4 ms·
I think I've read that minecraft behaves differently depending on how far away you are standing from the origin for similar reasons: [1]https://minecraft.fando
by gfd 5y ago
I think I've read that minecraft behaves differently depending on how far away you are standing from the origin for similar reasons:
[1]https://minecraft.fandom.com/wiki/Bedrock_Edition_distance_effects https://minecraft.fandom.com/wiki/Bedrock_Edition_distance_e...
[2]https://minecraft.fandom.com/wiki/Java_Edition_distance_effects https://minecraft.fandom.com/wiki/Java_Edition_distance_effe...
- bemmu 5y agoIn Roblox this happens if you get thrown too far: https://www.youtube.com/watch?v=Fw1GZLodmtw https://www.youtube.com/watch?v=Fw1GZLodmtw
- SquareWheel 5y agoYes, the Minecraft Farlands are caused by precision issues of floating point numbers. The game becomes jittery as it tries snapping to fewer and fewer precise digits. This is most obvious at first in the selection box around blocks, but the terrain also becomes unstable after a certain point. Note that one Youtuber KurtJMac has been walking to the Farlands since 2011. He's been raising money for charity as part of those videos/streams. He's roughly 40% of the way there. https://www.farlandsorbust.com/ https://www.farlandsorbust.com/ https://www.youtube.com/user/kurtjmac https://www.youtube.com/user/kurtjmac
- skykooler 5y agoHuh, I remember seeing some of his videos about five years ago and wondering if he'd ever make it. Glad to see he's still going!
- kylewlacy 5y agoAnother YouTuber beat him to the punch about 2 years ago actually! Here's the moment from his stream where he finally reached the Farlands [volume warning]: https://youtu.be/VAvQ_kT73W4?t=25696 https://youtu.be/VAvQ_kT73W4?t=25696 (at the 7:08:17 mark)
- lostmsu 5y agoGoogle for Minecraft Farlands took off half an hour of my life. Amazing floating-point-related bug.
- initplus 5y agoNote these are seperate issues, caused by the same underlying issues with float precision. Some game engines solve the jittery rendering issues by moving the world relative to the player/camera, rather than the opposite (though it may be more intuitive). This way all your shaders work in nice accurate low floats relative to the camera at the origin, no matter the player location in the world. But to implement worldgen with relative coordinates would be much more complex.
- bicarbonato 5y agoI believe that every game have this problem if you are far enough away from the origin. 3kliksphilip did a great video on this subject: https://www.youtube.com/watch?v=eK7eNgiQfhk https://www.youtube.com/watch?v=eK7eNgiQfhk
- sgtnoodle 5y agoI first encountered this in Active Worlds around 2000 or so, as a teenager. I managed to get the head developer to check it out, and he seemed surprised by it.
- rezmason 5y agoI've encountered that, too, in my Excel 97 easter egg reproduction. My terrain loops in the shader, but camera position is governed by the JavaScript, so it can get weird far from origin if I don't sanitize. Here's how the terrain normally looks, zoomed out with the grid on: https://rezmason.github.io/excel_97_egg/?o=bq https://rezmason.github.io/excel_97_egg/?o=bq And here's how it looks 8589990 units from the origin, with sanitizing off: https://rezmason.github.io/excel_97_egg/?o=bq&sanitizePosition=false&l=8589900,0 https://rezmason.github.io/excel_97_egg/?o=bq&sanitizePositi... There's two weird phenomena happening there: the lack of camera position precision causes the terrain to shift left and right, but a little bit further, you can see that all the terrain quads collapse in one dimension for some reason. Someone also made a game out of this, called Floating Point Leviathan: https://yanknoopdev.itch.io/fpl https://yanknoopdev.itch.io/fpl