[GDAlgorithms-List] Re: [Algorithms] Scale, camera, and world units and how it affects perception
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From: Michael S. H. <mic...@in...> - 2000-07-14 20:41:12
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This can easily get WAY off topic for this list, but given your example below, no. The ant will see more of the terrain because of the placement and nature of his eyes. He won't see more because of where he is (assuming that placement doesn't make much difference), but rather because of how he sees. At 04:27 PM 7/14/00, you wrote: >This has been something I have mulled for some time. What _really_ >denotes scale in a 3D engine? I currently run a ROAM based terrain >engine with units like tanks, planes, yada yada. Obviously the scale of >objects moving by the viewer affects the perception of speed and size of >a world unit. > >So, this would lead one to believe that as long as you are consistent >with your units (as I am), then everything would be fine. And indeed, >if I put a 2000 m cruiser in space and fly in a ship at 200 m/s it takes >10 sec to fly by the ship. Fine and dandy. > >But... something about this just doesn't seem correct. I saw a previous >thread on this but I still think I need someone to shed some light on >this for me... > >(e.g. if you have in the same 3D engine the view from an ant on the >ground and a view from a human walking above... aren't there viewport >changes from the two vantages beyond moving the camera around and the >fact that the camera is higher above the ground on the human? I mean, >if the human stuck his eye on the ground level with the ant's viewpoint, >doesn't the human still see more of the terrain than does the ant?) > >-kirk > > > > >-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= >To unsubscribe from this list, send an e-mail to >"do...@3d..." with the following body: > >leave algorithms > >Web Archives of this list can be found at: >http://216.101.212.117/cgi/doweb.exe?list=algorithms >-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= |