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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?) // CommunityeepFeb 1, 2001, 12:27pm
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> As for the gap problem, since it only occurs only out in the outer
> regions of AW, (in the 5-digit coord areas) 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. WRONG. Look more carefully. There are NUMEROUS bugs at play here involving floating point rounding errors: avatar movement/turning jerkiness (movement jerkiness increases incrementally out from GZ), gaps (objects not lining up EXACTLY flush), and seams (spaces between objects resulting from object "settling" when the camera is moving). > 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 :-/ I doubt it. I use sometimes up to 8 decimal places in my RWXes and AW doesn't seem slower because of it. [View Quote] |