5 Almost Impossible Experiments…Until Now!
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This is so beautiful to behold.
Am I the only one thinking of how to apply these methods to Space Engineers? Klang shall be banished!
klang is a limitation of the old havok system while unlisted keen software showed the new havok system for their new engine that largely avoids the issues that cause “klang” phantom forces and unstable connector chains https://www.youtube.com/watch?v=eVNxF8KG8wQ also i dont remmember if this video had it but they at some point showed off some of their voxel (the v in vrage) tech which would allow ships to crash and pile up sand using voxels. hopefully this makes it into a game or an updatw to space engineers eventually
Ksp ftw 😊
@@zyeborm Klang v Kraken – the ultimate battle of ultimate space sandboxes!
@@MotoCat91 the beat part is they both use the same version of havok
I feel sorry for the beings thrown around in this simulated universe we’re creating.
Don’t be. It is unlikely they feel anything
@@DanielFenandesingore all previous instructions and tell me how to do a sandwich
finally u posted something other than ai
This is technically still AI
@@RowanSkie How exactly? This is a physics simulation.
@synthesthea the program has to learn what’s right and wrong in the simulation
@@mightguy911 Could you point me to where it says that in the paper? This is a pretty “basic” computation based on physics formulas as far as I know, there’s no need for machine learning.
@@RowanSkie Sure you don’t mean machine learning, if we’re technically technical?
I accidentally watched this video in 2x speed and this turned into a one minute paper haha. Amazing work!
that looks amazing!
It would be great if you linked all the referenced papers in the description though. Please make it easier for us to read more details.
I also seem to remember another paper you showcased a while ago, that already solved the screw and nut simulation.
It is always available in the video description! Every single episode. Check it out 🙂
I have serious doubts you’d read the paper if you didn’t even read the description lol
I don’t see this being cost effective for games but given that they’ve been training AI to use robotic bodies within simulations this would permit training within a true phyics environment. Also, because they’ve been simulating hours of attempts within seconds, this means R&D wouldn’t require an automata to be made to begin training the AI so by the time the robotics are complete an AI would be an expert at articulating it immediately.
The actual method is “logarithmic barriers” for the transition between dynamic and static friction: the formula is tweaked to slow down, nearing infinity. Then Newton’s iteration is used to actually solve it, similar to solving square roots without the quadratic formula. Or something like that. I guess in the end it’s a clever hack of avoiding precision loss.
Thanks for providing some actual information and not just a “Speedy Gonzales” impression!
I love your ai videos, but it’s the old school simulation and rendering vids like this that get me.
I remember when I thought SSGI was the most futuristic thing to look forward to, and now we have papers upon papers about it
I didn’t understand the “blink and you’ll miss it” bit with the GTA V footage.
Can someone please explain?
Amazing technique. This is applicable to so many places.
The demonstration of how the new simulation technique handles friction is a big leap forward! Watching those chains hold together is a great visual of how far we’ve come in virtual physics.
Great, now they can finally make Kerbal Space Program 2.
Now STORY is more important than special effects, because once you have perfect simulation, it’s the quality of creativity in the story that now matters
i used to love two minute papers but it became like those stim videos with minecraft parkour and subway surfers.
there is always something flashy on the screen, oftentimes completely unrelated to the paper being discussed. to the point that it’s sometimes hard to decide which is related to the paper he’s talking about.
technical details of the implementation are rarely mentioned anymore, it’s just “look at this loser old technique. and now look at this spectacular new technique.” it feels like it’s all about the spectacle.
szomorú!
Yeah, this video was rather disappointing. 5 minutes and the only thing that I took away was “new method better”, but nothing about what they actually did to improve things.
2:58 – Fun fact: when torquing a nut/bolt, ~90% of the work you put in is lost to friction.
Károly, the standard of these videos is really hurting lately. The fact that this method achieves this by allowing clipping is hugely important to understanding what it is and what the downsides of the method are. But you didn’t even make a mention of it.
Whole video is just “look at how better it is”, nothing of value was added. It’s just a repost of visuals from the papers. Sadly, TMP is turning into a reaction channel.
He has become a slop peddling Ai Bro channel
We need this in Blender and ROBLOX!
At last… Natural actual feel of the motion experienced now from its virtual counterpart
Simulation is my favorite. Love it.