Author Topic: Deteriorated brick collision very high up?  (Read 1142 times)

I first noticed that on Red_Guy's server, in his unlimited mining game he did basically what port suggested to me in an earlier topic; move everything far up.

But then I saw that brick collision in his server was somewhat deteriorated; you could easily jet through the bottom of bricks and get out, your feet sank slightly into the bricks, etc.

What causes this, what height does it start happening at, and how can I (if at all) prevent it?

You should report this to Badspot.

I'm doing some tests, but when I went to height 500,000 everything was incredibly forgeted. I'm getting more precise numbers now, but it appears everything goes haywire at extreme heights.

At 350,000 collision is almost unusable. At 400,000 visual effects start happening (that persist until reconnect).

Anyway, these are extremely unrealistic numbers. But, at a minimum of 10,000 collision begins to deteriorate.
« Last Edit: August 26, 2012, 02:36:51 PM by TripNick »

I'm doing some tests, but when I went to height 500,000 everything was incredibly forgeted. I'm getting more precise numbers now, but it appears everything goes haywire at extreme heights.

At 350,000 collision is almost unusable. At 400,000 visual effects start happening (that persist until reconnect).

Anyway, these are extremely unrealistic numbers. But, at a minimum of 10,000 collision begins to deteriorate.
Arrgg, dammit.

I don't remember this happening in v20, so why would it be happening now?



I figured it would be something like that.
Now if only blockland used double precision floats.

I figured it would be something like that.
Now if only blockland used double precision floats.
Would be a whole lot more data to send per packet.

Would be a whole lot more data to send per packet.
S&S is done on the clients side (hence the shaders folder), and i'm pretty sure that you can turn double precision into single precision and transmit that, so there wouldn't be glitches.

i'm sure you can do some kind of client-side collision smoothing, no?

Sounds similar to a problem Minecraft has. There is a margin of error for different calculations which progressively increases over distance. Seems like a problem the game is  having. Not sure if such problems are easily solved - but Badspot should be able to lower the margin of error.

Are you sure this goes in coding help?  I don't think you plan on writing a fix for it yourself.


Wtf
That word
Does it even exist
Yes what kind of English you speakin


Wtf
That word
Does it even exist
To deteriorate is to break down, to become less high quality. Deteriorated is just another form of that word.