Dev Update For Build #6: Floating Origin System Integrated into EoS-Spatial Stability System!
- Jan 26
- 2 min read
We’re excited to announce a major milestone in the development of our EoS Spatial Stability System (EoS-SSS), for Test Build #6: the successful integration of the Floating Origin System! This is a step in the right direction for ensuring seamless large-scale space travel, where stability is key.
The EoS-SSS is our custom-built framework designed to eliminate floating-point precision errors while allowing for nearly infinite space environments. The Floating Origin System is a critical component of this, dynamically shifting the world around the player to maintain precision of collision and position in space navigation.
What is New and Why?
Floating Origin System: Dynamically repositions world objects to prevent precision loss.
Seamless Positional Stability: Ensures smooth gameplay even at extreme distances.
Physics & Rendering Optimizations: Eliminates jitter and maintains smooth interactions.
The EoS Spatial Stability System (EoS-SSS) is essential for maintaining precision in an expansive, open-world space simulation. In standard game engines, floating-point precision begins to degrade at large distances, causing movement errors, physics instability, and rendering glitches.
EoS-SSS solves this by combining multiple systems, like the Floating Origin System and Scaled-Space Rendering, to create a seamless, high-precision environment where players can explore solar systems without limitations. This ensures that even at astronomical scales, movement, physics, and visuals remain smooth and immersive.
For nerds:
For a more comprehensive technical understanding of floating-point precision issues in large-scale game environments and strategies to mitigate them, consider checking out these resources here: Floating-point arithmetic - Wikipedia Specifically accuracy problems and FP-32 vs. FP-64.
Overcoming Floating Point Precision Errors! - More game related, less technical
Next Steps in EoS-SSS: Scaled-Space Rendering
With the Floating Origin System now in place, our next major focus for EoS-SSS is Scaled-Space Rendering. This will allow planetary/stellar bodies and distant objects to be rendered at a dynamically adjusted scale based on the player's position, creating the illusion of vast distances while keeping performance optimized. (More on performance optimizations for many-many objects later ;))
Video Demonstration:
PS: Don't judge my debugger, I know it's ugly
Rising Dawn Studios
Passion Builds Worlds
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