Saving a player at planetary scale is not the same as saving a transform.
By 13–14 May, Ashes of the Unbound had dedicated-server persistence and a hierarchy of celestial coordinate frames. Joining those systems exposed …
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Local numerical precision is a presentation concern; authoritative celestial placement must survive different client origins.
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A single-player save can pretend the local process is the whole truth. A persistent multiplayer game cannot. The moment Ashes of the Unbound gained a dedicated server, every convenient assumption about identity, …
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