Double Precision Translations #3068
Labels
A-Transform
Translations, rotations and scales
C-Feature
A new feature, making something new possible
S-Duplicate
This issue or PR already exists
What problem does this solve or what need does it fill?
It's good for large worlds. Building games with planetary scales or bigger will benefit greatly from the reduced simplicity.
What solution would you like?
Change the transform component to use double precision floats for the translation vector part.
What alternative(s) have you considered?
Origin rebasing is a thing, but introduces a lot of complexity on its own.
The text was updated successfully, but these errors were encountered: