3D World Generation #8: Floating Origins for Bigger Worlds (JavaScript/Three.js)
Video Statistics and Information
Channel: SimonDev
Views: 11,464
Rating: 4.9859896 out of 5
Keywords: simondev, game development, programming tutorial, threejs, threejs tutorial, 3d world generation, javascript, javascript tutorial
Id: qYdcynW94vM
Channel Id: undefined
Length: 12min 6sec (726 seconds)
Published: Mon Oct 05 2020
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Oh wow, this is super exciting! I am watching your videos now. I look forward to more with great interest :)
really good content, suscribed !
Space Engine somehow achieves it really well, since the scale is 1:1. Nice video!
Subscribed!
It's quite a lot of work to handle all the various scaling and precision issues with generating and rendering a planet sized object. I made a terrain viewer that's flat rather than a sphere, but allows unlimited panning and zooming. I had to implement both a floating origin and a custom integer block-based coordinate system to make it work. In the end I was able to set it up to move the camera at max speed for 8 hours overnight and in the morning the mesh and texturing still looked fine. I'm sure it's even more difficult for a spherical planet!
It is exciting to see your discovery process in this video. I like that show fixes to your problems that you stumbled upon, but did not use. like the fixed arithmetic. Shows a more realistic process, than only the succes stories. I will definitely follow watch your other videos and follow your progression.
One question which might come to light watching your other videos, but ill ask it anyway:
Why do you use js for this project? Correct me if I am wrong, but aren't there more suited languages available for this? Or do you have any specific reasons, like web applicability for example?
Awesome. Maybe this wont be usefull for me right now, but the knowledge its always welcome