this post was submitted on 07 Sep 2023
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Starfield
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It's the same in most space-based games, and whilst disappointing for fans of physics, it would be far too difficult to properly simulate, as funky things happen in physics engines when ludicrous speed is achieved.
It would be easier to simulate, since not only is the physics known and easy, not doing anything (no deceleration) is also very easy.
That's not how physics engines work, mate.
Well, how do they work?
They have a tick speed, which is how often they update the values for objects being simulated, if you're going too fast, you jump too far between ticks, and can skip collisions and such entirely, it ends up far too janky, and is why otherwise accurate games have top speeds.
The maximum speed is not what we are discussing here, it is the automatic deceleration, which has to be calculated each tick. The maximum speed is the same in both cases.
Yeah no, I got confused, I shouldn't discuss things in the early hours lol