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Questions tagged [precision]

6 votes
3 answers
4k views

I'm working on a game, and my intent is to avoid use of floating point for unit positions. To that end, I'm using 32-bit integers for all positions, with a millimeter scale. However, for rendering, I ...
Nairou's user avatar
  • 634
3 votes
1 answer
568 views

I have been experimenting with C++ and OpenGL, and I am currently writing a program that renders the surface of a planet; specifically, our moon. It's a modified version of the GPU Gems implementation ...
RedRuin's user avatar
  • 31
8 votes
1 answer
5k views

I'm working on an open-world game. I noticed glitches when I move far away from the origin. The objects seem to be shaking or wiggle. Especially the z-fighting seems to wiggle. And the objects that ...
Newline's user avatar
  • 193
1 vote
1 answer
85 views

I tried to make two spheres with bounding sphere to detect collision so they stop when they collide. But it seems that im having a precision issue. They stey stuck together because of small decimal ...
terry's user avatar
  • 121
2 votes
2 answers
511 views

So, how does one go with rendering world space calculated in 64-bit? How can that even work? GPUs can use Double Precision, but significantly slower than FP32. How can one achieve world space ...
Fabijan Letekovic's user avatar
4 votes
0 answers
214 views

In this video about Star Citizen, right at the 12:30 mark on the timeline you can see the player zooming in on a space station who's location is clearly out of the limit of 32-bit floating point ...
Allahjane's user avatar
  • 729
0 votes
1 answer
313 views

Lets say we send a snapshot from the server to the clients about world details, containing object positions, velocities etc, every second. We should send only delta-data based on the previous snapshot ...
ElSajko's user avatar
  • 113
2 votes
1 answer
688 views

I am using OpenGL to render the following scene, using vertex data from one of the map files of a popular MMORPG. The data is chunked and the pictured scene is made up of 256 (16x16) chunks. However ...
Alan's user avatar
  • 23
2 votes
2 answers
4k views

I want to look up a texel from my GLES2 GLSL fragment shader using un-normalized texture coordinates (0-w, 0-h instead of 0-1, 0-...
Mr. Developerdude's user avatar