4 ms·
100! OTOH - Constant factor scaling between game and render world space fixes a lot (gfx often need less precision than physics). - most view coords are in view
by mwkaufma 1y ago
100! OTOH
- Constant factor scaling between game and render world space fixes a lot (gfx often need less precision than physics).
- most view coords are in view or clip space, which are less impacted, so large world coords tend not to code-sprawl even when introduced.