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Question by DaiMangouDev · May 23, 2016 at 07:05 PM · physicspositionproceduralspaceprocedural-generation

How to set up a No Mans Sky type of infinite flight ?

So i cant move a cube through the x,y or z axis beyond 100000 units without a lot of spartial jitter happening. Totally understandable.

But then how do i go about setting up infinite flight so that if i procedurally generate a couple trillion spheres as planets ;I will be able to fly to any one of them ? (and then I have a similar question regarding the positions of procedural objects because they will surely go beyond 100000 units)

Is this something that we can do in unity ? any help and hints would be greatly appreciated.

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Answer by tanoshimi · May 23, 2016 at 07:08 PM

The traditional solution is to use a "floating origin", as described in this paper.

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avatar image DaiMangouDev · May 23, 2016 at 07:16 PM 0
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awesome. this will offer some insight.

I cant get the PDF . do you have the PDF version ?

avatar image tanoshimi DaiMangouDev · May 23, 2016 at 08:08 PM 0
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No, I don't know why the PDF isn't available :(

Here's a trivial implementation for Unity - it simply detects when the camera has strayed a certain distance from the origin and, if so, repositions every single transform to be recentred back relative to the camera at 0,0,0: http://wiki.unity3d.com/index.php?title=Floating_Origin

avatar image DaiMangouDev · May 23, 2016 at 07:52 PM 0
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I knew that t would not be easy at all but this is really really complex :D

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