September 21, 2014, 7:57pm
I’m still relatively new to this engine…
Does it matter where you start a level? Is 0,0,0 okay. Would it be better at say, 500,500,500?
If I move an asset into negative space, will this cause a problem with anything like Physics, Blueprint functions etc?
(reason why I’m asking is the Cryengine had a huge bug that cutoff all physics in negative space, I don’t want to go through something like that again
I’ve not run into anything of the sort, and everything I’ve built thus far has been roughly centered around the origin.
Worth noting though, if you have to offset, (500,500,500) won’t be enough. Unreal 4 is in centimeters.
September 21, 2014, 8:05pm
Distance from 0,0,0(and by that i mean as you get near and beyond the grid you see in top view) matters for physics but i’ve never heard or encountered any issues with negative coordinates.
September 21, 2014, 10:59pm
Could you further explain what happens to the physics as you get near and beyond the grid in the top view?
September 21, 2014, 11:16pm
Physics calculations wont be as precise and you’ll also start to see lighting glitches. For instance you wouldnt want to go beyond the world limits if you are making a game with vehicles. You can use World Composition if you want larger environments though, since it lets you reset world origin.
September 21, 2014, 11:24pm
Thanks for the info, good to know
So, what would you recommend when starting a new map? Stay a few hundred meters away from the origin?
How can I tell I’m going beyond the world limits?
September 21, 2014, 11:28pm
Just keep the whole playable area inside the grid and you’ll be fine. You can see the grid in top view.
Precision goes down as the coordinate numbers get bigger, since it takes longer to process the larger numbers, so it’s best to keep everything as close to the origin as possible.
It’s not processing speed it’s that the numbers themselves are literally less precise (roughly) the further you get from 0.
The fact that floating-point numbers cannot precisely represent all real numbers, and that floating-point operations cannot precisely represent true arithmetic operations, leads to many surprising situations. This is related to the finite precision with which computers generally represent numbers.
For example, the non-representability of 0.1 and 0.01 (in binary) means that the result of attempting to square 0.1 is neither 0.01 nor the representable number closest to it. In 24-bit (single precisi...
September 22, 2014, 4:32am
So, Integers are actually lies?
Integers are reliable, it’s those shifty Floats and Doubles you have to keep an eye on.