{"id":7584,"date":"2018-12-30T21:00:15","date_gmt":"2018-12-30T21:00:15","guid":{"rendered":"http:\/\/phoenixgamedevelopment.com\/blog\/?p=7584"},"modified":"2018-12-30T21:00:15","modified_gmt":"2018-12-30T21:00:15","slug":"p0-a3-part-501-persistent-server-refactor","status":"publish","type":"post","link":"https:\/\/phoenixgamedevelopment.com\/blog\/p0-a3-part-501-persistent-server-refactor\/","title":{"rendered":"P0-A3: Part 501: Persistent Server Refactor"},"content":{"rendered":"<p>I have completed some preliminary tests for the refactoring of the persistent server.<\/p>\n<p>The issue was that I was placing persistent objects using the unity transform, which stores positions in 32-bit precision, which isn&#8217;t enough. <\/p>\n<p>By storing the positions in 64-bit, and performing all calculations in 64-bit, then simply setting the transform to that value, I seem to be able to maintain precision.<\/p>\n<p>This will take several weeks to get working properly, but it should allow me to place or move objects anywhere in the universe sectors with no issues. <\/p>\n<p>I should also be able to optimise and fix some other long-standing issues with the code, and add a better streaming and paging system.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>I have completed some preliminary tests for the refactoring of the persistent server. The issue was that I was placing persistent objects using the unity transform, which stores positions in 32-bit precision, which isn&#8217;t enough. By storing the positions in 64-bit, and performing all calculations in 64-bit, then simply setting the transform to that value, [&hellip;]<\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"closed","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[18,3,17,10,11],"tags":[],"class_list":["post-7584","post","type-post","status-publish","format-standard","hentry","category-a3","category-astral-realms","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\/7584"}],"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=7584"}],"version-history":[{"count":1,"href":"https:\/\/phoenixgamedevelopment.com\/blog\/wp-json\/wp\/v2\/posts\/7584\/revisions"}],"predecessor-version":[{"id":7585,"href":"https:\/\/phoenixgamedevelopment.com\/blog\/wp-json\/wp\/v2\/posts\/7584\/revisions\/7585"}],"wp:attachment":[{"href":"https:\/\/phoenixgamedevelopment.com\/blog\/wp-json\/wp\/v2\/media?parent=7584"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/phoenixgamedevelopment.com\/blog\/wp-json\/wp\/v2\/categories?post=7584"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/phoenixgamedevelopment.com\/blog\/wp-json\/wp\/v2\/tags?post=7584"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}