rounding vs EXACTNESS (was Re: proof!) (Community)

rounding vs EXACTNESS (was Re: proof!) // Community

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eep

Feb 4, 2001, 3:14pm
I don't like ANY rounding off because there will STILL be seams/gaps. I'd just rather have object placement done RIGHT instead of trying some half-assed, inexact method. Try looking around with the mouse REALLY slowly and you should see everything shake slightly (get real close to things). This seems to be related to avatar movement/rotation jerkiness, gaps, and seams too.

The more people who notice these things, the more they'll likely mention them to Roland, which hopefully means he'll actually fix it.

[View Quote] > Actually, I think object placement should become less accurate. At the
> moment, the accuracy is larger than what you can correct using even the
> smallest movements, so if an object ends up somewhere where it doesn't
> completely touch another object, you can't fix it. On the other hand, if the
> objects would snap to a grid with an interval equal to the smallest movement
> possible, they would always fit (as long as you build straight). To be able
> to position rotated objects where you want, there should be an even finer
> control as there is now. Moving normal does 1/10th of a cell length iirc,
> shift-move does 1/100th, and there should be something like
> ctrl-(shift-)move to move things 1/1000th of a cell length, and every object
> you build should be positioned at a whole amount of 1/1000th of a cell
> length. This would be very easy to do, when you move something just perform
> the regular calculations and then round it's new coord to 1/1000th of a cell
> length.
>
[View Quote]

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