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swordsmanluke ,

How do y’all solve that, out of curiosity?

I’m a hobbyist game dev and when I was playing with large map generation I ended up breaking the world into a hierarchy of map sections. Tiles in a chunk were locally mapped using floats within comfortable boundaries. But when addressing portions of the map, my global coordinates included the chunk coords as an extra pair.

So an object’s location in the 2D world map might be ((122, 45), (12.522, 66.992)), where the first elements are the map chunk location and the last two are the precise “offset” coordinates within that chunk.

It wasn’t the most elegant to work with, but I was still able to generate an essentially limitless map without floating point errors poking holes in my tiling.

I’ve always been curious how that gets done in real game dev though. if you don’t mind sharing, I’d love to learn!

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