3 ms·
And the problem is old and well known e.g. by game developers. For example "A Real-Time Procedural Universe, Part Three: Matters of Scale" by Sean O'Neil from 2
by 1wd 9y ago
And the problem is old and well known e.g. by game developers. For example "A Real-Time Procedural Universe, Part Three: Matters of Scale" by Sean O'Neil from 2002 [1] discusses rendering problems at planetary, star-system and even galaxy scale, including Z-buffer precision and various options regarding 32-bit float vs. 64-bit double vs. 128-bit fixed-point integer + float offsets (for vertex coordinates of a mesh) etc.
[1] https://www.gamasutra.com/view/feature/131393/a_realtime_procedural_universe_.php?print=1 https://www.gamasutra.com/view/feature/131393/a_realtime_pro...