Parallel Universe: Difference between revisions

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Mario's movement is split up into four [[Movement Steps|quarter steps]], and if any of these quarter steps attempts to place Mario out of bounds, his movement is canceled. Therefore in order to move to a PU, Mario's speed must be a multiple of four times the distance between PUs. If Mario takes all four quarter steps, then he will move four PUs in a single frame. This distance is called the '''Quadruple Parallel Universe''', or '''QPU''', distance.
Mario's movement is split up into four [[Movement Steps|quarter steps]], and if any of these quarter steps attempts to place Mario out of bounds, his movement is canceled. Therefore in order to move to a PU, Mario's speed must be a multiple of four times the distance between PUs. If Mario takes all four quarter steps, then he will move four PUs in a single frame. This distance is called the '''Quadruple Parallel Universe''', or '''QPU''', distance.


If one of Mario's quarter steps (other than the first one) ends out of bounds, the game will cut his movement short. In this case, Mario does not travel the full QPU distance, and instead ends at whichever PU he made it to before his intended quarter step became out of bounds. This is referred to as a '''misaligned QPU'''.
If one of Mario's quarter steps (other than the first one) ends out of bounds, the game will cut his movement short. In this case, Mario does not travel the full QPU distance, and instead ends at whichever PU he made it to before his intended quarter step became out of bounds. He is then "QPU misaligned."


As traveling to PUs involves moving very far from the origin, floating point imprecision can begin to have a significant effect on Mario's position, angle, and collision.
As traveling to PUs involves moving very far from the origin, floating point imprecision can begin to have a significant effect on Mario's position, angle, and collision.