Oh yea, also. If you make a cannon shooting stuff at a billion lightyers per second, just set the recoilForce to 0, unless you switch to the bullet camera, yea, you would get black
@XtarsTheExdarichGuy33106 game probably is too fast to think, like trying to catch a bullet shot straight ahead of you, if its slower you would catch and not die or generate those black polygons, and if you didnt catch you die and get those black polygons.
The farther you go (the closer the gun) the harder it is to catch it.
The faster you go (the faster the bullet) the harder you catch it.
If you go fast, but in the Region you would able to catch (bullet slows down due to distance and resistances) you will not get black polygons.
If you are far, but go slow (gun is extremely close but bullet travels really slow) you can catch it, and dont get black polygons
Remember, this is an insultingly simplified version, may not be correct. Im just a HJSON coder, not a JAVA coder used in Unity (which is the game engine for SimplePlanes)
The appearance of black polygons at high speeds and extremely far distances in Unity games might be due to precision issues in floating-point arithmetic. Unity uses 32-bit floating-point numbers to represent positions in the game world, and at great distances, the limited precision can lead to inaccuracies.
To mitigate this issue:
Use Double Precision:
Unity uses single-precision (32-bit) floating-point numbers by default. You can explore options or plugins that allow the use of double-precision (64-bit) numbers, which provide greater precision for distant calculations.
Implement Streaming and Level of Detail (LOD):
Instead of rendering the entire scene at once, consider implementing streaming techniques where only nearby objects are rendered in high detail. Also, use LOD systems to reduce the detail of distant objects.
Adjust Physics and Time Scale:
If the issue is related to physics calculations, consider adjusting the physics time step or time scale. This can sometimes alleviate precision problems during rapid movements.
Check Shaders and Rendering Settings:
Certain shaders or rendering techniques may not handle extreme distances well. Experiment with different rendering settings and shaders to see if any specific configurations contribute to the issue.
Use Floating-Point Workarounds:
Some developers implement workarounds, such as periodically repositioning the player closer to the origin to reset the floating-point precision. This can be done carefully to minimize player impact.
Keep in mind that handling extreme distances and high speeds in game development often involves finding a balance between precision and performance. Experimenting with the suggestions above can help identify the most suitable approach for your specific game requirements.
The appearance of black polygons at high speeds and extremely far distances in Unity games might be due to precision issues in floating-point arithmetic. Unity uses 32-bit floating-point numbers to represent positions in the game world, and at great distances, the limited precision can lead to inaccuracies.
To mitigate this issue:
Use Double Precision:
Unity uses single-precision (32-bit) floating-point numbers by default. You can explore options or plugins that allow the use of double-precision (64-bit) numbers, which provide greater precision for distant calculations.
Implement Streaming and Level of Detail (LOD):
Instead of rendering the entire scene at once, consider implementing streaming techniques where only nearby objects are rendered in high detail. Also, use LOD systems to reduce the detail of distant objects.
Adjust Physics and Time Scale:
If the issue is related to physics calculations, consider adjusting the physics time step or time scale. This can sometimes alleviate precision problems during rapid movements.
Check Shaders and Rendering Settings:
Certain shaders or rendering techniques may not handle extreme distances well. Experiment with different rendering settings and shaders to see if any specific configurations contribute to the issue.
Use Floating-Point Workarounds:
Some developers implement workarounds, such as periodically repositioning the player closer to the origin to reset the floating-point precision. This can be done carefully to minimize player impact.
Keep in mind that handling extreme distances and high speeds in game development often involves finding a balance between precision and performance. Experimenting with the suggestions above can help identify the most suitable approach for your specific game requirements.
Lmao ban-evading
Imagine just got banned then immediately use another account like bro you cant just make another identity on prison so you can just escape because your name is not the same as the prison cell's name
Lmao ban-evading
Imagine just got banned then immediately use another account like bro you cant just make another identity on prison so you can just escape because your name is not the same as the prison cell's name
Lemme ask the GeoGuesser guy to find you idk the Transmission Cables, and the WiFi tower or something on the second photo might guess you somewhere on Indonesia or the Philippines
Hmm nobody is Capitalizing on you?
Get some mfkin freedom
JOIN THE EXDA-TARS UNION
GG
@Graingy SEND ME UNLISTED CRAFTGTGGFSVAHDVWHDKWLALJDNWNSKDKQBAVFBEKOAJXBDBWKSK
Obviously, ur so dumb, how to spell Graingy is..
Graingy
Man i hate ppl these days
(jk)
Oh yea, also. If you make a cannon shooting stuff at a billion lightyers per second, just set the
recoilForce
to 0, unless you switch to the bullet camera, yea, you would get black@Yish42 yes, cant simplify wikipedia that much. Have somebody to work? Use it when you can
+3@CL125 yay seconds ago
@XtarsTheExdarichGuy33106 game probably is too fast to think, like trying to catch a bullet shot straight ahead of you, if its slower you would catch and not die or generate those black polygons, and if you didnt catch you die and get those black polygons.
The farther you go (the closer the gun) the harder it is to catch it.
The faster you go (the faster the bullet) the harder you catch it.
If you go fast, but in the Region you would able to catch (bullet slows down due to distance and resistances) you will not get black polygons.
If you are far, but go slow (gun is extremely close but bullet travels really slow) you can catch it, and dont get black polygons
Remember, this is an insultingly simplified version, may not be correct. Im just a HJSON coder, not a JAVA coder used in Unity (which is the game engine for SimplePlanes)
The appearance of black polygons at high speeds and extremely far distances in Unity games might be due to precision issues in floating-point arithmetic. Unity uses 32-bit floating-point numbers to represent positions in the game world, and at great distances, the limited precision can lead to inaccuracies.
To mitigate this issue:
Use Double Precision:
Unity uses single-precision (32-bit) floating-point numbers by default. You can explore options or plugins that allow the use of double-precision (64-bit) numbers, which provide greater precision for distant calculations.
Implement Streaming and Level of Detail (LOD):
Instead of rendering the entire scene at once, consider implementing streaming techniques where only nearby objects are rendered in high detail. Also, use LOD systems to reduce the detail of distant objects.
Adjust Physics and Time Scale:
If the issue is related to physics calculations, consider adjusting the physics time step or time scale. This can sometimes alleviate precision problems during rapid movements.
Check Shaders and Rendering Settings:
Certain shaders or rendering techniques may not handle extreme distances well. Experiment with different rendering settings and shaders to see if any specific configurations contribute to the issue.
Use Floating-Point Workarounds:
Some developers implement workarounds, such as periodically repositioning the player closer to the origin to reset the floating-point precision. This can be done carefully to minimize player impact.
Keep in mind that handling extreme distances and high speeds in game development often involves finding a balance between precision and performance. Experimenting with the suggestions above can help identify the most suitable approach for your specific game requirements.
The appearance of black polygons at high speeds and extremely far distances in Unity games might be due to precision issues in floating-point arithmetic. Unity uses 32-bit floating-point numbers to represent positions in the game world, and at great distances, the limited precision can lead to inaccuracies.
To mitigate this issue:
Use Double Precision:
Unity uses single-precision (32-bit) floating-point numbers by default. You can explore options or plugins that allow the use of double-precision (64-bit) numbers, which provide greater precision for distant calculations.
Implement Streaming and Level of Detail (LOD):
Instead of rendering the entire scene at once, consider implementing streaming techniques where only nearby objects are rendered in high detail. Also, use LOD systems to reduce the detail of distant objects.
Adjust Physics and Time Scale:
If the issue is related to physics calculations, consider adjusting the physics time step or time scale. This can sometimes alleviate precision problems during rapid movements.
Check Shaders and Rendering Settings:
Certain shaders or rendering techniques may not handle extreme distances well. Experiment with different rendering settings and shaders to see if any specific configurations contribute to the issue.
Use Floating-Point Workarounds:
Some developers implement workarounds, such as periodically repositioning the player closer to the origin to reset the floating-point precision. This can be done carefully to minimize player impact.
Keep in mind that handling extreme distances and high speeds in game development often involves finding a balance between precision and performance. Experimenting with the suggestions above can help identify the most suitable approach for your specific game requirements.
+1Bru
@Graingy yes, i had fun with it. Good way to ovenize your phone
+1Try to remake this absolutely dreadful lifeless flying machine that forgets its original purpose to FLY
@datmaluchguy19
+1@Graingy Phine-nappel
@Graingy i identify as chat
yes its real
8-9 hours
8 minus 9 hours actually
+1I feel losint brain matter when looking at this entire thing whaa
I SAID LET HIM COOK
+3@RepublicOfCursedPlanes why tf this gave me ChatGPT generated story vibes?
Gtw
@Allegro369 use overload and get the
calculateDrag=0
it will work much better and bet it can fly trans-supersonic with that@Graingy r/relatableasf
If one day Simpleplanes did die, i will probably the "sole survivor" of it. Simpleplanes have did a lot of things to me
+1Simply works. Thats nice
@Graingy °=° 💀💀💀💀🛰️🛰️🛰️🛰️🛰️🛰️
Lmao ban-evading
+1Imagine just got banned then immediately use another account like bro you cant just make another identity on prison so you can just escape because your name is not the same as the prison cell's name
Lmao ban-evading
Imagine just got banned then immediately use another account like bro you cant just make another identity on prison so you can just escape because your name is not the same as the prison cell's name
Idk why not this bad boi
@Majakalona okay
+1You crashed into one, i got hit by one
+1We are not the same
@Majakalona YES I need hidden UI so i can get a bigger photo
+1Lemme ask the GeoGuesser guy to find you idk the Transmission Cables, and the WiFi tower or something on the second photo might guess you somewhere on Indonesia or the Philippines
You cant take my gravatar lol, never, never never
This is him, XtarsTheExdarichGuy33016
+1There is no picture
NEVARH
This thing would do great in le mans idk
A SMALLER TANKETTE THAT IS SMALLER THAN THE COOOOTTTEEEE L3/33 PLS I NEED CUTE TANKS
@Majakalona whatever, thanks for the upvote
+1@Majakalona ITS NOT EVEN UPLOADED LESS THAN A MINUTE AGO WTH
+1@ThatOneConcorde dayum cool
Lufthansa 747 why not
Finnaly Nassin Radioisotiope Thermonuclear Generator 53R
+1The good thing about me is that
whatever is going on idk imma just follow what is going on lol
+1Looks like a Lexus or BMW idk
+1I fricked up the thumbnail ong
@datmaluchguy19
+1Judging by the comments section
Damn tf happened
I have no purpose to add that "saturn is actually big nibba with hula hoop" meme lol
@intruder72 like literally i made this for shits and giggles and omw this thing hits like a freight train
@DatMaluchGuy19 fake news
@Graingy yes like bad really, nobody like can do bad english that like that, not me for yes true .