5 Almost Impossible Experiments…Until Now!

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Joe Lilli
 

  • @therainman7777 says:

    This is so beautiful to behold.

  • @Steve-br7oc says:

    Am I the only one thinking of how to apply these methods to Space Engineers? Klang shall be banished!

    • @jh302 says:

      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

    • @zyeborm says:

      Ksp ftw 😊

    • @MotoCat91 says:

      @@zyeborm Klang v Kraken – the ultimate battle of ultimate space sandboxes!

    • @jh302 says:

      @@MotoCat91 the beat part is they both use the same version of havok

  • @_John_P says:

    I feel sorry for the beings thrown around in this simulated universe we’re creating.

  • @monke2220 says:

    finally u posted something other than ai

  • @CharlieGray07 says:

    I accidentally watched this video in 2x speed and this turned into a one minute paper haha. Amazing work!

  • @sebastianjost says:

    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.

  • @KryyssTV says:

    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.

  • @Frank-ot3cx says:

    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.

  • @DriesduPreez says:

    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

  • @_Inevitability_ says:

    I didn’t understand the “blink and you’ll miss it” bit with the GTA V footage.
    Can someone please explain?

  • @Dron008 says:

    Amazing technique. This is applicable to so many places.

  • @AdvantestInc says:

    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.

  • @michaelleue7594 says:

    Great, now they can finally make Kerbal Space Program 2.

  • @Mor4me says:

    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

  • @kalla103 says:

    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!

    • @tamius-han says:

      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.

  • @Si-Al-Ti says:

    2:58 – Fun fact: when torquing a nut/bolt, ~90% of the work you put in is lost to friction.

  • @iFukuyama says:

    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.

    • @dolorsitametblue says:

      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.

    • @skulduggery1 says:

      He has become a slop peddling Ai Bro channel

  • @Monkeymario. says:

    We need this in Blender and ROBLOX!

  • @fetfree says:

    At last… Natural actual feel of the motion experienced now from its virtual counterpart

  • @LarryPanozzo says:

    Simulation is my favorite. Love it.

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