The List of "Unfixables"
Sat Feb 10, 2024 2:39 pm
As discussed in the "How to Post an Error or Bug" post, some bugs exist which are flaws in the underlying development platform. This is an ongoing list of discovered bugs that we wouldn't be able to solve because they fit in this category.
Summary: If a player is teleported to billions of units away and the camera is following them, the camera will move far enough away from origin that the background will offset and the screen will distort.
Fix: Leaving the level.
Summary: Multiplying a number by something really large (like 100 trillion) and then dividing that number by the same factor (100 trillion) gives a much different number than what we started with. This method is used in some calculations and can result in displaced values.
Patch: Use smaller numbers or a different calculation method. We've worked around this in most cases.
Summary: Internet communication works by sending packets of information from one computer to another. Sometimes these packets don’t make it, and in BWorld this can lead to unintended effects and crashes.
Patch: We can’t stop dropped packets, but we can change the way the game responds to situations when it didn’t get what was expected. (A good example of this is loading custom stages online. The game recognizes when it’s missing some data and asks the server to resend what was lost.) Server owners can also use infrastructure that drops less information.
The Infinite Camera Glitch
Summary: If a player is teleported to billions of units away and the camera is following them, the camera will move far enough away from origin that the background will offset and the screen will distort.
Fix: Leaving the level.
Floating Point Problems
Summary: Multiplying a number by something really large (like 100 trillion) and then dividing that number by the same factor (100 trillion) gives a much different number than what we started with. This method is used in some calculations and can result in displaced values.
Patch: Use smaller numbers or a different calculation method. We've worked around this in most cases.
Dropped Packets
Summary: Internet communication works by sending packets of information from one computer to another. Sometimes these packets don’t make it, and in BWorld this can lead to unintended effects and crashes.
Patch: We can’t stop dropped packets, but we can change the way the game responds to situations when it didn’t get what was expected. (A good example of this is loading custom stages online. The game recognizes when it’s missing some data and asks the server to resend what was lost.) Server owners can also use infrastructure that drops less information.
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