I'd like to know what techniques people use to deal with limited precision problems. For example, if you have a virtual space that is hundreds of kilometers in size, movement and interaction in the environment can get a little shakey because of limited coordinate precision.
I'm aware that portals and tiling methods are used, but these could be employed more for managing complexity - it may not be for precision reasons. Does anyone encounter the precision/jitter problem when trying to build large continuous environments? If so, how do you deal with it?
Spmeone has already pointed me at a 2002 article by Oneil which was the sort of thing I am after. Any other articles/papers?
Handling large scale 3D environments and Precision
Started by dragonmage, Apr 11 2005 01:28 AM
2 replies to this topic
#1
Posted 11 April 2005 - 01:28 AM
#2
Posted 12 April 2005 - 05:55 AM
Yeah, there's one more that I think is exactly what you'd be looking for. There's a whole section on the precision issue and how it was dealt with in the game dungeon masters
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#3
Posted 12 April 2005 - 07:38 AM
bladder said:
Yeah, there's one more that I think is exactly what you'd be looking for. There's a whole section on the precision issue and how it was dealt with in the game dungeon masters
click
click
A good reference and, yes, that is the sort of thing I was after.
Hopefully I'll find some more like that - I'll keep following the trail
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