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[–] 12 points 10 months ago (1 child)

And KSP (rocket exploding game) had ten years worth of floating point errors.

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  • [–] 8 points 10 months ago (1 child)

    Like Minecraft has, too. Just go on a long, long walk in one direction.

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  • [–] 3 points 10 months ago (2 children)
  • [–] 5 points 10 months ago (1 child)

    The physics starts to glitch out, or at least used to, until it got upgraded to doubles. I also use doubles for my game engine, as well as (optionally) limiting pixel-precise things within int.max and int.min.

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  • [–] 3 points 10 months ago (2 children)

    All kinds of weird things. There is a video explaining the details, and you've got to be far, far out.

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  • [–] 2 points 10 months ago (2 children)

    Used to*, it was fixed in some version or another, where the procgen no longer evaluated how far you were from the origin

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  • [–] 2 points 10 months ago

    The game, including worldgen, will still bug out at longer distances - the issues were reduced and a world limit was added to prevent you going too far, and IIRC past a certain point the world turns into non-stop ocean, but I'm pretty sure if you bypass those limits you'll encounter chunks that outright fail to generate.

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