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cosmochristo

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  1. Unfortunately, this is a common problem with all origin/world-shifting solutions. You can hack it with different size shifts, but that does not scale as you increase speed. Origin-shifting / rebasing will never be a general-purpose solution to large-scale Worlds because it falls foul of the rapidly lowering resolution of the underlying floating point numbers.
  2. Well, that is not surprising, when the World is snapped back to the origin from 21km, the difference between one frame and the next is huge: for physics, for accuracy of positions, everything. You are getting this problem because you are not using "floating origin". Real floating origin does not move the player/vehicle from the origin at all, ever.
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