3 ms·
Perhaps I'm missing something here, but you should just need to move the player in the opposite direction of the world's desired movement? No game system I'm aw
by foota 8y ago
Perhaps I'm missing something here, but you should just need to move the player in the opposite direction of the world's desired movement? No game system I'm aware does it the other way around, as it requires changing all the other models transforms.
But yes, I am dealing with the interface, primarily by ignoring it. I'm still trying to get down the right way to organize my code, but it's making sense.
- gmueckl 8y agoOnce your game world size crosses a specific threshold, you need to move the world instead of the player because numerical accuracy starts to become troublesome (most engine code runs with floats, which gives about 6 decimal digits of precision). The first engine that I am aware of that did that was that of Dungeon Siege. There's an excellent post mortem around about the challenges of this approach.