RFTS implements wrapping with circle-like logic. Basically you just never travel >50% distance of the universe. Currently the provided universe data is mostly bs. Position is (0, 0), lower-left, and size is an arbitrary large number :P. Internally RFTS uses positions in a normalized universe space; just to make scaling and some other math easier.
I could easily change it to be universe at the center with size as a radius. But now that I think about it, why doesn't everything just use floats and normalized positions? Wouldn't that be nicer on client side too? So the clients could scale and do other math trivially? -Tyler On Sun, Jul 6, 2008 at 5:17 AM, Brett Nash <[EMAIL PROTECTED]> wrote: > On Fri, 4 Jul 2008 12:34:25 -0400 > "Victor Ivri" <[EMAIL PROTECTED]> wrote: > >> Hey all, >> >> I need to calculate exact distances b/w star-systems, and since RFTS >> implements map wraparound there are a couple of things that I need in >> order to calculate this: >> >> a) What is the shape of the universe in TP: is it a sphere, a cube, >> something else? > > It actually should be defined by the game. Look at the 'size' element > in the TP04 data. > >> b) What does the "universre position" means? Do they indicate the >> exact mid-point of the universe, or else some specified point in the >> perimiter? (e.g. left-bottom corner) > > Generally the center. > >> c) I assume the "size" of the universe is it's 3D volume? (really, a >> 2D flat circle in RFTS) > > Should really be radius I think. > > nash > _______________________________________________ > tp-devel mailing list > [email protected] > http://www.thousandparsec.net/tp/mailman.php/listinfo/tp-devel > _______________________________________________ tp-devel mailing list [email protected] http://www.thousandparsec.net/tp/mailman.php/listinfo/tp-devel
