Hacker News new | ask | show | jobs
by forrestthewoods 1342 days ago
I’ve always wanted to see a game that used nanometer scale int64 positions. That’d give 11.5 million miles of nanometer scale precision. I imagine there are terrible problems with this. But I’ve never tried it so I don’t know what they are.

Back to Godot, I thought the answer would be to precompute the ModelView matrix on the CPU. Object -> World -> Camera is a “large” transformation. But the final Object -> Camera transform is “small”. I’m sure there’s a reason this doesn’t work, but I forget it.

Unreal 5 changes to doubles everywhere for large world coordinates. I wonder what fun issues they had to solve?