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Re: more of Roland's bad math (was Re: Movement Waits off?) (Community)
Re: more of Roland's bad math (was Re: Movement Waits off?) // CommunityroluJan 30, 2001, 6:19pm
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Not true. I've seen it happen at around a 4000 coord, where I built some
stuff. And it pissed me off too - I like the details to match. It's about the main reason I don't build much. > you need to have a sizable > world in order to see it. So you won't have to worry about it much in > the smaller, private worlds. I myself haven't tested it, but then, I > haven't built much in the outer regions either. With what little > programming experience I have, my guess is Roland just didn't allocate > enough significant digits for the coordinate system, so when you get > into the higher numbers, they get rounded off a lot higher. (That, I'm > assuming, is what he meant by "floating point rounding errors") But > considering how much resources AW already uses up, would allocating a > few more digits really help in terms of memory consumption? It adds up > after a while :-/ With normal floating point stuff, you can't "add a few digits". You use a float, and it has a certain precision. And if it isn't enough, you should work around it (or use a better one, there's usually more than one). If it's a problem when you are far from GZ, then I assume every coordinate is put into the rendering engine relative to GZ. Choosing a point much closer to the avatar as a reference point will fix it. Maybe even take the avatar itself as a reference point (and use plain integer math to convert between GZ as a reference point and the avatar as a reference point). rolu > [View Quote] |