3 ms·
Well, why should coordinates (and everything else, really) closer to the camera/player have more precision than those further away? And then you accidentally mi
by Joker_vD 3y ago
Well, why should coordinates (and everything else, really) closer to the camera/player have more precision than those further away? And then you accidentally mix these two things together and here we are.
- amelius 3y agoI don't think many programs place the origin at the camera or player, and besides, what if you have more than one player?
- atq2119 3y agoAll 3D rasterization techniques ultimately put the camera at the origin. That's why you have different coordinate systems (model vs. world vs. view/camera) and transforms between them.
- amelius 3y agoYes, of course, but the coordinates in the original scene (before transformation) are typically done in floats. I also get that this is convenient, but the point is that it is not how a purist would do it.
- sk0g 3y agoBecause a lot of physics simulations and actor ticking is either reduced, or turned off entirely, when not within close proximity of the player. There are only so many CPU cycles in 1/60 seconds, so games have to be selective about what they update at full fidelity. (Single precision) float-induced rounding at large offsets would introduce a lot of jitter to these calculations, which looks and feels very janky.