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[-] MonkderVierte@lemmy.zip 12 points 1 year ago

And KSP (rocket exploding game) had ten years worth of floating point errors.

[-] Treczoks@lemmy.world 8 points 1 year ago

Like Minecraft has, too. Just go on a long, long walk in one direction.

[-] LowtierComputer@lemmy.world 3 points 1 year ago
[-] ZILtoid1991@lemmy.world 5 points 1 year ago

The physics starts to glitch out, or at least used to, until it got upgraded to doubles. I also use doubles for my game engine, as well as (optionally) limiting pixel-precise things within int.max and int.min.

[-] LowtierComputer@lemmy.world 2 points 1 year ago

Does the world repeat after a set point?

[-] ZILtoid1991@lemmy.world 3 points 1 year ago

Technically yes, and with tile layers, you can even set them repeating on a shorter area.

[-] Treczoks@lemmy.world 3 points 1 year ago

All kinds of weird things. There is a video explaining the details, and you've got to be far, far out.

[-] LowtierComputer@lemmy.world 2 points 1 year ago

I'll have to look it up after work. Sounds interesting.

[-] ICastFist@programming.dev 2 points 1 year ago

Used to*, it was fixed in some version or another, where the procgen no longer evaluated how far you were from the origin

[-] kuberoot@discuss.tchncs.de 2 points 1 year ago

The game, including worldgen, will still bug out at longer distances - the issues were reduced and a world limit was added to prevent you going too far, and IIRC past a certain point the world turns into non-stop ocean, but I'm pretty sure if you bypass those limits you'll encounter chunks that outright fail to generate.

[-] Treczoks@lemmy.world 2 points 1 year ago

OK, I have not played it for AGES. Nice to see something like that fixed, as it was a bit system-inherent.

this post was submitted on 24 Sep 2025
100 points (97.2% liked)

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