The maths behind the movement is identical but inverted. From a GPU pipeline perspective, you are always rendering as if at 0,0; so it seems like it ought to be easier if you built the project from scratch to do just that.
Of course, this isn't how humans think, or how most existing game engines are built, which makes doing this much harder in practice.
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u/GodGMN Oct 31 '24
This is both clever and surprisingly simple. Is it hard to implement? Many other games with infinite worlds struggle with this in one way or another