Category Archives: floats

Picking a World Size


Most games require physics. Every character you push around the world, every bullet you fire, every mutant beast you follow probably has some physical simulation underpinning it. Now let’s say that your game is big, like, incredibly big. Deserts, mountains, huge continents… that sort of big. How are you going to make sure that the laser toting dinosaurs at the edge of the world work as well as those at the very center? Maybe you’ve never even considered that they wouldn’t Just Work. it’s all down to how machines represent both large and small values (such as distance), and most resources want you to know all about that representation before letting you know the cool tricks. This post won’t delve too deeply and will teach you one really useful trick to keep safe for a rainy day.

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