godot-demo-projects/misc/large_world_coordinates
Hugo Locurcio 2a962929f3
Update demo files for Godot 4.2.1 (#1013)
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).
2024-02-01 17:30:08 +01:00
..
screenshots
README.md
controls.gd
icon.webp
icon.webp.import
project.godot
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

Screenshots

Large World Coordinates without double-precision engine build

Large World Coordinates with double-precision engine build