Question about large worlds and foating point precision.
Juan Linietsky <[email protected]> Wed, 22 Jun 2011 00:12:16 -0300
| Newsgroups | gmane.games.devel.sweng |
|---|---|
| Message-ID | <[email protected]> |
Here's a doubt i've been having for a while. When developing games based on large worlds (like Elder Scrolls, GTA, etc), i can imagine that physics and rendering become more jittery the further away the camera moves from the origin (due to floating point precision loss). Is this really a problem? If so, how is this solved? I can imagine that increasing floating point precision to doubles helps a enormously, but i'm not sure if that's enough and if it's worth the extra processing/bandwidth cost. Transforming the world to local coordinates (so the camera is always at the origin) also seems to me like a solution, but sounds like a lot more work and messy code. So, how is this solved in most cases? cheers! Juan _______________________________________________ Sweng-Gamedev mailing list [email protected] http://lists.midnightryder.com/listinfo.cgi/sweng-gamedev-midnightryder.com