|
|
|
|
|
by jsharpe
895 days ago
|
|
Another example is open world games. They have to keep world coordinates centered on the player because for large worlds, the floating point inaccuracy in the far reaches of the world starts to really matter. An example of a game that does this is Outer Wilds. |
|
apparently it's also because of the "what is up?" question.
e.g. in outer wilds ... how do you determine which way is "up" when "up" for the player can be any direction.