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The developers of Outer Wilds faced a challenge where they needed to ensure that floating point calculations near the player consistently used smaller / more precise coordinate values, no matter where the player traveled to in the solar system. Because one of the core experiences of the game is traveling between planets in a spaceship, the developers didn't want to partition the game world into a bunch of different zones each with their own coordinate spaces. What they did was have player movement actually apply an opposite force to *every other physics object in the game*, such that the solar system moves around the player rather than the player moving around the solar system. By doing this, the player stayed at the origin of the game space, and the low coordinate values were always the ones nearest the player. Sure, calculations happening on the other side of the solar system had to use larger / less precise coordinates, but who cares, that's on the other side of the solar system! Applying forces to every object in the game with every movement didn't end up affecting performance too much, since everything was always having physics simulated on it all the time anyway. Discussion of it starts at 31:47 in this video (I recommend watching the full thing, it's pretty cool): https://www.youtube.com/watch?v=LbY0mBXKKT0&t=1907s
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# ¿ May 1, 2022 09:31 |
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# ¿ May 15, 2024 13:15 |
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Carthag Tuek posted:lmao Yeah, the explanation I found is that the issue comes from completing the quest where Francine asks you to kill Caleb McCaffery and return his hat as proof. No clue what specific coding mishap causes the game to crash after that point, though. Maybe there's a check on zone load to make sure a cowboy hat has loaded in so that the quest is do-able, without taking into account whether the quest has already been completed or not?
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# ¿ Jul 5, 2022 09:40 |