Timeline for How to do grid systems with floats given precision causes problems
Current License: CC BY-SA 4.0
5 events
when toggle format | what | by | license | comment | |
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Oct 5, 2020 at 18:54 | comment | added | Beefster | Most graphics pipelines are optimized for 32-bit floats. Besides, doubles do not fundamentally fix the precision problem OP has. Does adding more digits after the decimal point make it any easier to represent 1/3? Not a chance. | |
Dec 20, 2019 at 8:56 | comment | added | WDUK | Yes but in unity to display anything their transforms use floats. Also when you mention they might be a bit smaller or larger than 2, this would still happen for doubles, so how would you correct for it? | |
Dec 16, 2019 at 1:03 | comment | added | gnasher729 | OMG. MacOS / iOS have used double for coordinates for ages, exactly because people use coordinates where float just isn't enough. | |
Dec 15, 2019 at 18:03 | comment | added | WDUK | Engine doesn't support doubles as the graphics pipeline doesn't accept values that are doubles, ask the Unity devs on why as i do not know. Regarding your second point, i don't know the answer but many people have implemented grids that are not 1 by 1 and snapped precisely to the integer coordinates so it must be doable. | |
Dec 15, 2019 at 13:04 | history | answered | gnasher729 | CC BY-SA 4.0 |