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View Full Version : Handling large scale 3D environments and Precision


dragonmage
04-10-2005, 07:28 PM
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?

bladder
04-11-2005, 11:55 PM
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 (http://www.drizzle.com/~scottb/gdc/continuous-world.htm)

dragonmage
04-12-2005, 01:38 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

click (http://www.drizzle.com/~scottb/gdc/continuous-world.htm)
17130


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 :)