Comment on Open source community figures out problems with performance in Starfield
BradleyUffner@lemmy.world 1 year agoImagine 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.
BradleyUffner@lemmy.world 1 year ago
Sure, I guess, but constantly mapping between them gets complicated and adds overhead. Plus, now you are dealing with curves instead of lines when checking for intersections, and that gets far more expensive to compute when you are trying to do thousands if not millions of checks per frame when trying to run at 60 or 120 frames per second.
I’m not saying it isn’t possible, just that games haven’t traditionally been written that way, so you can’t build on what they have already figured out. That makes it harder to find people who have game dev experience in that kind of math.