GENIUS Solution for HUGE WORLDS!

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💬 In a previous video I talked about an issue with Floating Points, how they cannot simultaneously store super huge and super tiny numbers. But what if you need exactly that? What if you're making a Space City Builder game with giant planets and tiny workers?
Here is the game IXION that solved this problem in a really clever manner. They talked about it in a video with Unity.
Essentially instead of using super large numbers by pushing planets really far away, they just moved them a bit and then started scaling them down. From the point of view of the player it looks the same but since the planet isn't going to a super huge number it won't trigger the same issue.

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