Visualizing floating point precision loss, or "why #gamedev stuff behaves badly far from the origin"
The blue dot is end of the desired vector. The black dot snaps to the closest representable point (in a simplified floating point grid with only 4 mantissa bits)pic.twitter.com/o1HKYByIbS
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Replying to @D_M_Gregory @gafferongames
Lol who uses floats for absolute coordinates?
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Replying to @p_budziszewski
Folks whose levels are only a few km wide? Floating point is actually pretty darn good over a very wide range of common magnitudes used in games. It's usually only once we start getting into open world or space games that we need to be more careful with absolute positions.
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Replying to @D_M_Gregory
The precision might be adequate but it's not consistent. Personally I think using floats for absolute world coordinates is sloppy. It's not like fixed point is rocket science.
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On this subject, this debugging mystery story from The Witness was quite a fun read: https://caseymuratori.com/blog_0007 https://caseymuratori.com/blog_0008
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