P-152: Virtual World Concept Update 126: Planet-sized Terrain: Part 5
The zone-based system that I am attempting to implement is turning out to be more difficult than I thought. I am having issues that I believe are caused by 32-bit precision.
At some point I am seriously considering converting the 32-bit position, rotation, and scale variables to 64-bit variables. This would be a lot of work, since I would have to change all of the parent variables as well, since my spherical terrain code extends the sceneobject class.
I would also need to deal with the other sub-classes that extend sceneobject. I would likely need to create a custom sceneobject class for my project. I would also have a lot of other issues to deal with in relation to physics, networking, rendering, and many other areas of T3D that expect 32-bit values.
It would be far easier, both in the short term and the long term, to find a workable zone-based solution to allow a planet-sized mesh to be represented in 32-bit space.
I am assuming the user is on the surface of the planet, and therefore will not be able to see all of the planet, so a zone-based solution should be technically feasible at least.
