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From: Thorsten R. <tho...@sc...> - 2016-11-15 15:41:53
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> I’d be curious to hear from Torsten D and Thorsten R about the weather > simulations, how they might cope with this. Speaking for AW: I guess the main thing is lots of stuff is a lot easier if you can assume it happens in the 100 km around a certain spot. Basically you can assume Earth is reasonably flat, you can expand coordinates into a local Cartesian system of equally-sized tiles, you never need to put up with spherical trig, you can put enough 'looseness' into the weather grid such that it gradually deforms to adapt to prevailing winds and traces the fronts (for instance weather at fronts is oriented - there's a cold and a warm side to a front with quite different properties). If you have to cover the whole globe with about equally sized weather tiles, the form of the grid and continuity quickly becomes issues. If you allow tile sizes to shrink with latitude, then the larger clouds may not fit into a tile any more... You have to use spherical trigonometry to set up everything, it's not clear where the 'looseness' to deal with frontal weather or higher latitudes should come from... Don't you wish sometimes we'd live on Discworld? Personally I think the idea of a local 'loose' grid gradually adapting to what's needed is pretty neat because it solves a lot. How you'd MP that depends on whether you want to have exact sync (i.e. see the identical arrangement of clouds at identical places) or approximate sync (see optically similar weather) across instances. Exact sync means either giving up the loose grid (without a clear idea on my side of what should replace it) or as in the P2P mode, allow the first plane in the region of interest to define the grid and make all others use it as long as they're close and transit to their own as they depart (should be unproblematic as long as Earth is sparsely covered by MP planes, i.e. most of the planet would not have to explicitly generate weather tiles - which I believe is the case). Approximate sync means that each instance fetches weather tile meta-data from the server and build from that (rather than its own random number driven tile generator), but that will not have the grids for two planes precisely aligned with each other, so they will see the same type of clouds and weather, but not necessarily in the same spot. Needless to say, that's easier. (Note that whether you see a cloud and fog etc. also depends on rendering settings, so we're unable to guarantee identical weather visuals for the simple reason that we have different renderers and selectable LOD and density ranges for clouds). That's at least my two cents. It wasn't called 'local weather' for nothing ;-) * Thorsten |