Comment on Open source community figures out problems with performance in Starfield
kogasa@programming.dev 1 year agoI have no game dev experience but I have a math and software background. I’m just curious about what “it gets weird at the poles” means. If I wanted to (abstractly) generate tiny square chunks of a large sphere, I would generate them as (proper) squares and then pass them through an explicit diffeomorphism to the associated region of the sphere, relying on the relative smallness to guarantee that the diffeomorphism doesn’t change things too much. From a game dev perspective, what approach do you take that causes issues at the poles?
BradleyUffner@lemmy.world 1 year ago
Imagine trying to find the intersections of a line or region as it crosses multiple cells of a non-euclidian “grid” near the poles where an entire axis can flip from one cell to the next.
kogasa@programming.dev 1 year ago
Are you suggesting using a stereographic projection? That seems like a bad idea. You wouldn’t want your projection to depend on the coordinate system. Am I missing a reason why you wouldn’t use proper, nonsingular spherical coordinates?
BradleyUffner@lemmy.world 1 year ago
Games, support libraries, and engines don’t really support spherical coordinate systems. If you don’t want to write everything from scratch, you gotta go Cartesian.
kogasa@programming.dev 1 year ago
You can still use local Cartesian coordinates.