In my game players are able to build rockets and go into space. Currently this is limited by the Roblox engine because as soon as the player gets “into space”, there are a few issues that happen the main one being floating point errors with physics
On the bottom left is a scale model of the planet, the red dot on top is the player (not actual size). The planet is ~8.3m studs in diameter. When the player gets barely above the surface of the planet, floating point errors already make the game unplayable. This also makes 99% of the planet unexplorable. If this issue was fixed, players would be able to put things into an “orbit” around the planet, travel to other planets etc since it’s all procedurally generated
I remember there was a project during the 2019 hack-week that seemed to tackle this issue, I would personally love it if this was brought back. Perhaps there were some performance issues however?
Thanks for submitting this feature request. We are aware of the limitations behind building large worlds. We’re slowly working on improving all the systems that need to be adjusted for this to work - thank you for your patience!
May I ask if you have any plans on implementing AVBD physics into the Roblox engine?
Roblox collaborated with the University of Utah to create "A fast physics-based simulation method that is unconditionally stable, highly parallelizable, and capable of converging to the implicit Euler solution."
In the paper there were shared some great milestones in physics simulation regarding realism and scale, meanwhile excelling in performance on consumer computers. "Our results show superior performance, convergence, and stability compared to the state-of-the-art alternatives."
Considering that Roblox was a part of the research and development of this, and that the code is open-source and written in C++, which is purely what Roblox Studio internally uses as far as I’m aware, it seems very plausible to implement this on the platform.
You’re missing a keypoint here. Most games that have infinite space exploration (e.g. No Mans Sky) use different techniques to make the space feel like it’s actually millions of kilometers. While in reality a lot of techniques are used to get around the floating point errors. Remember, computers are not perfect.