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.
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.
And KSP (rocket exploding game) had ten years worth of floating point errors.
Like Minecraft has, too. Just go on a long, long walk in one direction.
What happens?
All kinds of weird things. There is a video explaining the details, and you’ve got to be far, far out.
Used to*, it was fixed in some version or another, where the procgen no longer evaluated how far you were from the origin
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.
OK, I have not played it for AGES. Nice to see something like that fixed, as it was a bit system-inherent.
I’ll have to look it up after work. Sounds interesting.
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
andint.min
.Does the world repeat after a set point?
Technically yes, and with tile layers, you can even set them repeating on a shorter area.