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godot-demo-projects/misc/large_world_coordinates
Hugo Locurcio 4d49bbd1b8 Update demos for Godot 4.4
- Resave all files with Godot 4.4 to make use of script/shader UIDs.
- Use AgX tonemapping in all demos that used a tonemapper other than Linear.
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2025-03-21 02:00:41 +01:00
2023-03-30 19:19:53 +02:00
2025-03-21 02:00:41 +01:00
2025-03-21 02:00:41 +01:00

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: Mobile

Check out this demo on the asset library: https://godotengine.org/asset-library/asset/2786

Screenshots

Large World Coordinates without double-precision engine build

Large World Coordinates with double-precision engine build