Reduce floating point errors on very large maps

Maps bigger than 16×16 kilometers have substanital issues with FPE that affect both rendering and physics. Such issue can be overcome for example by dynamically repositioning world origin, but such approach may cause issues with networking, such as physics desync due to FPE caused by different world origins on each client in multiplayer. Another, more complex solution, that may evade networking issues too, would be a “chunk“ based system where most of the map will be contained within a select area, chunks will determine with what other object each one can interact with, while the render position will be faked. Any movement outside the bounds will cause the object’s position to “flip”(Like in current BR maps) and change the chunk value. A great example of this concept realized is the “Infinite map“ addon for Garry’s mod.

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Upvoters
Status

Rejected

Board

Feature Request

Date

About 2 hours ago

Author

Ashlik323

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