{"id":3129,"date":"2016-06-21T20:15:39","date_gmt":"2016-06-21T19:15:39","guid":{"rendered":"http:\/\/phoenixgamedevelopment.com\/blog\/?p=3129"},"modified":"2016-06-21T20:15:39","modified_gmt":"2016-06-21T19:15:39","slug":"p-152-virtual-world-concept-update-126-planet-sized-terrain-part-5","status":"publish","type":"post","link":"https:\/\/phoenixgamedevelopment.com\/blog\/p-152-virtual-world-concept-update-126-planet-sized-terrain-part-5\/","title":{"rendered":"P-152: Virtual World Concept Update 126: Planet-sized Terrain: Part 5"},"content":{"rendered":"<p>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.<\/p>\n<p>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.<\/p>\n<p>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.<\/p>\n<p>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.<\/p>\n<p>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.<\/p>\n<p>&nbsp;<\/p>\n","protected":false},"excerpt":{"rendered":"<p>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 [&hellip;]<\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"closed","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[2,17,10,11],"tags":[],"class_list":["post-3129","post","type-post","status-publish","format-standard","hentry","category-art-and-designs","category-p-0","category-software-and-games","category-spiritus-astrum","has-post-title","has-post-date","has-post-category","has-post-tag","has-post-comment","has-post-author",""],"aioseo_notices":[],"builder_content":"","_links":{"self":[{"href":"https:\/\/phoenixgamedevelopment.com\/blog\/wp-json\/wp\/v2\/posts\/3129"}],"collection":[{"href":"https:\/\/phoenixgamedevelopment.com\/blog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/phoenixgamedevelopment.com\/blog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/phoenixgamedevelopment.com\/blog\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/phoenixgamedevelopment.com\/blog\/wp-json\/wp\/v2\/comments?post=3129"}],"version-history":[{"count":2,"href":"https:\/\/phoenixgamedevelopment.com\/blog\/wp-json\/wp\/v2\/posts\/3129\/revisions"}],"predecessor-version":[{"id":3138,"href":"https:\/\/phoenixgamedevelopment.com\/blog\/wp-json\/wp\/v2\/posts\/3129\/revisions\/3138"}],"wp:attachment":[{"href":"https:\/\/phoenixgamedevelopment.com\/blog\/wp-json\/wp\/v2\/media?parent=3129"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/phoenixgamedevelopment.com\/blog\/wp-json\/wp\/v2\/categories?post=3129"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/phoenixgamedevelopment.com\/blog\/wp-json\/wp\/v2\/tags?post=3129"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}