I have few questions for my world editor, instead of polluting the forum with 3 Polls (lol) I will ask all the 3 questions in this topic:
1)Wich is a reasonable world limit for a "unlimited world"? Select a number from the list.
2) Z up or Y up? What axis do you think will be the best for looking up or down?
3) every tile will be long ? (1 meter , 0.5 meters, 0.25 meters, 2 meters, more than 2, less than 0.25?).
Any thinking or suggestion is wellcome
Junior Irrlicht Developer.
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whichever axis _you_ are more comfortable with. It'll be transparent to the player, right?
1 meter should be fine?
Also, what kind of game/system/thing are you going to make? :P
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1. Doesn't really matter I think, also depends on what kind of unlimited world you want to make (a repeating world or just a very huge world?)
2. I've always preferred Y as the vertical axis, they taught it to me like that way back in highschool and I've stuck with it (but just do whatever you feel comfortable with, a lot of editors support both)
3. 1 meter is one of the best options to prevent floating point errors for as long as possible in position calculation
Because i want to give the chance to make terrain zones as much detailed as possible. The tile size depends only on the LOD . so nearby terrain zones will be always at the maximum LOD available.
I prefer Y too as vertical axis. But maybe other people has preferences
Junior Irrlicht Developer.
Real value in social networks is not about "increasing" number of followers, but about getting in touch with Amazing people.
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1.- Drive your world from a database. The only limit would be the amount of hard drives you wanted to dedicate to it, and your working limit would be that of the far plane of the camera.
2.- Use Y as the up vector. The only software that uses Z as the up vector is 3DSMAX, the rest use Y.
3.- As close to 1 as posible, being 1 the perfect choice to avoid rounding errors, as people here is suggesting.
"There is nothing truly useless, it always serves as a bad example". Arthur A. Schmitt
Mel wrote:1.- Drive your world from a database. The only limit would be the amount of hard drives you wanted to dedicate to it, and your working limit would be that of the far plane of the camera.
even that could have a work around, you can just write a custom, highly optimized skybox that puts up planes or whatever of low-detailed silhouettes of whatever is farther than the cameras far point. that wonderful thing about computers is that since they are virtual data interpretations there really is no limit... well.. I won't bother to explain, just read my signature.
SuperMel wrote:
2.- Use Y as the up vector. The only software that uses Z as the up vector is 3DSMAX, the rest use Y.
*coughCough*
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