A while back I asked one question here having to do with using Urho3D with my voxel planetary engine. At that time I wasn’t sure if it could do everything I wanted so I chose to go ahead and use DirectX 11 for the time being. Now, since I’ve got the base functionality working, I’m reconsidering using an engine but I’ve failed to find one that allows the use of double precision. To be more specific I don’t need it (or want it) on the GPU, but everything on the CPU (or at least a lot of things) have to be in double. In addition to that I need to be able to handle the physics myself since everything ends up in my own octree as I build a planet. I’m wondering if this will be possible using Urho3D or am I still restricted to a low level graphics library. Thanks in advance.
As far as I know. Urho is built around single precision floats. I doubt you’ll be able to make it use double precision without some major changes to the engine.
I would just add that where double precision has been raised previously, there may be a bit more detail, e.g. by Lasse
but urho does have double precision option in cmakelist?
It could be just an option from one of the 3rd party libs that you are seeing.
That’s an option from the Bullet library.