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DDraceNetwork
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Development discussion. Logged to https://ddnet.tw/irclogs/ Connected with DDNet's IRC channel, Matrix room and GitHub repositories — IRC: #ddnet on Quakenet | Matrix: #ddnet-developer:matrix.org GitHub: https://github.com/ddnet
Between 2018-01-08 00:00:00Z and 2018-01-09 00:00:00Z
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@ᶰ°Konͧsti what's your question?
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ᶰ°Konͧsti 2018-01-08 19:47:43Z
Some time ago ive mapped a swing in a map, its just That u hook on a special position and just hold d or a to get very close through 1 tile freezesit worked perfectly but i needed to change the position of the part, so i just copied it and placed it at an other place. The problem was then that the part didnt work anymore because the Tee would swing more far now. I wonder how the position in the map is able to influence physics
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positions are unfortunately using floating point numbers
19:48
this means that they are more accurate near (0, 0)
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ᶰ°Konͧsti 2018-01-08 19:49:29Z
Hmm GWchadThonkery But as i know now it doesnt influence falling trough kills for example, that is strange GWchadThonkery
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it's still pretty accurate, even far out ^^
19:50
do you know hte "far lands" in minecraft?
19:50
they suffer from the same problem
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far lands are caused by limitation of 32bit integer
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ᶰ°Konͧsti 2018-01-08 19:51:46Z
Far lands doesnt exist anymore or GWchadThinkeyes
19:52
this is what I mean
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i know
19:52
because of limiation o 32bit
19:52
±2,147,483,647
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it also says floating point in my link
19:53
±65536 - somewhere
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ᶰ°Konͧsti 2018-01-08 19:58:50Z
Strange shit GWchadThinkeyes
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7fccfd1 Add donation by KOMПOT - def-
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might just need more precision error for death tiles
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<Learath2> let's recode teeworlds using fixed point arithmetics
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+1
Exported 22 message(s)