and make it look like you don't know what you're talking about.
they’ll probably just say he cheated or smth lol
Looking forward to any response to the challenge this video resulted in, popcorn ready and working on the odds for the betting line, thinking no response or claiming that there is no way to verify their claims is the odds on favorite
I really like this type of video that you teach us about game development, they are my favorites from you 😁
Earth 2 metaverse is as real as callums 100% NATURAL blonde hair.
8:00 we quickly found out why we couldn't just use satellite images lmaooooo maybe some of this research should have been done before accepting payments?
It's not just new stuff that works this way, I was building world's this way over 15 years ago using Terra Gen and Mojoworld
This reminds me of a Sklar Brothers routine where they're talking about Chopper 4's commercials and they run out of things to say so start advertising regular helicopter features. "SEATS!"
Next, they will probably claim that keeping the player at zero is a "new and never seen before" fix for the floating point precision errors, and they will say that they single handedly fixed the issue with every map this size.
Earth 2 video: Look we have round shaped proprietary technology called... Wheels. We also invented this plasma reaction that we have called fire. We combined the two, and ... well... we have a wheel on fire! Cave Johnson would be proud.
Also Earth 2 devs: Look, we now have a grid map. If you cross the corners and the sides, you can lerp the values. We call it Diamond Square. We also have invented something called Marching Squares and Simplex noise based on...wait for it...triangles! (Oh shoot... who's Ken Perlin?!)
Came here after watching your stream with Josh! VERY interesting in checking out your content on this channel :-). Peace dude!
A pristine world with no structures. Good news for the person currently hodling the Statue of Liberty, or the Eiffel tower.
They sadly probably never thought that far ahead into the future. But maybe some of them will wisen up when they realize that the end product will be nothing of what was promised at the start.
I was pretty impressed by the "new tech" yesterday when Bigfry was reacting to the upload until someone responded that I should look at your upload. Now I'm here annnnd now I feel stupid for what I said yesterday 🙃
Per Bigfry, you been big deek challenged by Shane himself, hope you measure up! Excited to see what happens because if you come up with something comparable you put a huge dent in Earth2 and get 10 grand but if not you take a huge L…..exciting!
It seems that they were just waiting for an engine that could support their needs instead of modifying an existing engine to do large-world coordinate systems and planet generation. UE5 has support for those things out of the box now. These are things Star Ciziten has been doing for nearly a decade, but came at a very high engineering cost because it didn't exist. I can see why E2 didn't even bother trying since they are more investing focused and not game focused. If they are expecting to only use these features right out of the box. It won't go well. No such thing as turnkey solutions in gamedev when it comes to AAA quality. You have to put in the work to adapt it to your specific needs.
Earth 2 announced literally days after the sattelite earth plugins were revealed for Unreal and Unity. It's almost like Shane saw the tech demos and dollar signs appeared on his eyes...
Still a new engine doesn’t change all the server protocols and it doesn’t really ease the extremely intensive and frustrating workflow of a heavily network based, heavily populated video game
Unless ofc they pull a mortal online 2 and just instance everything when they get frustrated. they really should hire from whatever company makes bdo or lost ark since they both have really well done rendering and packet management
would love to see more vids discussing current and upcoming gaming technologies
"guys, we reinvented the wheel! It's bumpy and squeaky, but it's our proprietary wheel!"
- Earth2
So I'm usually pretty critical of E2's lack of transparency. but I think one of the best possible plausible explanations is that they released a video showcasing the basics of 3D world game development because Shane has come under fire for telling customers practically nothing about what they are actually doing.
Given his recent meltdown on social media over NextEarth, it's pretty clear that he's scared to death of "copycats," so he's trying to say nothing while giving the illusion of doing something to improve communication and transparency.
With that said, I feel like Shane is a bit delusional when it comes to what he thinks are his unique ideas. In the rant I mentioned above Shane said that NextEarth was a copycat because they would offer the ability harvest minerals from tiles as resources..... As if games haven't been harvesting materials from land since crafting systems were introduced to the industry. Being an early millennial, I think the first time I was exposed to it was playing Warcaft. For Shane to think that he was to first to do something like this would either be delusion, or him taking credit for a game industry standard that has been with us for 30+ years.
I've said it before, I've said it again. If E2 has something that can be protected, he should register patents to protect himself and the project, and be open with the community that are putting money into the project to get them excited. If all his ideas are things that can't be patented (or copyrighted), then they aren't unique enough to qualify for legal protection.
Speaking as an author. Ideas are worthless by themselves. People have been regurgitating the ideas that came before them for as long as we can remember. The only thing that matters is what you actually do with said ideas, and sadly thus far E2 is coming up short. I want to see E2 vindicated.... It just hasn't happened yet.
I mean if Shane really wants to play the idea card, he can't take credit for anything given that he referenced Ready Player One and The Matrix as his inspiration, but you don't see Cline or the Wichowskis throwing social media fits over E2.
I know you’re working for Nextearth!!!!!!!!!!you’re doing good!!
We have technology that can simulate dynamic worlds with multiple biomes, various forms of live and their effect on their environment, to the point where we can simulate whole ecosystems.
And they act like a seemingly almost static representation of our world with some biomes is groundbreaking technology.
This whole thing with with Shane and youtubers is disappointing, but honestly I hope that Callum makes something impressive and visually similar to the dev video, and that Shane then goes in to nitpick and give concrete evidence about what the E2 team is doing differently to differentiate the project, or a new Dev video will be released that can legitimately blow people's socks off.
None of this would have happened if there were more official announcements with concrete information, and visible improvements to the live platform. All of these problems stem from E2 selling stuff, and holding cards too close to their chest. I kinda feel like you can keep silent, or you can take money from retail customers, but if you try to do both you're going to come under fire.
I'm having some sort of time crisis when listening that E2 video. I remember when Doom 3 tech demo spoke about these exact same things and Crysis tech demo also. But the only difference is that they did something so well that no one else did before.
0:25 even before you read the video title I was like "this is the new UE planet renderer. this is nothing they did."
oh wait, they claim they're using unity, aren't they? then maybe this is a slightly modified Gaia?
anyways, I love how their "R&D team" is discovering the obvious basics of wheel. it's very educational for people who have no idea how these things work.
wow. i saw the earth 3 demo video before i saw this video. i am stunned shane even proposed that challenge. its a baffling response to this video. im no expert, and even i konw about many of these programming techniques.
Right at the beginning they say that this is the work in progress.
Dude challenged you to make in 7 days what they haven't even finished yet.
When you posted about the challenge I hadn't even seen this tech demo. I just said "7 days? Generous" because I knew it wouldn't be anythibg difficult.
I was right. Most of the stuff featured here are things I've either tinkered with myself for hobby projects (procedural terrain generation on a globe) or have seen tutorials for (that 'proprietary shader'?? That is practically Unity materials out of the box before even tinkering wihh Shadar Graph!)
You pissed Shane off soooo bad with this video. Well done. Can't wait to see you shit on his whole studio... Again.
I just watched Upper Echelon’s video about this and decided to come check out your channel and watch you make Shane Issac eat his challenge with a side of crow. Good luck!!
So what I'm taking from this is that they're feeding heightmap data into Gaia. That's what's going on here, right? I mean... that's how I'd do it. It'd generate the terrain and props, add the noise, generate water and snow and biomes, handle level streaming... the whole shebang. It's going to clip like hell two chunks out because you're not blocking sight lines at all, but you can mask that well enough with some height based fog.
The real question is whether they're doing any editing of the heightmaps. Because if they don't they're going to end up with super weird shit like straight line coasts with piers along any built-up harbors.
pretty much sums it up...
@@CallumUpton heres the thing with Mr Callum......never raises concerns about NextEarth, who when you read their paper and look at their platform is a bigger red flag?! So Mr Callum, where is NextEarth global rendering technology and what do they do? Absolutely zilch......and have u not seen the recent Shane tweet? Think you are a fibber and likely paid to troll the MAIN CONTENDER and will crush Ne DCL and Sandbox, just wait?!
@@CallumUpton ...and @ least your heavily invested crypto is worth half, cos YOUR OWN videos are EVERYONES time stamp?! 🤣
@@CallumUpton as u so sharp, surprised u mi$$ed it and ALL the previous stuuf?! 🤣
@@CallumUpton NextEarth reached dizzy heights of $250 million undiluted in 1st month of their token float?! Imagine what Earth2 will be?...actually best not bother, as you have seriously zero idea/clue!
I really admire how serious you are, and how you do your best to talk as if you kind of assume that they want to make an actual game, but they're just too dumb or inexperienced.
You're a good person.
Sebastian Lague recreated earth in smaller size just for an arcade plane game. He used just... Maps and some code.... Yeah.
22:53 that ending statement is also interesting. their main goal/feature is only now started to be looked at. one would think such software requirements were taken into account before designing the first prototype. if this demo was just about showing what is generally possible today, then it wasnt a good demo for their project. they should have shown that it works on the planetary scale already as that is their goal. but right now, it would seem they are no step closer to actually delivering on those important aspects that would set them apart from those existing solutions.
wow. I randomly tuned in at countdown number 3. What an awesome timing.
If I wanted an open world 3D world based on the actual world, I would start with GIS data, not satellite imagery in the first place. Procedural generation works also best with GIS, not imagery. It's also much harder to change anything in a world which is trying to replicate a visual representation of something from images rather than the layers of stuff the world is composed of (terrain height points, bodies of water, roads and infrastructure, buildings, vegetation etc.). Having modeled buildings from sat imagery I can also tell that 3D objects retrofitted into sat image based worlds, no matter how well made, will stand out from its photo surroundings. It's not that it lacks the detail, it's just that one will notice the difference between imaged vs. modeled, breaking immersion.
Btw even if they manae it, the whole thing will go down at the moment they attempt to add multiplayer.
You can actually see that it's just a square area of one or more tiles. You can see the actual corners of the area when they tilt the map. So it's not even a sphere.
Flat earth confirmed??? omg
Even Star Citizen struggles with this level of ambition, and that has a budget of $500million.
Since I'm not well versed in game developing the way I'm understanding what the E2 video is doing is basically selling you a car built in 2022 by telling you that it has an the all new Double Wishbone suspension set up, 4 wheel disc brakes with abs, radial tires, an engine with direct injection, power windows and locks, and it also comes with air conditioning. lol
Callum I have notifications on for you and I never ever get notified when you upload its so frustrating. Love your vids my man! doing the lords work!
Grabbing the popcorn
Like others pointed out Sebastian Lague did something like that with a good explanation of everything. I highly recommend that channel! He puts huge amounts of effort in his videos.
This has literally been used for decades in the terrain creation sphere. Vue, Bryce, etc - it’s just a click of a button now for them
We are taking mesh data from files and placing into our proprietary technology we're calling the vertex buffer for easy loading to the GPU.
Obviously you have seen the video of Shane calling you out. Fucking destroy him and his so called Devs.
Let’s see if can actually destroy him .it’s been certainly more than 30minutes I’m sure lol
@@Jbrooo850 I don't know where people are getting this 30mins from. As far as I can tell he said biome indexing can be set up in 30 mins not creating the whole thing from scratch. Although I'm sure you could get close to what E2 showed with off the shelf plugins in that time anyway.
@@Jbrooo850 The thing about Callum is he has been doing this for quite some time now. He is literally making a game as we speak because Dreamworld was full of this. This is all he does.
BTW. This reminds me of this old, never delivered game project "Infinity..." something I heard about it in like 2010, and back then their tech-demos looks way better than this bullshit and it can generate I think our entire solar system.
Also "Space Engine" can generate entire visible universe in real time so....
And also we have some nice planets in Kerbal Space program too. Yep, Earth 2 "Investors" are dumb AF.
Callum Shane is Calling you Out! 10 Stacks!(That's 10,000$ for anyone who doesn't know) He was def trying to Talk & Act tough in the message to you too! Said you got a week to do the 4 things he states. If you do, 10 Racks!
Looks like you have been challenged by Shane.
For fun I already completed his challenge during my lunch time.
I started the shader by derivating a normal map from the heightmap.
Then from the normal map I created a slope mask, ambient occlusion and 2 curvatures (a sharp curvature and a smooth one that just overlays the curvature of different levels of mipmaps).
For the sea level it's just a Max function between a constant (for the sea level) and the heightmap. That final height can be used as a heightmask (to put snow on the top automatically)
Once you have the masks, creating the biomes is easy.
Some of his requests were weird, like the size of the map (700ish km) and the need to use 30meters data. At 30meters between each sample, that's 33texels per KM and a total of 24k texels for the entire heightmap. Who cares about the size of the map or the density of the texels when the only relevant part is the total quantity of texels needed for the texture since it governs the quantity of data that needs to be handled.
For my test I stitched several 8K to make a 32k texels texture that I imported as virtual texture in Unreal, that part takes care of the streaming requirement of the challenge.
His camera speed requirement is also irrelevant, I don't know what he tried to accomplish with that, maybe it's to show that LOD transition is seamless.
For the LOD, I used the Water system that came with unreal 4.26 as a base. It can generate an infinite amount of patches and it handles the tessellation automatically. I could have created a system in Blueprint but I was too lazy to do it, the water system works just fine all you need to do is to apply your shader to it and it's done. Patches are instanced so the amount of draw calls remains low.
Lastly, I polished the final render by using the world position offset to "spherify" the patches and make the Earth round and added an atmospheric fog that matches the curvature of my terrain. This was not in the requirements but it was still fun to add (I made a spherify material function for one of my company's project so it took me 10secondes to add to the shader). If I didn't use the water system that comes with Unreal I could have created a system that generates the patches in a spherical pattern but the UV projections and distortions would have been harder to handle, besides it was not a part of the challenge.
I don't think I forgot anything, if I did then too bad, I just did the challenge for fun to see how easy it would be for you to win the 10k$ he bet on this.
Overall, not very challenging when you know what you need to do. All the formulas to derivate a map from an other are easy to find online and some are already implemented as material functions in Unreal.
Enjoy your 10k, I hope Shane doesn't make up BS excuse to avoid paying you.
So those conditions set up by Shane, they doable? Lots of people on that BigFry reaction video are saying this is a trap and that Shane/the E2 hasn't shown that they had actually done all of that in any engine of their own.
@@Lenariet Yes, 100% doable. People seem to be impressed by the size of the environment but the size doesn't matter, it's the amount of data. Minecraft is big, but has very little detail and requires very little data, that's what makes it possible.
With a heightmap data that only takes a single sample every 30meters, that's a 24k*24k texture, in uncompressed form that's only about 1Gb of data for a map 700+km wide.
Some of the requirements are stupid like asking for the texture decompression to be done on the CPU. Depending on the texture format, the decompression will either be performed on the CPU or GPU, this is not something they have done themselves, they just chose a format and they chose a stupid one to be honest.
CPU compressed textures have a higher compression ratio to save more memory on the disk (the thing we don't care about nowadays) at the cost of extra vram usage.
GPU compressed textures have lower compression ratios and take more memory on the disk but the Vram usage is lower and the GPU is able to use them directly without the need for a decompression. Heck, new generation consoles even allow GPUs to get textures straight from the SSD without passing by the CPU (which is still done on PC for legacy reasons even if the texture doesn't need to be uncompressed).
I wouldn't even use texture compression for a heightmap considering the very low level of detail and the fact that due to the curvature of Earth, the horizon is only up to a few dozens of kilometers away, very little data would need to be streamed. Compression also comes at the cost of quality so I'd skip it entirely, storage and internet bandwidth for that little amount of data are not likely to become bottlenecks.
I'm starting to think that either Shane is being lied to by his team who tells them that this is an impressive tech that they developed or they are just incompetent and don't know how to create large scale worlds.
@@cedric7751 I also think that Shane is probably being lied to. He was reading off a script, and he has zero experience with game development. He's likely being "scammed", for lack of a better word, by his employees. I don't know why they think Callum can't do this, but maybe they're just so full of themselves that they genuinely think they are doing something groundbreaking. People are absolute morons, so I'm not surprised.
@@Otembe I just watched the twitch Callum did with Josh Strife. Apparently E2's devs are paid 250k a year, that reinforces the idea that he is so clueless about game tech that he is easily getting "scammed" by them, Callum also briefly talked about it in the video. They are milking the cow and to be honest, at that rate I'd apply too if they were working in Unreal and did not make my name public, I barely make half as much as a technical art director.
Can't wait to see what Callum made, he spent about 3days of work on the challenge so I expect him to have done the entire Earth (much more difficult than making a plane and curving it in the vertex shader like I did), maybe a tide system rather than a simple constant value for the sea level and some high resolution textures to add more details when the camera is close and some biome based vegetation + texturing.
The tech is even older than 20 years. There were programms like Vistapro (Amiga, PC DOS) that used procedural or satellite heightmaps with treelines, snowlines and waterlines to render such pictures in 1990, followed by terragen, Bryce and others. Also some games from the early 1990s used heigtmap generated terrain in realtime, like Commanche Maximum Overkill, Strike Commander, Magic Carpet, etc.
I remember the very first time I saw graphics like this. It was used in the movie, "Star Trek II: The Wrath of Kahn" for the Genesis planet sequence. At the time it was ground breaking. It was right up there with "The Last Star Fighter". Home PCs didn't have much rendering power back then. I think the Commodore C64 was still the best seller back then
10k challenge bro! You got this haha
6:35 Minecraft in fact does NOT have LODs... that's why I'm helping to develop mod that actually adds them, and it changes it so instead of suffering at 32 render distance I can have 256 without problems.
But yeah... Space Engineers octree, was a great example oh implementing existing concepts to build pretty big worlds that you can edit and view from thousands of kilometres.
(that MC mod is called Distant Horizons, totally not a shameless plug)
The Earth 2 devs should hire those grasshoppers outside your window.
Oh man, are you ready to awe us all with your skills? 10k in play my dude
Alternative summary: Hey guys, I like terragen too!
Really good breakdown of existing technology - even though the explanation is attached to a terrible scam of a project the decent descriptions of what they're doing with known tech is quite fun to listen through.
Shout out to earth2 for promoting this channel didn't know about Calum until now.
And here we thought, that the NPC 4km away in a cave was being fully animated at highest detail. We've been lied to. What's next gaming industry????
This is why I cringe whenever a game gives me binoculars to use.
I love your new hair Callum, you look dropdead gorgeous.
I'm assuming you've noticed the shitstorm that's brewing after this video Callum .. just watched BigFrys response, to Shane's response ... You rattled his mojo 😂. 💥☢️
Shane Issac posted a video about you and Bigfry has made a vid about it; congrats on getting deeper into the cryptobro mindspace without any rent!
Here to see the of video seen the drop today and loved it
This is like how old dvds advertised "Interactive Menus!"
The nicest thing you can say here is they probably have to build their own hyper-efficient versions of these technologies for their plan to work. But they don’t understand enough to make that sale.
It's a bit like toy adverts, you are promised so much with "Action Man" or whatever climbing all over these vast landscapes, etc.
Then when you get the toy home you realise it's just a plastic soldier and you're playing with it on your bedroom carpet.
The dev team excluded the important technical information that theyre using computers in combination with electricity to bring these images to you.
3:54 MapBox + Fractal terrain generation. It's stupid easy.
4:46 yup. Minecraft is the example I use too. Minecraft uses 16x16 chunks. Earth 2 has tiles. Same thing.
5:23 they'd probably use their 10m x 10m tiles.
10:52 this is fractals. I learned how to do this from Amitt's Game programming blog which was written something like 16 years ago? Still up as far as I'm aware.
20:23 lol. Except they do say 'were texturing models'
Wait a sec, so instead of GOOGle images we get even less actual date but MORE generated terrain?
WHUT WHUT WHUT?
Looking forward to your response to the challenge. I am predicting that when you deliver proof that everything they have shown is slapped together with stock assets with minimal effort, they will accuse you of having behind the scenes help and declare themselves victorious.
That or the week time frame is what they need to finish transferring money out of the company accounts.
It's not really gonna end well for somebody either way.
Callum got his church members that worship
Well Cal....u accepting Isaac's challenge then...
You should release a video, like Nightmare World. Maybe like "Dark Earth 2" and do what thy've done so far. Lol.