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Description:
Current use of 32-bit floats causes precision issues in large-scale calculations, world coordinates, and physics simulations. Switching to 64-bit doubles will solve this, improving accuracy without significantly impacting performance.
Solution:
Migrate critical math, physics, and transform systems to use doubles, allowing for more precise calculations in large environments and complex simulations.
Steps to reproduce
N/A
Minimal reproduction project (MRP)
N/A
The text was updated successfully, but these errors were encountered:
This what building with precision=double is for unless I am mistaken. There is notable performance overhead among other downsides to it. As such it should only really be used for projects that actually need it.
yeah i think godot already supports large worlds with double precision coordinates. AFAIK it should reduce perf by about half (at least for math stuff)
Tested versions
always present
System information
windows 10 - godot 4.3 stable
Issue description
Description:
Current use of 32-bit floats causes precision issues in large-scale calculations, world coordinates, and physics simulations. Switching to 64-bit doubles will solve this, improving accuracy without significantly impacting performance.
Solution:
Migrate critical math, physics, and transform systems to use doubles, allowing for more precise calculations in large environments and complex simulations.
Steps to reproduce
N/A
Minimal reproduction project (MRP)
N/A
The text was updated successfully, but these errors were encountered: