Hi Miriam,

Miriam English wrote:

> Hi Robert,
>
> Niclas Olofsson's ForestWorld was using something similar to this to
> increase rendering efficiency by breaking his world into square segments. I
> had thought his world was infinite, but he told me some time ago that it
> wasn't. One of the results of his way of world-building was that it opened
> the possibility of making an infinite world quite easily.

bangSpace is "infinite" up to the limit of Java3D, from their spec: "This co-ordinate
system is sufficient to describe a universe in excess of several hundred billion light
years across, yet still define objects smaller than a proton." They use 256-bits for 
xyz
to accomplish that.

>
> Niclas is really the person to speak about this though. I don't know if he
> still monitors this list... I know he is very busy these days.
>
> I was going to spend some time adapting my island world to his ForestWorld
> but I have been quite busy with work lately myself, and the last couple of
> times I looked for ForestWorld it hasn't been up on the net.
>
> I don't see that VNet would have problems with breaking a world into cubic
> segments though -- it seems like just an extension of what Niclas was
> doing. I think it is a great idea.
>
> Does your Sector System unload a cube immediately you leave it? or always
> keep the cube you are in, plus the 6 surrounding it loaded?... or would
> that be 14 cubes surrounding it (including diagonally touching cubes as
> well as face-touching cubes)? If you unload a cube immediately you leave
> it, you could have the unsettling experience of stepping backward over a
> cube border and seeing everything vanish from view.

The system detaches / unloads the cube immediately when you leave it but the
sector is still available in memory for fast re-attachment to the scenegraph.
This could be user defined based on how fast/big computer the client has. Fe. you
could decide to only detach sectors that is nr. x of sector in a give direction.

I'm looking into some kind of garbage collection for unloading sectors permanently
that have been loaded and not been used for x period of time.

I've counted 26 possible different sector directly accessible via one given sector.
9 above, 8 around, 9 below (-->according to my Lego kit .)

> Is it possible to use smaller segments, say 10 meter cubes? And adjust the
> trigger distance for loading segments?

Yes, maybe that would be better and always keep x number of sectors visable in
any given direction. Good point, I�ll look into this ;�

Warm regards,

R�bert Vi�ar Bjarnason
[EMAIL PROTECTED]

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