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7h 26m 13s logged

Finally the biggest change ever yet, this took me HOURS of rewriting debugging fixing weird glitches, tried to even recompile Godot at one point, But its done, A truly frame efficient infinite procedural planet generation with randomness and seed integrated in it, this took so much of my sanity, so many broken hairs, but finally i am able to perfectly get it working at 144fps and around 11ms average frame time.

I also optimized the rock generation even more to take advantage of godots multi threading capabilities to take the load off the main thread to generate the chunks for rocks.

Current limitations of this architecture are not the architecture but the godot engine itself, as it uses 16 bit floats to keep track of transform, so if you’re like 100,000 units away from your home planet you start facing very weird glitches, I personally think im gonna keep this glitch in the game as i have no idea how these glitches will affect the gameplay, its like minecraft farlands, i want to see how the world generation breaks, and i dont want to stop the player from experiencing that aswell.

Its not that idk how to fix this, if i recompile godot to use double instead of float i can extend the range of the farlands way beyond that, but its just the matter of personal preference.

I have quiet insane ideas and directions for this project now that ive came so far, its kinda funny how all this became what it is just because i wanted to control a rocket in space.

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