Problems with physics and huge universe

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Post » Thu Dec 25, 2008 11:26 pm

umm i just did some calculations and if they are right and lets say that cube moves 1k pixels per second i got that it takes 24,9 days to travel across that 2.147 billion pixel thing :D
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Post » Fri Dec 26, 2008 12:03 am

Positions are stored as floats, not integers, so the integer limit doesn't apply. The maximum limit a 32-bit float can store is about 340282347000000000000000000000000000000, but the precision gets less and less the closer you get to that limit. In other words, you'll run in to issues with floating point precision long before you hit that limit, but precisely when that's an issue remains to be answered. However, for all reasonable intents and purposes, you can go as far as you like.
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Post » Mon Dec 29, 2008 11:38 am

Don't get bogged down with realism, it always spoils space games, you'll end up with huge universes with not much going on.

Buch better to have a smaller universe with lots going on than a huge sparse one.

Maybe split the game into zones, like solar systems, and have something interseting and unique in each, then allow people to travel between them.
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Post » Thu Jan 01, 2009 3:49 pm

the premise of this giant universe gives me the Noctis vibes.
i really like that :)
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Post » Sat Jan 03, 2009 12:59 pm

I like even the look!

I would suggest some kind of parallax background, otherwise is hard to know when you are moving in close cameras.
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Post » Tue Jan 06, 2009 7:55 pm

That definitely qualifies as an infinite universe in my book.
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Post » Tue Jan 06, 2009 10:26 pm

this game seems really cool

http://www.moddb.com/games/infinity-the-quest-for-earth

theres a gigantic galaxy, like hundreds of thousands of planets, stars wtv that are randomly generated
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Post » Sun Feb 22, 2009 10:32 pm

Computer numbers are always finite, even floating point.
You'll always have to devise some sort of trick to get infinity, in Construct or coding your own engine, so better stick with Construct :)
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Post » Sun Feb 22, 2009 11:06 pm

64-bit floats would be nice :D ...
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Post » Sun Feb 22, 2009 11:10 pm

Construct already uses 64-bit floats in the event engine. Positions, angles etc. are stored as 32 bit floats since that's generally all that's necessary for sufficient precision, and I think the Physics engine uses 32 bit floats as well, for efficiency.
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