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?) // Community

1  |  

rolu

Jan 30, 2001, 6:19pm
[View Quote] 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]

1  |  
Awportals.com is a privately held community resource website dedicated to Active Worlds.
Copyright (c) Mark Randall 2006 - 2021. All Rights Reserved.
Awportals.com   ·   ProLibraries Live   ·   Twitter   ·   LinkedIn