Author Topic: Farlands Exploration: The different tiers.  (Read 611 times)

What's the farlands and why the heck do they happen? (a simpler explanation would be appreciated :) )
The farlands happen because Torque Game Engine cuts off floats to 6 significant digits. Once a player goes to a specific point far enough from the origin, the renderer begins to be given ambiguous numbers, which results in abnormal results.

This fruity oneliner will help you:
function Tele10Pow(%cl,%n){if(!isobject(%p=%cl.player)){return;}%t=mPow(10,%n);messageclient(%cl,'',"Teleporting you to a location at 10^"@%n@" ("@%t@")");%p.settransform(%t SPC %t SPC 10);%p.setvelocity("0 0 0");}

Farlands positions with Minimum shaderlevel (underlined parts are where precision on the position is cut off by TGE limitations):
Below 104: Precision is good, should be no weird effects
104: Precision is to the tenth (10000.00), A tiny bit of weirdness going on with the player model.
105: Precision is to the one (100000.0), there will be some DTS jittering.
106: Precision is to the ten (1000000), there is definite jittering in most movement, the fxPlane is pixelated.
107: Precision is to the hundred (10000000), the playermodel and fxPlane are barely visible. The fxPlane texture can no longer be seen.
108: Precision is to the thousand (100000000), jetting will hang Blockland. No movement nor player models can be seen.
109: Precision is to the ten-thousand (1000000000), the fxPlane jitters severely (called "terrain" by some people).
1010: Precision is to the hundred-thousand (10000000000), the 3D screen quits rendering except for the vignette.
1039 and above: The 3D scene turns white. The vignette is still rendered. This behavior is due to the limit of the single-precision float.
« Last Edit: May 11, 2014, 07:10:41 PM by Axo-Tak »

Nice! I made a more dumb-downed, simple version of this that only had two teirs a while ago.
You made it better, so I'm not complaining.
http://forum.blockland.us/index.php?topic=244712.0