Sup here to ruin it
Boi we have discord and stuff, if you have data limitations, consider gettting an SD Card, and if you do and you still. You're darned,
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.
@Graingy Allon.
Faurinox Allon
@Graingy BRO IM STILL NORMAL WHY WOULD YOU ASK ME TO CLA-
Yea whatever, just clap everybody will follow right?
Jos voit korjata sen satsuman, se on sinun
Heya, long delay ya? Websites back on again. When teaser and new plane?
@DatTrainGuy19 after Faurinox
Lmao
Lamo
@Hensim this deserves an upvote
Frick i messed up the title
@Hensim wat
H
@Graingy A
Not for me tho..
@DatTrainGuy19 true bru, they be addin billions of rgb leds on the body yet doesnt wanna add a turbocharger which is cheaper
T O Y O T A
C O R O L L A
1 9 8 0
@StarSP1001 wat
@Rocketguy2079 PAPEH CLICP :D
@Rocketguy2079 Hevipelle aprovves👌👍
@Kerbango gawd dayum a NOAH'S ARK??
Goofy ahh car🛰️🛰️🛰️🛰️🛰️
@starmango its allowed lmao
Sup here to ruin it
Boi we have discord and stuff, if you have data limitations, consider gettting an SD Card, and if you do and you still. You're darned,
Fish Sticks
It has a ball for its engine
Mmm BALLS–
Divebombing.
Mmm thats cool
Ajojing
Speed: very pog
@Graingy how about we push our planets into the nearby supermassive star, R136a1?
@Graingy we will destroy any form of sand and grains in the entire 239ly² of the Xtars Territory
@Graingy anyway...
Project Annexation of grainland. Main weapons: ZYTA ships, and Omega Tauris
A delivery guy? Or an uber?
Nice, i hope one day i could meet you
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
recoilForceto 0, unless you switch to the bullet camera, yea, you would get black@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.
Bru
Try to remake this absolutely dreadful lifeless flying machine that forgets its original purpose to FLY
@Graingy Phine-nappel
@Graingy i identify as chat
yes its real
I feel losint brain matter when looking at this entire thing whaa
@RepublicOfCursedPlanes why tf this gave me ChatGPT generated story vibes?
Gtw
@Allegro369 use overload and get the
calculateDrag=0it will work much better and bet it can fly trans-supersonic with that@Graingy r/relatableasf
Simply works. Thats nice