Re: Question about large worlds and foating point precision.
Adrian Bentley <[email protected]> Wed, 22 Jun 2011 18:38:42 -0700
| Newsgroups | gmane.games.devel.sweng |
|---|---|
| Message-ID | <[email protected]> |
Yes. We didn't have any real issues, but we use our own physics engine atm. Sent from my iPhone On Jun 21, 2011, at 9:37 PM, "Gregory Junker" <[email protected]> wrote: > > >> -----Original Message----- >> From: [email protected] [mailto:sweng- >> [email protected]] On Behalf Of Adrian Bentley >> Sent: Tuesday, June 21, 2011 9:32 PM >> To: [email protected] >> Subject: Re: [Sweng-Gamedev] Question about large worlds and foating >> point precision. >> >> For Infamous (medium-small world 200k cm off origin?) we only had a few >> minor graphical problems far out. We ended up subtracting camera >> translation from our object matrices before submitting them to the gpu. >> There were only a few dozen places to edit and it took one guy a few >> days (including research). > > Were there physics/collisions involved at those distances? > > Greg > > _______________________________________________ > Sweng-Gamedev mailing list > [email protected] > http://lists.midnightryder.com/listinfo.cgi/sweng-gamedev-midnightryder.com _______________________________________________ Sweng-Gamedev mailing list [email protected] http://lists.midnightryder.com/listinfo.cgi/sweng-gamedev-midnightryder.com