You've not disproved the nested physics grids in Elite Dangerous, but you did just describe how grids work with Dynamic Server Meshing (and the associated instances)I think you are wrong here, and i curse myself for coming to LA's defense here, but you're not actually moving at all via multiple layers of physics grids, and this is also where ED's instances come into play.
Physics grids only exist within the region you are in. From the game's perspective, you are not moving at all, the rest of the system is moving, but there are no physics grids from the perspective of where you are (the instance). That's why planets can intersect. They exist as models, but not physical models outside their own instance bubbles.
Two people on opposite sides of the planet do not share an instance bubble and do not share a physics grid. Even players relatively close, i don't know, let's say 100km apart are not in the same instance (spitballing a number here, i don't know how far they stretch for sure) and are not sharing a grid. Only when instance bubbles merge will they share the same physical universe as it were.
Happy to be corrected here, but I think its how i think it works from a technical point of view.
This doesn't mean its not a great technical achievement, and indeed, it probably makes sense to do it this way from a computational perspective and have less bugs trying to constantly update moving physics grids of whole planets. It might also be why CIG have to be very careful when it comes to adding more and more to their systems, and also why they don't have moving planets and stuff, because if they did that, the servers and clients would melt (more).
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