In the twitch live yesterday, Epic said they intend to make huge worlds with origin rebasing work in multiplayer in future versions! I guess we better wait
Hello everybody!
Is there some changes during last few months with double-precision coordinate system in UE4, or maybe i other aspects which are discussed here?
this fix horrible car physics?
No and its disappointing. Making any sort of vehicle game in ue4 requires a ton of custom code and even then physics will wonk out or choosing a game engine with different middle ware. This doesnt even bring up the โmega-worldโ issue, which origin rebasing has mastered, will be interesting to see how its handled when Unreal Tourney is re-made.
Hello all, this is very interesting thread. I have 2 questions on the subject.
First: even with all work-around solutions for huge worlds, does anyone ever tried to change UE4 to use doubles? Has anyone heard of any projects out there in that direction?
Second: I understand how both origin rebase and map-chunk coordinate systems (which by the way are different things, not the same as someone has suggested) can work quite well to handle the distance problem of huge maps. However, one question that has been hunting me is whether it also works to handle huge bodies. Take for instance an space game. Using origin relocation works quite well for preventing the jittering and mistaken location of far away bodies. But what about a huge planet? I mean, not a planet to be landed seamlessly. Just a huge sphere with a lot of details in it (displaced e.g. with simplex noise or similar). My impression is that this problem would not be solved by changing origin location, because no matter where origin is put, the planet would have to exist too far from it.
This really huge sphere would also suffer from jittering, correct? Because some of its vertices could still end up being outside the floating precision distance-limit, depending on how far the player is from the sphere. Worse, changing origin would not necessarily solve that problem. It means, would not allow for much bigger spatial bodies. Is there any workaround to such situation?
Many thanks.
Probably this could solve issues for most of the cases - Pull Request - World Origin Shifting in MP - Work in Progress - Unreal Engine Forums