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Open source community figures out problems with performance in Starfield
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Games, support libraries, and engines don't really support spherical coordinate systems. If you don't want to write everything from scratch, you gotta go Cartesian.
You can still use local Cartesian coordinates.
Sure, I guess, but constantly mapping between them gets complicated and adds overhead. Plus, now you are dealing with curves instead of lines when checking for intersections, and that gets far more expensive to compute when you are trying to do thousands if not millions of checks per frame when trying to run at 60 or 120 frames per second.
I'm not saying it isn't possible, just that games haven't traditionally been written that way, so you can't build on what they have already figured out. That makes it harder to find people who have game dev experience in that kind of math.