"Antiphysics"
The theory which deals with how glitches work, made and explained by me, is something I call "antiphysics" although more properly it should be called Quantum Physics. Antiphysics is the study of glitches for STC, using it we can properly explain every glitch, predict new glitches, and use these 'glitches' to our advantage. The entire theory of antiphysics came about around the time Multi-Dimensional Glitch was first seen, the want to harness the glitch for our own needs lead to an entire field on glitches which I will try to the best of my ability to explain below.
sub physics, Laws, & Principles
Essentially, through some nice theorizing I came to the conclusion that Antiphysics works through a series of Laws, Principles, and Sub physics. Every glitch worked differently, and in those glitches they had their own laws & principles to how they worked the way they did. Keep in mind the "dictionary" below when reading through this.
- Seat Physics - The type of physics which utilizes the coding for seats; Anchor Glitch.
- Viewing Physics - The type of physics which determines what a player sees; Trans-Dimensional Glitch.
- Physical Physics - Physics which involve where the player character is; Multi-Dimensional Glitch.
- Uncertainty Principle - Gradual fixing of the Antiphysics which allows players to teleport.
- Unrepeatable Theory - Theory stating that the same space can't be used twice in a row and maintain its glitched structure.
the viewing glitches
Viewing Glitches are essentially the epitome of Antiphysics. Although we know a few glitches not relating to them, the majority are. I guess the anchor tool is just pretty buggy seeing as it is an indirect cause of all of the viewing glitches. If you don't have an anchor, you're never going to get the glitches to work. Using the five terms explained above, we can successfully explain every aspect of all the viewing glitches as if they were built into the game, which I assure you they were not. Essentially, my method of teaching you Antiphysics will be through examples of them in-game, hopefully you can keep up.
So, lets get started. |
anchor glitch (Seat Physics)
Anchor Glitch is fairly simple to explain if you know how an anchor works. What the anchor tool does, is anchor the Physical part of the ship to a location, emphasis on physical. Therefore, if a player is in a seat when the ship is anchored, the seat physics are not getting anchored like the ship, and it causes a player's image of them, on a seat, to pop up where the ship was launched from. Although you're just a hologram, since you can see the planet you can use your copy and resize tool to still alter things on the planet. If none the less, it makes a neat spy satellite.
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trans-dimensional glitch (Viewing physics)
TDG is pretty similar to Anchor Glitch. Since the anchor tool only 'anchors' the physical part of a ship, what happens to the Viewing Physics? Well, if you're anchor glitched to a ship of around 1 block, pretty much nothing. If its a tad larger, a different story. By logging off and on, you force the game to reload itself for you. This means its reloading the blocks & connectors that make the game work, and anchoring, is not part of that. So essentially, if you relog and go to the spot the ship was built, you'll find a holographic ship right there while the real one is anchored else where. Similarly, if you log on after its anchored, you'll get the same bug. The only way you won't is if you were on BEFORE the ship was anchored.
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multi-dimensional glitch (Physical physics)
![Picture](/uploads/2/2/7/5/22759984/_849407017.jpg?250)
MDG, is the glitch that makes you go to sleep crying, not joking here - ITS FREAKING CONFUSING. Up until now you've been lead to believe that Multi-Dimensional Glitch, comes in one form. Fun Fact: We know of two. There is a TYPE A, and a TYPE B. Both do the same thing in slightly different ways, and just as there are two types for MDG, there are two types for the viewing glitches above, we just haven't found them yet (but... how do you know? I'll explain later). For now, lets try and cover Type A & B without dying.
TYPE A obviously runs on the Physical Physics as they're the only pure form left. What we essentially due when making MDG, is give the game a headache. To make explaining this easier, consider 3 points: Point A, where the teleporter was built, Point B, where you want to teleport from, and Point C, where you want to teleport to. You build your teleporter at Point A, it can look any way you want it to, as long as you know it won't finish looking that way. Then you drive it to Point B, anchor it, then log off, and log back on, glitching the blocks & connectors. From Point B you drive to Point C, and log off and on again fully glitching the connectors. In doing this, you have successfully made it so at Point B you'll find around half your teleporter, and at Point C you'll find the other half. What you've done is transfer your Seat & Viewing Physics to Point C, while retaining the Physical ones at Point B. Therefore, simply placing a seat on a block at Point B, then resizing the block under you to make the seat fall, will cause you to fall into Point C.
Now, this isn't perfect and there is a problem when doing this, thus where our Principles come in handy. If you know anything about Quantum Physics in real life, its that atoms can't exist in two places at once, that doesn't change in Antiphysics. By teleporting yourself, the region you were on when you teleported, no longer will act as a teleporter, the seat & viewing physics have moved through space with you. This, is the unrepeatable principle. Meanwhile, there is also the uncertainty principle. Something you'll notice when using MDG, is every time you relog, the teleporter will look different every time. This is a result of the connectors trying to load the teleporter and failing to. Eventually, after enough rejoins, you're going to find that it isn't glitched anymore, and you'll be unable to use the teleporter. Keep in mind, players that haven't relogged since it was made won't be able to see the teleporter at Point B, however, you can still teleport them using Seat Teleportation.
Crying yet? Don't be. We're just getting started. Type B gets you into the heart of Antiphysics, because unlike all the glitches we've encountered so far, Type B uses both Physical & Seat Physics. Unfortunately, although we know what it does, and have seen it in-game, we aren't necessarily sure how its made. Nobody knows how its done, like most glitches, the only reason we know about them is because they accidentally happened. Type B, is a tad more confusing then Type A for another reason. If you're on Type B, and sit on a ship, you're going to get anchor glitch. Yet, simultaneously, you can still teleport as well, meaning if you want to teleport yourself, you need to fall onto your seat as you resize the block under so you're on it when its falling. Now, despite this obvious disadvantage, there is a major advantage to Type B over Type A.
Type B teleporters, because they only use the Viewing Physics, won't have the unrepeatable principle in play. That principle, is tied to seat physics, you will however still have the uncertainty principle as its tied to Viewing physics. In simpler terms, Type B lets you use the same space to teleport, over, and over, and over. Odds are, glitches swapping between these physics exist in all different types of forms, and do different types of things. Yet we aren't done messing with your minds yet, because Floating Glitch, uses two physical physics to work.
TYPE A obviously runs on the Physical Physics as they're the only pure form left. What we essentially due when making MDG, is give the game a headache. To make explaining this easier, consider 3 points: Point A, where the teleporter was built, Point B, where you want to teleport from, and Point C, where you want to teleport to. You build your teleporter at Point A, it can look any way you want it to, as long as you know it won't finish looking that way. Then you drive it to Point B, anchor it, then log off, and log back on, glitching the blocks & connectors. From Point B you drive to Point C, and log off and on again fully glitching the connectors. In doing this, you have successfully made it so at Point B you'll find around half your teleporter, and at Point C you'll find the other half. What you've done is transfer your Seat & Viewing Physics to Point C, while retaining the Physical ones at Point B. Therefore, simply placing a seat on a block at Point B, then resizing the block under you to make the seat fall, will cause you to fall into Point C.
Now, this isn't perfect and there is a problem when doing this, thus where our Principles come in handy. If you know anything about Quantum Physics in real life, its that atoms can't exist in two places at once, that doesn't change in Antiphysics. By teleporting yourself, the region you were on when you teleported, no longer will act as a teleporter, the seat & viewing physics have moved through space with you. This, is the unrepeatable principle. Meanwhile, there is also the uncertainty principle. Something you'll notice when using MDG, is every time you relog, the teleporter will look different every time. This is a result of the connectors trying to load the teleporter and failing to. Eventually, after enough rejoins, you're going to find that it isn't glitched anymore, and you'll be unable to use the teleporter. Keep in mind, players that haven't relogged since it was made won't be able to see the teleporter at Point B, however, you can still teleport them using Seat Teleportation.
Crying yet? Don't be. We're just getting started. Type B gets you into the heart of Antiphysics, because unlike all the glitches we've encountered so far, Type B uses both Physical & Seat Physics. Unfortunately, although we know what it does, and have seen it in-game, we aren't necessarily sure how its made. Nobody knows how its done, like most glitches, the only reason we know about them is because they accidentally happened. Type B, is a tad more confusing then Type A for another reason. If you're on Type B, and sit on a ship, you're going to get anchor glitch. Yet, simultaneously, you can still teleport as well, meaning if you want to teleport yourself, you need to fall onto your seat as you resize the block under so you're on it when its falling. Now, despite this obvious disadvantage, there is a major advantage to Type B over Type A.
Type B teleporters, because they only use the Viewing Physics, won't have the unrepeatable principle in play. That principle, is tied to seat physics, you will however still have the uncertainty principle as its tied to Viewing physics. In simpler terms, Type B lets you use the same space to teleport, over, and over, and over. Odds are, glitches swapping between these physics exist in all different types of forms, and do different types of things. Yet we aren't done messing with your minds yet, because Floating Glitch, uses two physical physics to work.
floating glitch
![Picture](/uploads/2/2/7/5/22759984/2981208.png?250)
At this stage I'm pretty sure you're thinking the entire reason I've lured you into this web is to make you lose your mind, I promise, it makes sense. Leaving out the details of how to make Floating Glitch, we'll simply say that the method involves duplicating a block. One block, will contain all three physics, the other, will not get viewing physics. Essentially using this method, we've managed to duplicate a block's physical & seat physics while leaving viewing physics untouched. Similarly, stripping a block of its viewing physics makes it so you can walk through it, and it's permanently anchored. No matter what, whether you anchor/unanchor or collide/noncollide the block, it will remain that way cause the physics simply aren't there. Technically, whether seat physics are actually duplicated or not is up for question, due to the fact that the block is permanently anchored, and the only way of testing, that we know of, involves using the viewing glitches which, as stated above, requires us to anchor blocks.
camera glitch
We're going to give you a quick break before hitting our final "Wha?" Glitch. Camera Glitch is fairly simple, or at least, should be to you by now. Essentially when a Player dies in an aircraft seat, their viewing physics aren't reset as they're attached to the tool. So, naturally, upon respawning if you just get on an aircraft to get the tool again, you can control your viewing physics. Relogging will fix this too as it resets all a player's physics, but hey - That was easy! Hope you enjoyed the break, cause our final glitch uses normal & antiphysics to work.
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white screen glitch
No picture for this one sorry. I would sincerely hope we all know about the dreaded white screen glitch by now! Essentially, White Screen Glitch is caused by velocity (times) size touching a player. Using normal physics you can figure out that works essentially by crushing or slingshotting a player, yet why does this cause you to white screen? This is where antiphysics come in. Essentially whats causing this is the devil of the internet, lag. A block that big, or going that fast, is lagging the game physics, that's why hinges produce so much lag by the way. When it comes into contact with your body, your roblox character is going to lag as well, and that is fairly bad for you! Players are not built to lag, so by transferring it to you, you break the physics holding your character together. That is what causes you to white screen, your physics are resetting in an attempt to fix themselves. This is where this glitch can simply go back to normal, or take a turn for the worse and never get fixed. We'll move on towards the darker one.
Obviously if your physics reset successfully, life is all good. If they don't, why not? We actually have never done testings on this as it would cause our game to permanently crash. In theory, odds are the reasons your physics can't reset is because they're continuously breaking. It is widely believed that hinges can be designed to do this to a player, but an actual design was never put to the test for security reasons mentioned on the main page for White Screen Glitch.
Obviously if your physics reset successfully, life is all good. If they don't, why not? We actually have never done testings on this as it would cause our game to permanently crash. In theory, odds are the reasons your physics can't reset is because they're continuously breaking. It is widely believed that hinges can be designed to do this to a player, but an actual design was never put to the test for security reasons mentioned on the main page for White Screen Glitch.
So, what does this all mean?
Well, hopefully you've learned something from reading this, as I've tried to be as humorous and informational as possible. At the end of the day it's my hope that you've come to this conclusion - This is how glitches work, and this is how I can find future ones. There is no doubt in my mind that we've just scratched the surface of these glitches. So many different combinations and forms could still be made, the question isn't in the science of it anymore, its in the engineering of it. Hopefully in the future we could use these glitches to better our lives, and better protect our objects. Heh, we've learned to use a lot of viewing glitches to improve life, we can even teleport buildings with them now. Who knows what the ones we haven't found could still do, hopefully you enjoyed reading and will take this field of study into your own hands and work on it.
-TonyMai1Rules
(All information here has been theorized by Tonymai1Rules)
-TonyMai1Rules
(All information here has been theorized by Tonymai1Rules)