I have been trying to make an endless racing game, where road is procedurally generated as game plays out. However, there is a problem that I still can’t solve after trying a number of things.
Spline mesh is the road, and player controls a car on this road.
I have written custom and simple physics for my car with line traces, I use linetraces under the car to calculate roll-pitch of car and line traces on sides, front and back of car to calculate if car hits anything or not. If there is a frontal collision the car stops.
Weird problems arise after player proceeds a few hundred thousand unreal units. Car gets twitchy on road, and sometimes the car collides with spline mesh and stops even though there is nothing in front of it. I simply tried reversing a bit and going forward again and no collision detected this time. Also, car starts go get twitch on roll-pitch changes.
I am shifting world origin at every 100K unreal units and I am moving everything towards origin every 250K unreal units . So floating point errors should not be a problem.
Does anyone have an idea what may be causing this problem or how can I solve it? Thanks for reading.