Hi everyone!
I'd like to create a space exploration game but before I even start thinking of any big ideas I want to get the fundamentals right.
I realise for an 'infinite' world I need to do something about the way positions (and physics variables) are stored due to fp precision with large numbers. I have read about some solutions involving scaling but I want a more permanent solution hence the floating origin thread. I have also read (tell me if I'm wrong) that UE4 features a player centered origin where the world moves not the player.
The way I'm thinking of avoiding the fp issues is: http://i.imgur.com/FnxYSPo.jpg
The player starts at (0,0,0) and can move in any direction. Surrounding 'regions' are loaded (level streaming perhaps?) and if the player moves out of a region, a new set of regions are loaded and then I loop through every actor within the loaded regions and adjust their positions by 5km. Ie: the blue dot moves into the purple cube making it become the 'active' region with a relative origin of (0,0,0) to the player but it's actual location is some multiple of 5km.
If I could get some opinions and suggestions on my understanding that would be great!
I'd like to create a space exploration game but before I even start thinking of any big ideas I want to get the fundamentals right.
I realise for an 'infinite' world I need to do something about the way positions (and physics variables) are stored due to fp precision with large numbers. I have read about some solutions involving scaling but I want a more permanent solution hence the floating origin thread. I have also read (tell me if I'm wrong) that UE4 features a player centered origin where the world moves not the player.
The way I'm thinking of avoiding the fp issues is: http://i.imgur.com/FnxYSPo.jpg
The player starts at (0,0,0) and can move in any direction. Surrounding 'regions' are loaded (level streaming perhaps?) and if the player moves out of a region, a new set of regions are loaded and then I loop through every actor within the loaded regions and adjust their positions by 5km. Ie: the blue dot moves into the purple cube making it become the 'active' region with a relative origin of (0,0,0) to the player but it's actual location is some multiple of 5km.
If I could get some opinions and suggestions on my understanding that would be great!

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