Unanswerable question?

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I believe it was in Dungeon Siege 2 they choose to "move" the world around the camera instead of moving the camera around the world.
That way they never had any problems with floating point precision.
They divided the world into smaller subzones.
though the problems with this approach was the transition between the subzones but it allowed for "infinite" sized worlds.
I think there is an article somewhere there Chris Taylor describes this in detail.