Hello, just some thoughts from a lurker. :-) What if high level objects and the camera have an extra "coarse" origin that is snapped to a grid whose grid distance is a large power of 2, so the values are exactly representable in floating point variables in the same scale. Then fine origins are relative to these. OK, not infinite, but this extends the space somewhat, while keeping nearby objects accurate. When an object moves, the coarse origin may need to snap to another grid point sometimes, and this involves new coordinates for the fine origin.
> In practice, precise consistancy is the *least* of people's worries when > setting up a rigid body physics simulation; setting up the system takes > a lot of tweaking just to prevent it from flipping out. > > Here's a harder question: how do you handle the physics for an object > that's passing through or straddling a portal? >
The portal link may need more than the point where the object will appear in the other space. The door needs an entry direction vector in space A and an exit direction vector in space B, and these are made the same from the object's viewpoint. The speed, angular velocity, etc can be projected. There may be other problems I can not see at first look though. Peter
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