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
sweng-gamedev-bounces <at> lists.midnightryder.com wrote
on 22/06/2011 04:12:16:
> Juan Linietsky <reduzio <at> gmail.com>
> Sent by: sweng-gamedev-bounces <at> lists.midnightryder.com
>
> 22/06/2011 04:12
>
> Please respond to
> sweng-gamedev <at> midnightryder.com
>
> To
>
> sweng-gamedev <at> midnightryder.com
>
> 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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