## Re: [Algorithms] Huge world, little precision

 Re: [Algorithms] Huge world, little precision From: Tom Forsyth - 2007-03-01 18:05:30 ```The chunk boundaries don't have to be fixed. You're doing a ROAM system (which is a bit of an umbrella term for lots of different = implementations, but...) so you can regenerate any sized chunk anywhere you like. As the camera moves, keep the chunk roughly centered so the the boundaries are never anywhere near the camera. It only needs to be approximately = centered - you don't need to regenerate the chunks every frame. And could we all please stop using double precision to store world positions? Integers. Faster, more accurate, more predictable, less = hardware support, easier to debug. TomF. > -----Original Message----- > From: gdalgorithms-list-bounces@...=20 > [mailto:gdalgorithms-list-bounces@...] On=20 > Behalf Of George van Venrooij > Sent: 01 March 2007 08:05 > To: Game Development Algorithms > Subject: Re: [Algorithms] Huge world, little precision >=20 >=20 > It seems a scheme like that is unavoidable. Unfortunately it=20 > adds all kinds=20 > of complications to the system. Since each "chunk" has its own=20 > transformation, vertices on chunk edges need to be duplicated=20 > and it is not=20 > unimaginable that the "seams" will need some "stitches" to=20 > fix additional=20 > cracks due to inaccuracies during this transformation step. >=20 > So all in all, it's a solution that seems to introduce more=20 > problems than it=20 > solves :-). >=20 > Everybody thanks for all the input, we'll investigate the=20 > various methods=20 > proposed and hopefully find a useable solution quickly. >=20 > Regards, >=20 > George >=20 >=20 > ----- Original Message -----=20 > From: "James Milne" > To: "Game Development Algorithms"=20 > > Sent: Thursday, March 01, 2007 16:23 > Subject: Re: [Algorithms] Huge world, little precision >=20 >=20 > > George van Venrooij wrote: > >> This is only true for objects whose size does not cause precision=20 > >> problems. > >> Unfortunately, planetary bodies do tend to have such sizes. See my=20 > >> original > >> post. At least, that's what I think... If I'm wrong about=20 > this, please > >> explain, it would save me a lot of trouble :-) > >> > > You will probably have to come up with some means of chopping your > > planet into chunks so that you don't have such a wide range=20 > of positions > > to deal with in one mesh. Each chunk would have its own coordinate > > system and a transform to position it in world space. For the world > > chunk you are closest to, the world transformation would=20 > end up being > > close to 0, so you should then be seeing the chunk in its=20 > local space, > > and therefore with the least amount of quantisation. Chunks=20 > which are > > far away from you will have a larger transformation and=20 > therefore more > > quantisation, but they are further away so it should not be=20 > noticeable. > > > > -- > > Kind regards, > > James Milne >=20 >=20 > -------------------------------------------------------------- > ----------- > Take Surveys. Earn Cash. Influence the Future of IT > Join SourceForge.net's Techsay panel and you'll get the=20 > chance to share your > opinions on IT & business topics through brief surveys-and earn cash > http://www.techsay.com/default.php?page=3Djoin.php&p=3Dsourceforge &CID=3DDEVDEV _______________________________________________ GDAlgorithms-list mailing list GDAlgorithms-list@... https://lists.sourceforge.net/lists/listinfo/gdalgorithms-list Archives: http://sourceforge.net/mailarchive/forum.php?forum_id=3D6188 --=20 No virus found in this incoming message. Checked by AVG Free Edition. Version: 7.5.446 / Virus Database: 268.18.3/700 - Release Date: = 24/02/2007 20:14 =20 --=20 No virus found in this outgoing message. Checked by AVG Free Edition. Version: 7.5.446 / Virus Database: 268.18.3/700 - Release Date: = 24/02/2007 20:14 =20 ```