Continuous Floating Origin

Continuous Floating Origin (CFO) is the first Relative Space component for making your games scale without jitter, glitches and other floating-point limitations.


Latest install-configure-run vids (Large-scale parts for Dynamic Resolution Spaces):


Floating origin multiplayer GKC integration,

Network Floating Origin Complete Install, Configure and Run,

Floating origin install, setup, configure and run.

Developed by a programmer primarily for other programmers. However, if you are not familiar with coding, help is available.

Floating Origin©® is copyrighted and trademarked (TM number: 2229697) to protect you from false and misleading information as well as my IP.

Social and additional information

Channel

Discord

Technical articles

Web site

Integrations supported


1. Space Graphics Toolkit (SGT): Integration offers a replacement for SGT origin-shifting and full-scale space and objects. Continuous travel with high fidelity over larger distances can then be added with Dynamic Resolution Spaces

2. Mirror Network: Multiplayer networking with basic or instantiated prefab avatars. CFO movement and stationary action, physics supported. No other game mechanics yet.

3. Robot Soldier (Marcelo Barrio). Example of an animated player character with FONet player control (no external character controller).


Note on floating origin:

Many player/camera “shift” methods, named “floating origin”, move the player, then back after a threshold distance is reached. These shifty methods are not real floating origin. They glitch, don't scale well in speed and size, and provide no special performance optimisation opportunities. All solved by the real solution provided here.

Features:

1. Stationary (relative) motion: a perfect fit for VR. Player/camera stays at the origin and the world is moved around the player. It appears as if the player is moving through the world.

2. Floating Origin Network multiplayer.

3. The fixed Zero position for player/first person camera enables performance optimisations, such as faster distance calculation.

4. Player/vehicle collisions. When the player/vehicle collides with an object, the player remains stationary and the entire world is moved away instead.

Generic demo vehicles now include car and ship with dummy player in translucent cockpit 5. Rigid-bodies colliding with the player react normally using the unity physics.

6. Uses only single precision to achieve accuracy that normally requires double precision.

7. Support for integrating with existing apps, and controllers. Includes documentation for specific external game/player controllers: Game Kit Controller (older versions) and Space Graphics Toolkit (SGT). Additional links to video tutorial/demos.

8. Jump/teleport to different locations with view presets using a keystroke.

9. Change between avatar and vehicles. CFO lets you switch between avatar to vehicle and operate them with the same movement controls.

11. In-World user instructions.

12. No dlls - get all the code you pay for.

13. Frame rate and speed meter added.

14. A basic implementation of Termporal Floating Origin patterns is implemented to improve time logic and calculations fidelity.

15. Made to work with Rotation Floating Origin (more performance) and Dynamic Resolution Spaces (easier, flexible scaling of large worlds) and other modular components.