On 3/6/07, Eugen Leitl <[EMAIL PROTECTED]> wrote:
Consider voxels. Most agents don't have to deal with anything remote at a high-precision level. A nice structure to use with object positions is to use short-integer voxel-relative coordinates. Something like typedef struct voxel_struct { char id; char x; char y; char z; } voxel; and space as voxel voxbox[SIZE];
What simulation algorithms did you have in mind with that data structure? There are good reasons for the typical emphasis on floating point, polygons and more sophisticated structures; the human eye and brain track things to better than 1/256, and so do embedded computer systems; integer arithmetic is not necessarily faster than floating point on modern hardware (and can even be slower); and frankly, we're nowhere near the stage at which worrying about what kind of machine word to use is useful rather than harmful (premature optimization is the root of all evil and all that). ----- This list is sponsored by AGIRI: http://www.agiri.org/email To unsubscribe or change your options, please go to: http://v2.listbox.com/member/?list_id=303