Timeline for Procedural Generation of Infinite Level
Current License: CC BY-SA 2.5
5 events
| when toggle format | what | by | license | comment | |
|---|---|---|---|---|---|
| Jan 6, 2016 at 13:02 | comment | added | CoffeDeveloper | Incidentally this is the same solution as in PC version of Minecraft :) +1 for fixed integer + float wich is in my opinion the best solution | |
| Aug 10, 2010 at 12:46 | comment | added | Colin Gislason | These are all good points. I think it would be appropriate to recenter the coordinates every time a new set of squares is generated, as long as it is efficient enough. | |
| Aug 10, 2010 at 8:28 | comment | added | tenpn | Also be aware not just of integer wrap-around but of inaccuracies of small floating point changes when the floating point number is high. Try this: float pos = 1000000000.0f; float nextPos = pos + 0.001f; float diff = nextPos - pos; On my machine, diff is 0. | |
| Aug 9, 2010 at 21:26 | comment | added | Jonathan Fischoff | This problem can be circumvented by centering the world occasionally. | |
| Aug 9, 2010 at 21:09 | history | answered | small_duck | CC BY-SA 2.5 |