Its ridiculous talking of Blitz-Units = metres etc.
My game may be about microbes where one Blitz unit may be effectively = 2.763 microns or something.
Someone else's game may be set in space where a standard, non-scaled, primitive sphere represents a planet thousands of miles in diameter.
UNITS are arbitrary. The important thing to remember is to beware of the size of steps of movement and the range of the camera with relation to the size and spacing of objects within your world. This way, floating point errors and z-buffer problems can be avoided.
ideally, some ratios to use as guidelines for 'safe' performance:
Camera Range 1 -> 1000
Mesh Size 1 - 20
Movement Step Size 0.1 - 10
Mesh Positioning 0.1 - 1000
My game may be about microbes where one Blitz unit may be effectively = 2.763 microns or something.
Someone else's game may be set in space where a standard, non-scaled, primitive sphere represents a planet thousands of miles in diameter.
UNITS are arbitrary. The important thing to remember is to beware of the size of steps of movement and the range of the camera with relation to the size and spacing of objects within your world. This way, floating point errors and z-buffer problems can be avoided.
ideally, some ratios to use as guidelines for 'safe' performance:
Camera Range 1 -> 1000
Mesh Size 1 - 20
Movement Step Size 0.1 - 10
Mesh Positioning 0.1 - 1000