Re: Question about large worlds and foating point precision.

[email protected] Wed, 22 Jun 2011 10:50:36 +0100
Newsgroups gmane.games.devel.sweng
Message-ID <OF79DF0148.85E68F0F-ON802578B7.0035C808-802578B7.00360A11@scee.net>
Tom Forsyth wrote a post about this some years ago which might be worth 
looking at:

http://home.comcast.net/~tom_forsyth/blog.wiki.html#
[[A%20matter%20of%20precision]]

James Levick
Sony Computer Entertainment Europe Limited
http://eu.playstation.com

[email protected] wrote on 22/06/2011 
04:12:16:

> Juan Linietsky <[email protected]> 
> Sent by: [email protected]
> 
> 22/06/2011 04:12
> 
> Please respond to
> [email protected]
> 
> To
> 
> [email protected]
> 
> cc
> 
> Subject
> 
> [Sweng-Gamedev] Question about large worlds and foating point precision.
> 
> 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
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