Background: Why Precision Fails in Large Leadwerks Worlds
IEEE-754 at Scale
Leadwerks relies on 32-bit floats for most world transforms and physics calculations. Floats offer ~7 decimal digits of precision, which is ample near the world origin but degrades with magnitude. At positions in the tens or hundreds of thousands of world units, tiny changes in position or rotation round away, creating visible jitter, collider overlap, and camera shimmer. What begins as sub-pixel error grows into perceivable artifacts as the scene's extents increase.
Game Engine Stack Interactions
Precision issues rarely arise in isolation. They interact with:
- Physics stepping: If physics integrates at a different cadence than rendering, error compounds during interpolation.
- Animation skinning: Skeletal matrices accumulate rounding; at scale, bones vibrate against colliders.
- Camera projection: A narrow near plane or large far plane exacerbates z-fighting and depth buffer quantization.
- Streaming systems: Terrain and static meshes streamed in/out at high coordinates can shift origin bias frame-to-frame.
Symptom Catalog and Their Architectural Signals
1) Physics Jitter and Interpenetration
Rigidbodies at rest visually "buzz"; vehicles slide on flat ground; fast movers tunnel through thin geometry. These indicate loss of sub-unit accuracy, broadphase instability, or time-step drift.
2) Camera Shimmy and Micro-Stutter
Even at stable FPS, the camera appears to vibrate when looking at distant geometry. This reflects model-view precision loss and depth buffer limitations compounded by a far origin.
3) AI Path Drift
Agents veer off navmesh or miss corners in distant tiles. The navmesh itself is fine; coordinate precision during path following and steering is not.
4) Z-Fighting, Shadow Acne, and Light Leaks
Decals and coplanar surfaces flicker; shadow maps show acne or peter-panning. This is often a near/far plane configuration problem amplified by large world coordinates and light frusta spanning huge volumes.
Leadwerks Architecture Relevant to Precision
Transforms and Scene Graph
Leadwerks' entity transforms are float-based. The scene graph composes parent-child transforms each frame. A deeply nested hierarchy magnifies precision loss because each local transform is multiplied into large world-space matrices.
Physics Integration
Leadwerks integrates physics via a fixed or semi-fixed step (commonly 60 Hz) while rendering may tick variably. If the two loops are not decoupled with interpolation, variable delta times can introduce inconsistent contact resolution, especially when colliders operate at coordinates with low mantissa precision.
Camera and Depth Buffer
Most pipelines use a 24-bit depth buffer. The distribution of depth precision is non-linear and concentrated near the camera's near plane. Excessive far planes (e.g., 50,000 units) or minuscule near planes (e.g., 0.01) obliterate mid-range depth precision, multiplying z artifacts in expansive terrains.
Diagnostics: Proving It's Precision, Not Performance
1) Origin Distance Telemetry
Instrument the player's world-space distance from <0,0,0>. Correlate artifact severity to radius thresholds (e.g., 10k, 25k, 50k units). A monotonic increase in jitter beyond a radius confirms precision involvement.
2) Forced Origin Reset A/B Test
Teleport the entire scene so the player returns close to the origin while preserving relative offsets; if artifacts vanish instantly, precision is root cause. Be sure to rebase both physics and render transforms in the same frame to avoid desync.
3) Time-Step Stability Audit
Log render delta, physics delta, and accumulator drift under load. If physics steps vary or accumulate error, contact solvers will exhibit unstable stacks that resemble precision bugs.
4) Depth Precision Probe
Render a diagnostic overlay that shows the camera near/far and estimated depth precision per meter at various ranges. If flicker worsens with wider depth ranges independent of object complexity, tune camera planes.
5) Hierarchy Amplification Test
Flatten a complex prefab hierarchy at runtime and compare jitter. If flattening reduces jitter, compounded matrix multiplications are contributing to precision loss.
Minimal Reproduction Scenarios
Scenario A: Distant Vehicle Jitter
Spawn a rigidbody vehicle at 40,000 units along X. Drive forward on a perfectly flat collider. Even at stable FPS, you'll see micro-oscillation in suspension and wheel-ground contact. Move the same vehicle to the origin—jitter largely disappears.
Scenario B: Z-Fight at Long Range
Two coplanar quads used for decals render fine near origin. At radius > 30,000 units with camera far plane set to 100,000 and near plane at 0.01, the decals flicker aggressively. Tightening near plane to 0.2 and far plane to 20,000 reduces flicker immediately.
Step-by-Step Fix: Floating Origin (World Rebase)
Concept
Keep the player and active gameplay area near world origin by periodically "rebasing" the scene: subtract a large offset from every entity and physics body so the player returns close to <0,0,0>. This preserves relative local positions and restores mantissa precision.
Rebase Trigger Strategy
- Threshold-based: When the player's origin distance exceeds, say, 8,192 units, schedule a rebase.
- Grid-based: Rebase whenever the player crosses N world tiles so streaming and nav chunks align to a stable grid.
- Safe-point based: Only rebase when physics velocities are below a threshold and no critical cinematics or network snapshots are mid-flight.
Implementation Notes
Rebasing must update:
- All scene entities and their children.
- Physics bodies and joints.
- Particle systems, decals, and projectiles.
- Navmesh origin or navigation waypoint caches.
- Audio listener and spatialized emitters (for Doppler correctness).
- Networked entity replication (apply inverse offset to remote clients if they use different origins).
Lua Example: Centralized Rebase Utility
-- Leadwerks Lua rebase utility local Rebase = { threshold = 8192, offset = Vec3(0,0,0) } local function rebaseVector(v, delta) return Vec3(v.x - delta.x, v.y - delta.y, v.z - delta.z) end function Rebase:MaybeRebase(player, worldEntities) local p = player:GetPosition(true) -- true = global space local dist2 = p.x*p.x + p.y*p.y + p.z*p.z if dist2 < self.threshold * self.threshold then return end local delta = Vec3(p.x, p.y, p.z) self.offset = self.offset + delta -- Freeze physics simulation for a frame Time:Pause() -- Shift all entities for _,e in ipairs(worldEntities) do local pos = e:GetPosition(true) e:SetPosition(rebaseVector(pos, delta), true) end -- Shift physics bodies explicitly if needed for _,e in ipairs(worldEntities) do local body = e:GetBody() if body then local bpos = body:GetPosition() body:SetPosition(rebaseVector(bpos, delta)) end end -- Shift particles / custom systems as required Time:Resume() end return Rebase
C++ Example: Atomic World Shift
// Pseudocode for a safe, atomic rebase in C++ struct WorldRebaser { float threshold = 8192.0f; Vec3 totalOffset{0,0,0}; void MaybeRebase(Entity* player, const std::vector<Entity*>& entities) { auto p = player->GetPosition(true); if (p.Length() < threshold) return; Vec3 delta = p; totalOffset += delta; Time::Pause(); for (auto* e : entities) { Vec3 pos = e->GetPosition(true); e->SetPosition(pos - delta, true); if (auto* body = e->GetBody()) { body->SetPosition(body->GetPosition() - delta); body->SetLinearVelocity(body->GetLinearVelocity()); // force awake if needed } } // Adjust nav systems / audio emitters / decals here Time::Resume(); } };
Networking Considerations
Clients may rebase at different times. Avoid transmitting raw world coordinates. Instead:
- Send local coordinates relative to each client's current origin.
- Include origin epoch + offset vectors in replication headers.
- On receipt, transform into the receiver's local frame before interpolation.
Step-by-Step Fix: Deterministic Physics Stepping and Interpolation
Why It Matters
Even after rebasing, inconsistent time steps cause numerical noise that manifests as jitter. The fix is a fixed physics tick with render-side interpolation or extrapolation, ensuring stable contact resolution and predictable integration.
Accumulator Loop Pattern
// Pseudocode main loop const float dt = 1.0f / 60.0f; // fixed physics step float acc = 0.0f; double last = Time::GetCurrent(); while (running) { double now = Time::GetCurrent(); acc += float(now - last); last = now; while (acc >= dt) { World::UpdatePhysics(dt); acc -= dt; } float alpha = acc / dt; // for interpolation World::RenderInterpolated(alpha); }
Entity Interpolation
Store previous and current transforms after each physics step; render interpolated transforms using
Bulletproofing Fast Movers
Enable continuous collision detection (CCD) on projectiles and vehicles, and cap maximum linear velocity per tick. With precision loss, CCD prevents tunneling that would otherwise appear only at distance.
Camera and Depth Buffer Stabilization
Tighten the Frustum
Set the near plane as large as visually acceptable (e.g., 0.1–0.2) and avoid astronomical far planes. Split views for map/photomode rather than a single "one size fits all" frustum.
Reverse-Z (If/When Available)
If your pipeline supports reverse-Z (far plane at 0, near at 1) with floating point depth, adopt it to push precision toward the far distance. If not available, prioritize frustum discipline and per-camera far plane limits.
Stable Matrices and Order of Operations
Build view-projection matrices close to the origin following rebase, and prefer world-space calculations that minimize large additive biases before multiplication.
Animation and Skinning at Scale
Single vs. Double Precision for Skinning
When authoring or importing, keep bone transforms as compact as possible and avoid deep parent chains. If extending native code, consider double-precision accumulation for skeleton root transforms near the origin, then cast to float for GPU submission.
Freeze Bones During Rebase
When rebasing, snapshot pose matrices, shift root transforms, then reconstruct skinning matrices in the same frame to avoid visible "bone pop".
AI Navigation and Path-Following Corrections
Navmesh Tiling with Local Space
Tile navmesh data and store tile-local coordinates. On rebase or tile swap, keep agent state in tile-local frames to avoid precision loss in steering calculations.
Path Smoothing With Clamped Epsilon
Use a distance epsilon proportional to world scale but capped so floating-origin transitions do not cause oscillation at corners. For example, epsilon = min(0.1 * agentRadius, 0.25).
Authoring and Units: Preventing Error at Source
Normalize Units
Pick a canonical unit (e.g., 1 unit = 1 meter). Ensure art, physics, and code use the same scale. Avoid tiny or massive scales that force physics tolerance changes or depth precision collapse.
Pivot Discipline
Place object pivots where local transforms are stable (e.g., base of characters, center of mass for vehicles). Large pivot offsets magnify rounding error when multiplied into world transforms.
Hierarchy Hygiene
Limit parent-child depth in frequently animated actors. Prefer flat hierarchies with explicit constraints rather than deep chains that accumulate error.
Common Pitfalls and How to Avoid Them
Pitfall 1: Rebasing Only the Visuals
Shifting meshes without updating physics bodies, joints, and triggers leads to invisible collisions and "ghost" forces. Always rebase both render and physics representations atomically.
Pitfall 2: Network Snapshots in Mixed Frames
Sending a snapshot mid-rebase yields mismatched frames on clients. Gate replication so snapshots are emitted only before or after the atomic shift, not during.
Pitfall 3: "Fixing" With Giant Near Plane
Cranking near plane too high may solve z-fighting but causes frustrating clipping of nearby geometry and first-person arms. Balance near/far planes with content needs.
Pitfall 4: Relaxed CCD and Thin Geometry
Turning off CCD or using wafer-thin colliders invites tunneling at distance. Use realistic thickness and enable CCD for high-speed actors.
Operational Playbook for Production Teams
Runbooks and Alerts
- Alert when origin distance exceeds your rebase threshold by 20% without a successful shift.
- Alert on physics step overruns (missed steps or accumulator drift > 2 frames).
- Log rebase events with counts of shifted entities and max velocity at shift time.
QA Test Plans
- Soak tests: 2–4 hours of traversal across maximum world radius while driving fast movers and firing projectiles.
- Camera stress: Rapid FOV changes and far-clip sweeps to expose depth instability.
- Network sync: Multi-client rebase under packet loss to validate per-client local frames.
Performance Budgets
Ensure your rebase operation runs in under a frame budget. If necessary, split static world into sectors and amortize shifting over several frames while freezing gameplay-critical systems.
Code Patterns and Utilities
1) Centralized Coordinate Service
Maintain a singleton that owns the current world offset and exposes conversion helpers, so every system uses the same reference.
// CoordinateService.h struct CoordinateService { static CoordinateService& I(); Vec3 worldOffset; // accumulated rebase offset Vec3 ToLocal(const Vec3& world) const { return world - worldOffset; } Vec3 ToWorld(const Vec3& local) const { return local + worldOffset; } };
2) Interpolated Transform Component
// InterpTransform.lua InterpTransform = { prev = Vec3(0,0,0), curr = Vec3(0,0,0) } function InterpTransform:OnPhysicsStep(e) self.prev = self.curr self.curr = e:GetPosition(true) end function InterpTransform:GetRenderPosition(alpha) return self.prev + (self.curr - self.prev) * alpha end
3) Safe Rebase Gate for Networking
// NetGate pseudocode bool CanRebase() { return Net::OutstandingSnapshots() == 0 && Physics::MaxVelocity() <= 1.0f; } void TryRebase() { if (!CanRebase()) return; Broadcast(RebaseBegin{epoch++}); DoAtomicRebase(); Broadcast(RebaseEnd{epoch}); }
Case Study: Open-World Vehicle Combat
Problem
Vehicles jittered and occasionally fell through bridges after 30 minutes of play. QA could not reproduce in small maps.
Diagnosis
- Jitter correlated with distance from origin > 20k units.
- Physics and render loops shared a variable delta; under load, physics stepped inconsistently.
- Far plane set to 80,000; near plane 0.03.
Fixes Implemented
- Floating origin at 8,192 units with atomic physics/render rebase.
- Fixed 60 Hz physics with render interpolation.
- Near/far set to 0.15/25,000 and per-camera far plane overrides for snipers/photomode.
- Enabled CCD on fast vehicles and made bridge colliders thicker.
Outcome
Jitter eliminated; tunneling reduced to zero in 8-hour soak; shadow acne significantly reduced; networked play stable across client-specific rebase epochs.
Long-Term Best Practices
Design for Local Space First
Architect systems to operate in local coordinates. Treat world coordinates as presentation-layer concerns, transformed at boundaries (rendering, physics submission, replication IO).
Establish Precision SLAs
Define maximum world radius, minimum near plane, and maximum hierarchy depth for content. Bake these into CI validation tools that reject assets or camera rigs violating the contract.
Determinism Where It Counts
For competitive multiplayer, lock physics to a deterministic step and keep gameplay-critical logic in fixed update. Render may be fancy; gameplay must be repeatable.
Operational Observability
Expose origin distance, physics step drift, CCD toggles, and rebase counters to your telemetry dashboard. What you can't see will break in production.
Troubleshooting Checklist
Before You Ship
- ✅ Physics runs at fixed dt with interpolation.
- ✅ Camera near/far tuned per role; no universal 100k far plane.
- ✅ Floating origin implemented and tested with networking.
- ✅ CCD on fast movers; realistic collider thickness.
- ✅ Nav and AI operate in local-tile space.
- ✅ Asset scale unified; pivots and hierarchies validated.
When a Bug Report Arrives
- Reproduce at large origin distances; log radius and depth settings.
- Run the forced rebase A/B; if symptoms vanish, proceed with precision fixes.
- Audit time-step logs; ensure accumulator loop integrity.
- Inspect collider thickness and CCD flags on offenders.
- Check nested transform depth on jittery actors.
Conclusion
Precision-related defects in Leadwerks are not mere "engine quirks"; they are systemic architecture issues that emerge in expansive worlds and live operations. The combination of floating origin, deterministic physics stepping, disciplined camera frusta, and asset/unit hygiene resolves not only immediate symptoms—jitter, tunneling, z-fighting—but also builds a resilient foundation for future content. Treat world coordinates as a resource to be managed, not an infinite canvas, and your simulation will remain stable no matter how far players roam.
FAQs
1. Do I need floating origin if my maps are < 10 km?
Maybe not for casual traversal, but high-speed projectiles and precise animations can still expose precision loss at a few kilometers. Implement a simple rebase anyway; it is cheap insurance for expansions and DLC.
2. Won't rebasing break networking and replays?
Not if you transmit local-frame coordinates with epoch metadata and apply conversion on receipt. Record/replay systems should capture origin epochs alongside transforms to reconstruct the same local frames deterministically.
3. Can I fix jitter by switching to double precision everywhere?
Full double precision is rarely practical in a real-time engine due to memory and bandwidth costs. Use doubles only in select accumulation paths (e.g., camera root, skeletal root) and rely on floating origin to regain precision broadly.
4. How often should I rebase?
Base it on artifact onset and performance. Common thresholds are 4–12k units. Rebase during safe windows and throttle so it never collides with streaming spikes or snapshot emission.
5. Why does tightening the camera near plane help so much?
Depth precision clusters near the camera; a larger near plane drastically increases usable precision across mid and far distances. Combined with a sensible far plane, it reduces z-fighting and shadow acne even before other fixes.