Easy conversion to large-scale Worlds without jitter.
My latest WIP to enable large-scale open worlds for assets that are not able to scale without jitter problems.

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Easy conversion to large-scale Worlds without jitter.
My latest WIP to enable large-scale open worlds for assets that are not able to scale without jitter problems.
Static cameras for games: the player and cameras do not rotate when the player or view “turns”: the World is turned instead. To achieve this, rotation has been added to time and space floating origins.
In A briefer history of time, Stephen Hawking related how Newton's laws of motion proved there was no "absolute position, or absolute space". We now benefit from the knowledge and application of relative ideas to science and engineering.
Interactive virtual worlds, modeling and simulation can now also benefit from interactive relative motion algorithms. Origin-centric techniques, such as Continuous Floating Origin, move the Universe while the stationary avatar relative moves and interacts at the highest resolution place: the Origin of space, time and rotation
High fidelity Player/game controller using Continuous Floating Origin
World space Z-culling of calculations with Rotation Floating Origin (RFO). RFO freezes the orientation player/camera to screen-facing and rotates the World instead. This allows performance optimisations such as in World space Z-culling of objects and calculations, that are normally only available a very low level within the graphics pipeline.
Continuous floating origin for games
Improve your application's performance, scalability, reliability and fidelity and reduce sensitivity to floating point error. First foundation component: