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 10
4: Precision is good, should be no weird effects
10
4: Precision is to the tenth (10000.0
0), A tiny bit of weirdness going on with the player model.
10
5: Precision is to the one (100000
.0), there will be some DTS jittering.
10
6: Precision is to the ten (100000
0), there is definite jittering in most movement, the fxPlane is pixelated.
10
7: Precision is to the hundred (100000
00), the playermodel and fxPlane are barely visible. The fxPlane texture can no longer be seen.
10
8: Precision is to the thousand (100000
000), jetting will hang Blockland. No movement nor player models can be seen.
10
9: Precision is to the ten-thousand (100000
0000), the fxPlane jitters severely (called "terrain" by some people).
10
10: Precision is to the hundred-thousand (100000
00000),
the 3D screen quits rendering except for the vignette.
10
39 and above:
The 3D scene turns white. The vignette is still rendered. This behavior is due to
the limit of the single-precision float.