Floating Point Accuracy
Status: Planning
Brought to you by:
yacoby
At large distances away from 0, 0, 0 smooth transitions of entities between two points are impossible due to floating point accuracy issues.
Even if the engine used doubles, the GPU would still (I think) use floats.
The only solution that I can think of to this is to make sure the player is always within ~100k of 0
The could be achived in two ways:
Move the world in relation to the player, rather than the player in releation to the world
At points (cell change for example) move the world so the player is at ~0
Any other ideas welcome.