Files
godot-demo-projects/misc/large_world_coordinates
Hugo Locurcio 31d1c0c112 Remove old and unused project settings, update various demos for 4.2 (#1024)
- Move all demo projects that don't require Forward+/Mobile-only features
  to the Compatibility rendering method. This improves performance significantly
  on low-end devices and ensures visuals are identical to a web export
  of the demo.
- Set deadzone on all inputs to 0.2 for better gamepad usability.
- Remove reliance on `default_env.tres` to use built-in Environment
  resources in the main scene instead (which follows the preview environment
  workflow).
- Remove notices pointing to GDNative or VisualScript, since both were
  removed in 4.0.
- Various bug fixes and usability tweaks to 10+ demos.
2024-03-26 18:01:58 +01:00
..
2023-03-30 19:19:53 +02:00
2023-03-30 19:19:53 +02:00
2023-03-30 19:19:53 +02:00

Large World Coordinates

This project showcases optional support for double-precision rendering and physics in action.

When using a single-precision build, precision errors can be noticeable as soon as you're more than a few thousand units away from the world origin.

When using a double-precision build, meshes will remain stable even when very far away from the world origin (billions of units away or more).

See the Large world coordinates documentation for more information.

Warning

Official Godot builds do not have double-precision support enabled for performance reasons. You need to compile a custom engine build to use double precision support.

Languages: GDScript

Renderer: Mobile

Screenshots

Large World Coordinates without double-precision engine build

Large World Coordinates with double-precision engine build