So I'm making a facebook game that uses the maps api (map3d to be precise) and I have a number of units on the map.
I've got the initial lat/long for them and I want to do the usual integration for movement: i.e. newposition = oldposition + velocity * time; What I'm doing is taking the latlng and converting it to world space coordinates via the ICamera interface. I am then doing the integration with the Point's that are returned. Only I'm hitting the limits of floating point precision for the Point class. If I do my usual approach of scaling a unit 2D vector (a point with length 1 in the direction of movment) by the speed I want the unit to travel to get velocity, I get a small floating point number which when added to the oldposition results in no change! I managed to fix a bit of this by reorganizing some of the maths so that it uses a different order and uses explicit NUMBER types rather than using point (I'm assuming the get/set operations are messing with the precision in some way). I'm wondering if there isnt a better way to integrate one lat/lng with another to get a proper movement for my markers? Anyone got any thoughts on how to smoothly move a unit around the globe with enough precision to have a useful range of speeds that are "realistic" to real-world vehicles? -- You received this message because you are subscribed to the Google Groups "Google Maps API For Flash" group. To post to this group, send email to [email protected]. To unsubscribe from this group, send email to [email protected]. For more options, visit this group at http://groups.google.com/group/google-maps-api-for-flash?hl=en.
