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
> 
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