Well, I presume the number is inspired by the maximum 8bit value :> That and it's what they started out as, and by now that number is used in lots of parts of the viewer code, the sim code, and LSL scripts all over the grid. Changing the size now would have to be a very careful process, given that all products that check for certain coordinates are probably not made to handle anything above 256m.
Just think about it, any product that On Wed, Oct 29, 2008 at 19:45, Bruce Tong <[EMAIL PROTECTED]> wrote: > Just out of curiosity, why are sims always 256m x 256m in size? Is the > system running into an issue like a maximum floating point value? Does > it have to do with resources used to model the terrain? I wonder if > "open space" might be a matter addressed by just letting people define > private regions to be larger without getting more prims. > > Mind you, I still think the issue raging is more a matter of built up > demand for inexpensive, small, private sims. That customer demand > eventually translates into technical requirements, of course, that are > different from providing "open space." > > -- > Bruce Tong > Software Engineer > Office of Information Technology > Ohio University > _______________________________________________ > Policies and (un)subscribe information available here: > http://wiki.secondlife.com/wiki/SLDev > Please read the policies before posting to keep unmoderated posting privileges > _______________________________________________ Policies and (un)subscribe information available here: http://wiki.secondlife.com/wiki/SLDev Please read the policies before posting to keep unmoderated posting privileges
