P-152: Virtual World Concept Update 163: Planet-sized Terrain: Part 42
After some hassle, I was able to get the 3D vector problem solved. It now works in all cases, regardless of the players position on the surface of the planet.
I also fixed a minor bug with the collision system.
The next, and hopefully minor, issue is to add the ability for the player to move around the terrain, and have it’s position correctly update, in both 32 and 64 bit space. This could be quite difficult, since there are so many translations going on.
Preliminary testing began quite well, the terrain can be updated as the user moves. However, I need to implement a “floating origin” system with the terrain, which means that when the user exceeds 10,000 meters, I need to move the visible terrain nodes back along a vector of length 10,000, and return the user to the origin, to ensure that the user never leaves the 10k boundary.
This should be easy, but I am noticing that when I move the terrain nodes, they do not move cleanly, but instead, they seem to scale up, which shouldn’t happen. This problem becomes worse the further the player moves. This could end up being very serious.

25/08/2016 , 02:05:18 AM
Torque 3D MIT – P152

25/08/2016 , 06:57:18 AM
Torque 3D MIT – P152

25/08/2016 , 08:58:47 PM
Torque 3D MIT – P152

25/08/2016 , 01:47:54 AM
Torque 3D MIT – P152
![P152_DEBUG 23/08/2016 , 06:58:52 PM Torque 3D MIT - P152 [SCM]actwin,0,0,1617,1008;](https://phoenixgamedevelopment.com/blog/wp-content/uploads/2016/08/PhoenixGameDevelopment-23_08_2016-06_58_52-PM-300x192.jpg)
23/08/2016 , 06:58:52 PM
Torque 3D MIT – P152
[SCM]actwin,0,0,1617,1008;

24/08/2016 , 02:26:50 AM
Torque 3D MIT – P152

24/08/2016 , 02:27:00 AM
Torque 3D MIT – P152

24/08/2016 , 05:37:06 AM
Torque 3D MIT – P152

24/08/2016 , 05:41:03 AM
Torque 3D MIT – P152

24/08/2016 , 06:04:26 AM
Torque 3D MIT – P152

24/08/2016 , 07:47:58 PM
Torque 3D MIT – P152
