Damn Unity and its floatsBecause of floating point number precision.
Simplistic version:
My x position is 1002.34. Looks good.
My x position 10002.3. I loose the 4 .
My x position 100002. I loose the 34.
My x position 1000000. I loose the 234.
And so on as the numbers get bigger. The lower digits of positions get lost. Animations start jumping around.
Gory details:
https://en.wikipedia.org/wiki/Floating-point_arithmetic
An initial Alpha release if you use the same engine? Possibly. Not very likely but not out of the realm of possibility.So, by amount of work, u are saying they can get a sequel 75 percent completely done in a year? Hahahahahahaha.
Hahahahaha
One more time...hahhaha!
...that actually sounds awesome, lol. I know the most fun I have in games is typically bugs. But I could see that getting annoying after the first couple of times. At first I was thinking, "wait, you can go through the roof?" then I remembered, jeep, not really fully enclosed. Curious since you do the vehicle stuff, can you get hurt while on the motorcycle? I would figure so since you're exposed to the open whereas in the jeep you are not unless you slow down/stop and they "reach in", but they couldn't just hit you while driving by unlike a motorcycle would allow.I bounce around a lot and like it that way.
AI blood moon testing and fixing is next, but since yesterday when the testers started calling the 4x4 Christine, I decided I might want to fix exiting vehicles sometimes ragdolling you into the air and maybe killing you. Added a roof exit too, so if all 4 sides blocked you can exit above instead of inside the vehicle where physics then tosses you out.
Wow, Thanks for that explanation. I never understood exactly what caused that issue other than the vague "too far from origin" I like days I actually learn something.Because of floating point number precision.
Simplistic version:
My x position is 1002.34. Looks good.
My x position 10002.3. I loose the 4 .
My x position 100002. I loose the 34.
My x position 1000000. I loose the 234.
And so on as the numbers get bigger. The lower digits of positions get lost. Animations start jumping around.
Gory details:
https://en.wikipedia.org/wiki/Floating-point_arithmetic
The solution is then to move the player back to a position close to the origin. (where floatingpoint numbers can be represented with higher accuracy)Is someone with an good understanding of this issue willing to explain it to me? Why the shaking? And please don't say b/c char is far from (0,0,0) - i got that. I want to know why is it shaking if it's far from that origin point. Also, how does the fix work? genuinely curious.
I'm curious if that's because it is Unity? I'm curious because I program mainly php, javascript, and a form of C++/C# (it's a weird mix of their own) that is dealt in industrial control programs for Beckhoff. Typically I won't have issues with floating points unless I forget to convert the integer to a float point (or equivalent based on programming language) since then it just truncates the number.Because of floating point number precision.
Simplistic version:
My x position is 1002.34. Looks good.
My x position 10002.3. I loose the 4 .
My x position 100002. I loose the 34.
My x position 1000000. I loose the 234.
And so on as the numbers get bigger. The lower digits of positions get lost. Animations start jumping around.
Gory details:
https://en.wikipedia.org/wiki/Floating-point_arithmetic
Well then...I like days I actually learn something.![]()
Most likely.....You.If you all have such a problem with this game and the way TFP does business why do you come to the forums so often?
Ah, that makes complete sense. So 3D games haven't really caught up with the rest of the areas that now use doubles instead of singles in that sense. Hmmm, I feel like it should have been there a long time ago, haha.Pretty much every 3d game has been using floats (32 bits) for coordinates since the 90s shift from fixed point to floating point math. Someday we will all be using doubles (64 bits) and not care much. Like how we shifted from 16 bit to 32 bit ints.