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Is there a way to scale up VoxelLodTerrain with an SdfSphere to extreme sizes and still be smooth with accurate collisions? #639
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This is too big for what's currently supported.
It's hard to tell exactly what the cause is from your description. Keep in mind Godot doesn't support large worlds by default, it needs to be compiled with double-precision support otherwise you will have all sorts of problems beyond 8 Km away from the origin. |
I'm aware 24,000,000 is far larger than the radius of the earth, however it is about the size of the largest rocky planet in the universe, so I'm using it a maximum size for testing purposes. Do you think if I change all |
If you go that route then you'll have a lot to figure out I think... because I don't want to hardcode this if possible, even if it's just when Godot uses doubles. I also don't want doubles to be flat-out used everywhere (that's what Godot did, and it has some issues regarding performance/resource usage in some areas), so I'll probably decide how to do this when I get to investigate this in the future. But if you want to use doubles everywhere for your project, you need to replace all floats to doubles in pretty much every source file that touches the graph generator. You might also have to account for this in places that are less obvious (can't think of which ones off top of my head, I'm just suspecting some places might implicitely use floats and the compiler might not tell you automatically). |
I seem to have found a stupidly simple answer, by simply turning up the noise resolution in my generator graph and turning down the scale a bit mostly seems to have fixed the terrace looking cliffs and collisions seem to work fine, now it looks like this (this is a 6000km planet btw): it does still have some weird texturing on the places where the textures are mixing, so there's still a few little things, but I can probably fix them pretty easily. (as a side note though, you still can't scale up to 24000km, the terraces reappear if you get that large and don't seem to go away) |
is there a way to have a VoxelLodTerrain with an SdfSphere have a 24,000,000 unit radius? I've tried setting the radius of the SdfSphere to 24,000,000 units, but it comes out not smooth looking:
If I make it generate at 240,000 units and then scale it up by 100 to be 24,000,000 units it will look smooth, but then if I move over 100 units per second (and occasionally slower) I clip through the colliders (changing collision margin up or down didn't seem to help either):
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