Can you give a better explanation of quantum mechanics? like, is it just seeing how many times you can run a trigger at once and stuff like that?
What should be experimented with is props, as they can be used as a channel converter
Wdym a channel converter? And props are relatively simple.
True, props there is not much to, but what is a channel converter.
I think a channel converter is like a trigger when it receives on a channel then broadcasts on a different one.
@Mineflyer , props cannot broadcast on a channel except when they are destroyed, so this will not work.
A ‘channel converter’ is called a signal pusher in our technical-speak. (and by ‘our’ I mostly mean mine, but I’m finding most of the things anyways so its ok)
And, TimeMechanic, there’s a lot of different quantum mechanics, and explaining all of them we know would take a solid 10 minutes to type out, given how much I write. However, I can explain two things. One, quantum mechanics in general:
Quantum mechanics are anything to do with Gimkit’s hidden mechanics. These aren’t the things blatantly advertised, so something like triggers pushing signals isn’t a quantum mechanic. AUO, recursion, and adjacent editing are all quantum mechanics.
And two, what I’m talking about here, adjacent recursion:
Let’s say you have a trigger that broadcasts and receives on channel ‘a’, with a delay of 1 second. That is continuous recursion, since it will go forever. Now imagine 2 of those exact triggers. That’s continuous adjacent recursion. It does weird things.
Now imagine 4 of those triggers, at a delay of .1 instead of 1.
That will send out 300 or 301 signals and then stop. That’s what I’m talking about.
So is there a channel cap that’s higher?
That’s interesting, so is that how the 300 increments per second happens? i’ve heard of that. But why does it stop at 300?
Because recursion without a delay stops at 300 repetions.
Just last week I found a way to hardlock my game but I ended up deleting it so I could make bedwars map but I hardlocked it using recursion
i always wondered what a hardlock was ever since i heard about softlock. can you explain it?
How did you hardlock it? I don’t think that means what you think it means…
@TimeMechanic hardlocking a map means you permanently disable it from being edited ever again
permanently disable it from being edited ever again
Really? An actual hardlock would need to be reported and the technique explained do no one else would do it.
Like, @Shdwy, could you edit your map afterwards?
Oh I guess I didn’t hardlock it, it was just so laggy I could hardly move in the slightest and everything was running at around 3-7 fps
That’s normal. GKC is so laggy and prone to errors that this happens all the time.
Kind of true, though.
So I just thought of something interesting with recursion. It’s pretty memory efficient, and I figured someone on this thread may find it interesting.
The idea: make recursion with only a property and a counter. Have the counter update the property. Have the property transmit on a channel that makes the counter increment. Set the property to transmit a value change on game start.
Now the recursion will start at the start of the game, and we only used 35 memory!
Huh. Just tried it, and it instantly sets the counter to 300.
Because that’s the recursion limit without a delay.