Given reasonable constraints, I don't see why viewers wouldn't be able to
adapt to support variable depth. I'd certainly be willing to write a viewer
patch if support cropped up.


On Sat, Apr 26, 2014 at 8:52 AM, David Saunders <[email protected]>wrote:

> I wounder how hard it would be to modify varasm to allow a start and end
> to the Z axes so we can stack a deep ocean and a space sim to the normal
> sim :)
>
> But then again would the client handle all these changes? (partly do)
>
> So the solution is to make deep water simulators, But any test this? I
> never been asked to set up any sims with deep water so I not experience
> with "outside the box" water :)
>
> I was drawn to opensim with the idea of making "pure" space sims where you
> can float around in real space but I dug into it and I would have to
> rewrite so much code to do this and after that  would the client handle it?
> So I stuck with making Moon simulators, Low gravity fixed sky....   This
> was a long time ago,  back in the early days of opensim.
>
> Now times are changing, I think I might dig into doing it again since
>  varasim allow you to make a 4096x4096x4096 regions :)
>
>
>
> On Sat, Apr 26, 2014 at 4:18 AM, Ai Austin <[email protected]> wrote:
>
>> At 04:09 26/04/2014, drWhiet wrote:
>>
>>> even boat creators must keep an eye that the engine does not move below
>>> -0
>>>
>>
>> Remember the default water level is +20m (adjustable on a per region
>> basis)... with a "normal" terrain base of 0m.
>>
>> Maybe its global warming in the metaverse that raised the sea level :-)
>>
>>
>>
>>
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>
>
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