
@SebAaltonen @jamonholmgren That’s what we do too. Fixed point position representation and zero ws origin for shaders. Been like that for amist a decade and still suffices
English
MichalDrobot
69 posts

@MichalDrobot
Technology Fellow @InfinityWard | Personal stuff, private opinions. Studio Head @InfinityWardPL



Floating point precision gets pretty bad at 500 kilometers from the origin point 😅 Working on an origin shifting system, but it's slow going, given my terrain system doesn't support it and I'm having to do a bunch of C++ wrangling, compiling, reloading ... not the fastest feedback cycle





























