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
I finally got around to write some comments on the requirements
document. I reversed the numbering, since the last bit is the most
controversial.
1.4.3. Authoring
There shall be a bidirectional mapping between X3D and Interreality
3D capabilities and semantics.
I assume this include
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
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.
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
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
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
These are all really great ideas -- there's too much here to reply in
detail (I'd be up all night) but rest assured that I'll be incorporating
a lot of this into the requirements document. I'll post the new version
with everyone's suggestions in a few days.
On Wed, Jan 31, 2007 at 11:18:03PM
Thought problem 2: physics 2
Suppose I am going to do a rigid body simulation. I put one box (box1)
on a plane, at the origin and hold another box (box2) suspended a
meter above the plane nearby. I release box2 at time t=20 and it
bounces, perhaps collides with box1 then eventually comes to rest.