2a962929f3
All demos were opened with Godot 4.2.1, with the mesh format upgraded for 3D demos. The 3D antialiasing demo now uses Extra Cull Margin on the last object to prevent it from disappearing too early when the camera rotates (due to its use of shader-based animation). |
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controls.gd | ||
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test.tscn |
README.md
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: Forward Mobile