@@ -44,7 +44,7 @@ The range and precision (minimum step between two exponent intervals) are
4444determined by the floating-point number type. The *theoretical * range allows
4545extremely high values to be stored in single-precision floats, but with very low
4646precision. In practice, a floating-point type that cannot represent all integer
47- values is not very useful. At extreme values, precision becomes so low that the
47+ values is not always useful. At extreme values, precision becomes so low that the
4848number cannot even distinguish two separate *integer * values from each other.
4949
5050This is the range where individual integer values can be represented in a
@@ -152,8 +152,10 @@ Who are large world coordinates for?
152152------------------------------------
153153
154154Large world coordinates are typically required for 3D space or planetary-scale
155- simulation games. This extends to games that require supporting *very * fast
156- movement speeds, but also very slow *and * precise movements at times.
155+ simulation games when they involve both very large distances or object sizes
156+ *and * small and precise positions at the same time. This extends to games that
157+ require supporting *very * fast movement speeds, but also very slow *and * precise
158+ movements at times.
157159
158160On the other hand, it's important to only use large world coordinates when
159161actually required (for performance reasons). Large world coordinates are usually
@@ -164,6 +166,12 @@ actually required (for performance reasons). Large world coordinates are usually
164166- Games with large worlds, but split into different levels with loading
165167 sequences in between. You can center each level portion around the world
166168 origin to avoid precision issues without a performance penalty.
169+ - Games with large-scale worlds, involving only large objects and speeds.
170+ As long as you don't need small-scale control over the world you can stick to
171+ single-precision coordinates. This also means that you can keep using real scale
172+ physical distance and speed units even in (very) large worlds.
173+ - Games with (very) far away geometry that the player can never reach. You can
174+ increase Camera node's **Far ** property enough to get that geomertry rendered.
167175- Open world games with a *playable on-foot area * not exceeding 8192×8192 meters
168176 (centered around the world origin). As shown in the above table, the level of
169177 precision remains acceptable within that range, even for a first-person game.
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