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

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

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rolu

Feb 4, 2001, 4:01pm
[View Quote] maybe I should add that avatar position and the positioning of the points
inside the objects and stuff like that should have the highest precision
available. An object itself, however, should snap to the grid. Since you
can't place objects any finer than the width of the grid anyway, since the
smallest move is as large as the grid spacing itself, this should make no
difference in building. However, it will be impossible for the floating
point errors to move an object with an amount that is smaller than what you
can correct manually if you round the place of the object itself to the
nearest grid point. This is what in my opinion is causing the gaps.

An example: you have a wall which is exactly 300cm wide. You place one,
clone it and move it around. When you put it next to your first wall, it's
origin is not 300cm away from the origin of the first wall, but 300.01cm due
to floating point errors. This causes a 0.01cm gap, and since you can only
move objects 1cm at a time (iirc) you can't correct it. Now, if the object
placing code would have rounded the wall's new place to the nearest cm, the
object would have been put at exactly 300cm, with no gap, and everything
would have been fine. This actually is the right method, it's not inexact
despite the rounding. You'll always have errors, no matter how much bytes
you use for the numbers. You can, however, anihilate those errors by
rounding them out. Leaving them in is the inexact way.

rolu

>
> 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]

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