Large world coordinates

Having large worlds in a game is a challenge on many levels, from storing the data, culling, instancing and coordinates. The traditional way to store the position of an object is usually based on float (single, 32bit). While this works ok for small levels of a few km, when the player (camera) is getting away … Continue reading Large world coordinates

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To UTF-8 or UCS-2 (not UTF-16) for strings

Since a long time ago, I was coding my ... code with ASCII strings in mind, in my little box of the world, thought that everyone would basically use English on their computers. Well of course this is not the case, especially in the present and future. While I was sort of supporting UTF-8, partially, … Continue reading To UTF-8 or UCS-2 (not UTF-16) for strings