{"id":2850,"date":"2016-05-08T22:27:09","date_gmt":"2016-05-08T21:27:09","guid":{"rendered":"http:\/\/phoenixgamedevelopment.com\/blog\/?p=2850"},"modified":"2016-05-08T22:27:09","modified_gmt":"2016-05-08T21:27:09","slug":"p-152-virtual-world-concept-update-121-floating-point-precision-research-and-solutions-part-2","status":"publish","type":"post","link":"https:\/\/phoenixgamedevelopment.com\/blog\/p-152-virtual-world-concept-update-121-floating-point-precision-research-and-solutions-part-2\/","title":{"rendered":"P-152: Virtual World Concept Update 121: Floating Point Precision Research and Solutions: Part 2"},"content":{"rendered":"<p>I have done some preliminary concept work in C++ to research the feasibility of moving large numbers of objects at once.<\/p>\n<p>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.<\/p>\n<p>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.<\/p>\n<p>I still need to solve the floating point precision issues with the terrain, which will be more difficult.<\/p>\n<p>&nbsp;<\/p>\n","protected":false},"excerpt":{"rendered":"<p>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 [&hellip;]<\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"closed","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[3,17,10,11],"tags":[],"class_list":["post-2850","post","type-post","status-publish","format-standard","hentry","category-astral-realms","category-p-0","category-software-and-games","category-spiritus-astrum","has-post-title","has-post-date","has-post-category","has-post-tag","has-post-comment","has-post-author",""],"aioseo_notices":[],"builder_content":"","_links":{"self":[{"href":"https:\/\/phoenixgamedevelopment.com\/blog\/wp-json\/wp\/v2\/posts\/2850"}],"collection":[{"href":"https:\/\/phoenixgamedevelopment.com\/blog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/phoenixgamedevelopment.com\/blog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/phoenixgamedevelopment.com\/blog\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/phoenixgamedevelopment.com\/blog\/wp-json\/wp\/v2\/comments?post=2850"}],"version-history":[{"count":1,"href":"https:\/\/phoenixgamedevelopment.com\/blog\/wp-json\/wp\/v2\/posts\/2850\/revisions"}],"predecessor-version":[{"id":2851,"href":"https:\/\/phoenixgamedevelopment.com\/blog\/wp-json\/wp\/v2\/posts\/2850\/revisions\/2851"}],"wp:attachment":[{"href":"https:\/\/phoenixgamedevelopment.com\/blog\/wp-json\/wp\/v2\/media?parent=2850"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/phoenixgamedevelopment.com\/blog\/wp-json\/wp\/v2\/categories?post=2850"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/phoenixgamedevelopment.com\/blog\/wp-json\/wp\/v2\/tags?post=2850"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}