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Question by Durakken · May 28, 2015 at 07:57 PM · floatingpointlimitationshandling

Float point limits and best way to handle them

I'm creating a space setting where I want to be able to fly from a star on one side of the map to the other...

The units I use are equivelant to 24 Tm.

The furthest edge of the map from center is 1,250,000 units.

1 star system should be the size of 1 unit. When you get to a star system you can enter that system.

The ships could range between 10 meters to 1000 meters, currently.


+/- 1.25m is outside the floating point size. And from what I remember from the last time I looked into this the ships being small in comparison would be a problem.

I would like if I could have all the systems and ship be accessible without loading and as little lag as possible so my question is how is the best way to do this.

My thought is that the best way might be to perhaps have a data table for all the systems and then have all the systems load and move rather than the ship, but i don't know how that stacks against having a whole bunch of scenes (which I'm going to have to do anyways) and I haven't thought about how I might be moving other ships that are traveling.

Or am I completely mistaken about the floating point limit?

Also possibly important tidbit, the number of systems that will be represented on this would be something like 54,000 systems so searching through a data set that large might be problematic where as a jump to another scene might load quicker, right?

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