New blog post attempting to demystify floating point a bit. Aimed at people like myself who usually regard floating point as a black box that is to be used but not trusted :Phttps://blog.demofox.org/2017/11/21/floating-point-precision/ …
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Vastauksena käyttäjälle @Atrix256
RE: When precision falls apart. Lots of math relies on temporarily large numbers. Pythagorean Theorem, for example. The sqrt in 'sqrt(dot(a,b))' brings a large number down. Which basically means anything that takes a dot is suspect.
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Length of a vector alone cuts out 90% of the 2D and 3D algorithms game programming heavily relies on. And once you lose precision, you don't get it back.
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There was a convo some months back about how uint64 can measure between earth and pluto with change to spare. In a straight line, yes. In terms of 3D math -- not a chance.
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On H1Z1, our rule of thumb became that after ~4k in either direction on a map, you started *seeing* precision issues in animation. Playable map space was dictated by this number.
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Vastauksena käyttäjälle @tloch14
On an open world streaming game we shifted the world as it streamed to keep you near the origin for the same reasons hehe.
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IIRC, we looked into that but "shifting" objects in PhysX was bad juju. And removing/reinserting them into the physics scene was too costly. Wasn't privy to that particular experiment, so I might have something wrong.
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