G33X Nexus Entertainment > Precursors
RE: Models, screenshots, etc... in Developers' Discussion
Morgul:
Well, I've got an old version kicking around somewhere. I'll talk to him tonight, and see if I can get him to send me the latest greatest version.
I only mention nanometers for the simple fact that it's an absurdly small number. Then again, it's small enough that we could do some Shit Fuck Magic (tm) and have it appear like a float but really be an RBI measuring in nanometers. As for fixed point, it shouldn't be too hard.. he might already have that in there. I know he's got integer arithmetic... and it's not too far a leap to fixed point.
One concern I have is that most of his work recently has been on a port to Pic ASM he did of this code. He's planning on back porting his work, but I don't know what stage the c++ lib is at with the back port. If he tells me what needs doing, I can actually back port it for him... and possibly even add fixed point arithmetic too. We'll see.
contingencyplan:
Kickass. I'm up for working on that if need be - it doesn't sound too difficult, and something that we can play around with SFM optimizations, too.
Template metaprogramming, for example. ;D
Morgul:
--- Quote from: contingencyplan on October 18, 2006, 01:46:30 am ---[...]Template metaprogramming, for example. ;D
--- End quote ---
Say what? *blinks* I'm a fomer CS major, and I swear that's in wookie, or twi'lek, or something.
contingencyplan:
If you're joking - "haha".
If you're serious (i.e., never heard of "template metaprogramming")......
Wait till you see RaptorNL when I'm finished. 8)
Remember: I can do things with C++ nobody should be able to do.
(This, and the possibility of using SequenceL for writing the generation algorithms is one of the main reasons I wish Recon would get back to me on the double... :-\)
whitelynx:
Ok, as far as really big numbers...
First off, there's next to no chance of us getting CS to change the coordinate system used in the base libraries. (especially the renderer) If nothing else, it would require hardware support on the video card end, and that's something that just won't happen.
However, if we took my second suggestion (the rendered area of the world being centered around the player or camera) and then used an RBI/RBF implementation as our "universal" coordinates but converted back into float when doing rendering and localized stuff like physics, then it would probably work pretty well.
Now... as far as getting decimals out of RBI. I think the best way might be to store an exponent, which should only need 8 bits or so (that's all that's used in float) and then use RBI as the mantissa. (or, technically, "significand") If we use all 8 bits of the exponent as denoting a negative exponent, this gives us quite a bit of precision, and since RBI is the mantissa we won't need the exponent to make bigger numbers. (only smaller) To compute the actual value of a number of this type (let's call it RBF for simplicity) you use the following formula:
--- Code: ---mantissa * 10^(-exponent)
--- End code ---
This gives us a precision of about 10^-256, which means about 0.0000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000001
If that isn't enough precision, then you're too damn picky.
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