This is caused by the limitations of single-precision floats. The problem is most noticeable in FPS games, since objects tend to be close to the camera, and jitter is more clearly visible. ![]() The problem technically also exists in 2D, but it is far less of an issue.ĭescribe the problem or limitation you are having in your project:Īny 3D game in Godot with large scale environments will begin to experience jitter once the player moves more than a few kilometers away from the world origin. This proposal is especially important for games taking place in the vastness of space. This proposal affects any game working with large scale environments in 3D, meaning, any environment larger than a few kilometers. ![]() This proposal is a summary and formalization of various past discussions about double support, especially issue #288 which this proposal directly supersedes.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |