Author Topic: Why does the farlands do what it does?  (Read 3529 times)

Fastmapler took us to the farlands earlier and I was wondering just what in the forget makes the game do this? Also if you were wondering the ground and sky were deleted in this, but we are still glitchy and misshapen.







floating point inaccuracy

floating point error. the bigger numbers get, the less accuracy they can hold. imagine the computer calculating 102036.362 +102393.441 and the result being 205000 - thats the fundamental gist of it. if you’re curious, you can google “floating point format” and then take a look at large number edge cases

floating point inaccuracy
This.

Basically, what happens is that positions of things start getting rounded. And the further you go, the more places in the digits getting rounded.

x.xxxxx If your position is a single digit, you get 5 decimal places and 1 whole number of accuracy.
xx.xxxx 4 decimal places and 2 digit whole numbers.
xxx.xxx you get the idea
xxxx.xx
xxxxx.x
xxxxxx  Just a 6 digit whole number.
xxxxxx0  Here's when you start to get to the 7 digit positions. The ones digit becomes locked to 0.
xxxxxx00  And so on.
xxxxxx000 And so on.
xxxxxx0000

this happens with almost any game or game engine

This.

Basically, what happens is that positions of things start getting rounded. And the further you go, the more places in the digits getting rounded.

x.xxxxx If your position is a single digit, you get 5 decimal places and 1 whole number of accuracy.
xx.xxxx 4 decimal places and 2 digit whole numbers.
xxx.xxx you get the idea
xxxx.xx
xxxxx.x
xxxxxx  Just a 6 digit whole number.
xxxxxx0  Here's when you start to get to the 7 digit positions. The ones digit becomes locked to 0.
xxxxxx00  And so on.
xxxxxx000 And so on.
xxxxxx0000
Is this also why when trying to build in the farlands certain bricks can only be placed on certain "planes" (like horizontal grids about 12-16 studs apart)?

this happens with almost any game or game engine
Actually, there are engines that avoid this by forcing you to have a limited map size. Source, for example. You just don't allow anything to exist normally beyond those boundaries. This is how they remover the farlands in Minecraft.

This only occurs when trying to render an infinite map-space using floating points to calculate relative location.

I would like to see an engine that uses floating point coordinates in conjunction with an integer offset in order to achieve effectively infinite map size.

I would like to see an engine that uses floating point coordinates in conjunction with an integer offset in order to achieve effectively infinite map size.
Star Citizen does this

Better than "cursed blockland screenshots".

farland be like it is cus it do

Actually, there are engines that avoid this by forcing you to have a limited map size. Source, for example. You just don't allow anything to exist normally beyond those boundaries. This is how they remover the farlands in Minecraft.
Meaning it would still happen in those engines, they just prevent it from being seen in normal use.

i wonder if you can bring the farlands closer

Meaning it would still happen in those engines, they just prevent it from being seen in normal use.
I'm wouldn't include it, seeing as, thanks to both engine limitation, you will never see thing during any normal gameplay, and even if you tried, these engines often crash before you have a chance to reach them, even when cheating, as the game engine wasn't designed to handle things outside it's map region.

To be clear, you could technically call the region outside of the map of something like source "the farlands", but if we're describing the farlands as the point at witch the floating point accuracy begins to drop off and cause rounding errors, then this doesn't fit in the category of a true farlands.

i wonder if you can bring the farlands closer
https://forum.blockland.us/index.php?topic=244712.0
Have fun.
« Last Edit: March 25, 2018, 06:20:01 PM by Writer The Wolf »

Even though Source has it's limits, you can still noclip outside of the map and go on until your viewmodel starts gyrating and distorting, that still kinda counts, right?

i dont mean a teleport but like
bring the farlands near the spawn
like 2 bricks then instant polygon vomit