Re: [vos-d] Online Space

2007-02-12 Thread chris
On 2/13/07, Reed Hedges [EMAIL PROTECTED] wrote: chris wrote: ...there's a global coordinate system, and a local rendering coordinate system... So the main thing that you need to do, I guess, is represent your global coordinate system not with IEEE floating point numbers (doubles have the

Re: [vos-d] Online Space

2007-02-11 Thread chris
On 2/11/07, Ken Taylor [EMAIL PROTECTED] wrote: if your physics - say bouncing boxes like my example - is performed in it's own local coordinate space then it could be made consistent every time - but I can't see how you would combine the rendering of this in realtime with the rendering

Re: [vos-d] Online Space

2007-02-10 Thread Péter Tölgyesi
Hello, just some thoughts from a lurker. :-) What if high level objects and the camera have an extra coarse origin that is snapped to a grid whose grid distance is a large power of 2, so the values are exactly representable in floating point variables in the same scale. Then fine origins are

Re: [vos-d] Online Space

2007-02-10 Thread chris
On 2/10/07, Peter Amstutz [EMAIL PROTECTED] wrote: On Wed, Feb 07, 2007 at 08:57:18AM +0900, chris wrote: That is not to say this model cannot work as a hybrid system with portals at doorways, for space jumps etc. In fact, for very large scale solar/galaxy systems you would have to either

Re: [vos-d] Online Space

2007-02-10 Thread chris
On 2/10/07, Karsten Otto [EMAIL PROTECTED] wrote: I am not quite sure what kind of precision is necessary here... I'd expect that it should be enough to center the current sector for displaying purposes, and re-center to the new sector once you cross a portal boundary. Considering relatively

Re: [vos-d] Online Space

2007-02-10 Thread chris
On 2/10/07, Peter Amstutz [EMAIL PROTECTED] wrote: On Fri, Feb 09, 2007 at 04:56:39PM +0100, Karsten Otto wrote: I am not quite sure what kind of precision is necessary here... I'd expect that it should be enough to center the current sector for displaying purposes, and re-center to the new

Re: [vos-d] Online Space

2007-02-10 Thread Ken Taylor
if your physics - say bouncing boxes like my example - is performed in it's own local coordinate space then it could be made consistent every time - but I can't see how you would combine the rendering of this in realtime with the rendering of the scene I don't see why transforming from

Re: [vos-d] Online Space

2007-02-09 Thread Peter Amstutz
On Wed, Feb 07, 2007 at 08:57:18AM +0900, chris wrote: That is not to say this model cannot work as a hybrid system with portals at doorways, for space jumps etc. In fact, for very large scale solar/galaxy systems you would have to either use very high precision in the object system or maybe

Re: [vos-d] Online Space

2007-02-09 Thread Karsten Otto
I am not quite sure what kind of precision is necessary here... I'd expect that it should be enough to center the current sector for displaying purposes, and re-center to the new sector once you cross a portal boundary. Considering relatively small sectors, I'd imagine an error factor of a

Re: [vos-d] Online Space

2007-02-09 Thread Peter Amstutz
On Fri, Feb 09, 2007 at 04:56:39PM +0100, Karsten Otto wrote: I am not quite sure what kind of precision is necessary here... I'd expect that it should be enough to center the current sector for displaying purposes, and re-center to the new sector once you cross a portal boundary.

Re: [vos-d] Online Space

2007-02-06 Thread Peter Amstutz
On Fri, Feb 02, 2007 at 12:15:47PM +0900, chris wrote: Yes - that's why we use a single continuous world space. Many systems like VGIS divide the earth into fixed sized sectors. This sort of segmentation creates many overheads. The Dungeon Siege game segmented its world into SiegeNodes, each

Re: [vos-d] Online Space

2007-02-06 Thread chris
When I speak of a single continuous world space I am referring only to the subset of the application that is being used in the display system: the part of the app that includes the grahics pipeline. This is where we are forced to used single precision because of hardware limits and performance and

Re: [vos-d] Online Space

2007-02-01 Thread Karsten Otto
First off, I'd say the limit is really the coordinate system you use. Assuming you have a 4-byte integer value measuring meters, then you already can go roughly 2.000.000.000 meters in any direction, which well exceeds terrestial distances, but isn't quite enough to take you from the Sun

Re: [vos-d] Online Space

2007-02-01 Thread Reed Hedges
Karsten and Chris are both right and have insightful comments. There's no real computational or memory restriction on the size of a volume of space *as a volume of space* Chris is talking about the representation of coordinates. [[I.e. the only reason that a 1x1x1 kilometer space is

Re: [vos-d] Online Space

2007-02-01 Thread chris
On 2/2/07, Reed Hedges [EMAIL PROTECTED] wrote: Karsten and Chris are both right and have insightful comments. thx Reed :) There's no real computational or memory restriction on the size of a volume of space *as a volume of space* Chris is talking about the representation of coordinates.

Re: [vos-d] Online Space

2007-02-01 Thread S Mattison
You mean those penguins are actually three millimeters tall? Omg, MicroPenguins! [Notice that we never specify what the units in VOS are. We can call them notrons in honor of an original collaborator in the project :) As a de-facto convention they would probably be meters in most worlds, and

Re: [vos-d] Online Space

2007-02-01 Thread chris
On 2/2/07, Reed Hedges [EMAIL PROTECTED] wrote: chis wrote: The best combo of techniques from research IMHO is what I call origin-centric techniques that build on the concept of a continuous floating origin (in the client side display system), includes special management of clip planes

Re: [vos-d] Online Space

2007-02-01 Thread Peter Amstutz
What are your thoughts about fixed-point numbers? If have, say, a 16.16 fixed-point number and the units are meters, you get a maximum range of 65 kilometers with a resolution of about 15 micrometers (Reed mentioned notrons but in practice meters are the most useful for any kind of

[vos-d] Online Space

2007-01-31 Thread S Mattison
This might seem a haphazard or poorly thought out question, but it has been long begged by science fiction, and I'm very intrigued to hear answers from people who might know how it would be possible... Forget everything you know about the COD format. Say, I have a small online world, which looks