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

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eep

Feb 1, 2001, 12:27pm
[View Quote] > 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]

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