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.
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.
Like Minecraft has, too. Just go on a long, long walk in one direction.
What happens?
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.
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
OK, I have not played it for AGES. Nice to see something like that fixed, as it was a bit system-inherent.
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.
I’ll have to look it up after work. Sounds interesting.