P-152: Virtual World Concept Update 121: Floating Point Precision Research and Solutions: Part 2
I have done some preliminary concept work in C++ to research the feasibility of moving large numbers of objects at once.
The results look relatively good, but there does seem to be a noticeable issues with objects seeming to pop suddenly into position. This is only a momentary effect, but it would need to be fixed if this solution was to work properly.
With a release build, and proper optimisations (moving objects in the view frustum first, prioritising near objects, etc) I am reasonably confident that this approach could work well.
I still need to solve the floating point precision issues with the terrain, which will be more difficult.
