Hi,
I am super new to gamedev and 3D graphics. I am trying to make a 3D simulation of a spacecraft in orbit using bevy. My question is about actually rendering the meshes for the spacecraft and the planet (say, Earth), to realistic scale. When I simply try creating a sphere of the correct size and then place the mesh for the spacecraft a few hundred kilometers above it, I get a lot of jittering and artifacts with the spacecraft. I am guessing that this is some sort of floating point issue? I don't necessarily want to constantly zoom into and out of a planet, but what I want is for the spacecraft and planet to be accurately visible at the same time.
Some Googling brought up "Logarithmic Depth Buffers" as a possible solution. Are there any implementations or examples of this type of rendering?