Author Topic: Why does the farlands do what it does?  (Read 3544 times)

i dont mean a teleport but like
bring the farlands near the spawn
like 2 bricks then instant polygon vomit
There was a mod that did this, and I had linked it, but the DL was dead. If you'd like I could host it temporarily so you could download it.

There was a mod that did this, and I had linked it, but the DL was dead. If you'd like I could host it temporarily so you could download it.
why not host it for awhile so other people can get a taste of it

why not host it for awhile so other people can get a taste of it
It's the mod from this thread.

So there's the Farlands and Farlands Extreme.


all that mod did was move spawn locations and build load offset to the farlands. its pretty trivial to rewrite as its technically just number changes

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.

kerbal space program uses the 'floating origin solution' to achieve its massive map size.

wouldnt that have things far away lose positional accuracy the farther the camera goes away from it? eg if you had your spaceship fly two galaxies away and then come back to earth, it would miss cause when that far away, earths position got clamped to a new value due to fp error?

wouldnt that have things far away lose positional accuracy the farther the camera goes away from it? eg if you had your spaceship fly two galaxies away and then come back to earth, it would miss cause when that far away, earths position got clamped to a new value due to fp error?

I would amuse they're only using it to calculate for anything within close range of the ship, or whatever you're looking at, and anything further than X distance isn't calculated other than its position relative to whatever it's orbiting, rather than to you.

I can't claim to 100% understand, as it's not a method I'm heavily familiar with. What I understand is that, the root for whatever you're looking at basically is the center of all relative position calculation. This may explain why you sometimes end up with objects that glitch when you warp to them. As the game reroots the camera to them from some rough location derived probably from a less accurate system, they may briefly be outside of the area of accuracy required to render them properly. So you end up with a part lodged inside of itself and the ship decides to explode on you. Yay'!

all that mod did was move spawn locations and build load offset to the farlands. its pretty trivial to rewrite as its technically just number changes

True, but not everyone knows TorqueScript and some people are just lazy.

wouldnt that have things far away lose positional accuracy the farther the camera goes away from it? eg if you had your spaceship fly two galaxies away and then come back to earth, it would miss cause when that far away, earths position got clamped to a new value due to fp error?
I know star citizen uses a system where locations of objects are defined by two systems at once. So instead of just (x, y, z) it's (x, y, z) in box (x2, y2). The boxes have no z value since the universe is largely planar so just normal coords suffice for the z axis. Basically it uses a large coord system with millions of km between points and a smaller coord system that says how far in x y and z the object is from the nearest large coord point.

I know star citizen uses a system where locations of objects are defined by two systems at once. So instead of just (x, y, z) it's (x, y, z) in box (x2, y2). The boxes have no z value since the universe is largely planar so just normal coords suffice for the z axis. Basically it uses a large coord system with millions of km between points and a smaller coord system that says how far in x y and z the object is from the nearest large coord point.
This is basically what I was thinking, where the secondary coordinates are an integer based offset rather than float.

This is basically what I was thinking, where the secondary coordinates are an integer based offset rather than float.
i was thinking that too, since that would be the obvious solution with a far larger capability to scale up. however it seems its not the case since as you said, quickly moving cam to objects far away seem to break things.

wait so it just makes giant boxes of 3d space and then puts coords inside it? so instead of using 1000,1000 it breaks every 100 units into its own cube so its box[10,10] coords 100,100?


wait so it just makes giant boxes of 3d space and then puts coords inside it? so instead of using 1000,1000 it breaks every 100 units into its own cube so its box[10,10] coords 100,100?
probably bigger quadrants than that since floating point isnt THAT inaccurate, but yeah, thats how star citizen does it. kerbal just shifts the origin as needed, it doesnt seem like they subsection the world space.