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Will quantum travel be blocked inside asteroid fields in the future? It seems silly to quantum travel directly to and from GrimHEX.

TL;DRQuantum travel ignores asteroid fields because of performance optimizations, but it's a solvable problem the team wants to fix in the relatively near term, though it isn't on the schedule for this release.

Chad McKinneyGameplay Programmer

Yeah, it does. The reason why it's like this is actually a combination of some optimizations in code. One of them has to do with the fact that we don't want to do a long raycast, which is how we figure out if something is within a certain distance of something else in physics. Doing that over cosmic scales can utterly crush your computer. So we do some smart optimizations to only do intersection testing against celestial bodies for quantum travel. So this skips smaller things upscale. We do a near-field raycast check against something that you're directly in front of or close enough to be in front of. There's actually another optimization that prevents this from working, which is that the asteroids themselves aren't physicalized at a distance anyway. So even if they were, it wouldn't work.

Long story short, the game is more efficient because of some optimizations we put in. However, this is not an unsolvable problem. We just haven't spent the time yet to come up with a good methodology to include the intersection testing for the asteroids in the case of quantum travel. That is a solvable problem, and it's something that we do want to do in the relative near term. It's not on a schedule that I have seen for this particular release, but we know about the problem and we know that we want to fix it. So it will happen.

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Published on this date.7 May 2018