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
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