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Dec 8th, 2004, 07:18 PM
#1
Thread Starter
Ex-Super Mod'rater
Optimum Scale... Units per Meter
When making a 3D game I realise you can get away with using any scale, for example 0.000001 can be 1 meter or 100 can be one meter. Its just important that its all constant, well is there any optimum scale that should be used? Like if your using 0.00000001 as a meter then soemthing moves 1cm then the acuracy of a float might throw a wobbly over this and mess up your game. However usign a scale too big can have the same effect so I was just wondering whats the best.
Would be great if anyone knows of some articles on this but if not what do you normally use .
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Dec 8th, 2004, 07:20 PM
#2
Re: Optimum Scale... Units per Meter
I have no idea...when we where planning making a game and use our school as the map I thought abou the same thing. But since we havn't done it yet, I havn't tested.
In the Westerngame I think I used 4 as a meter, because it did fit my terrain, was thinking about using 5, but that got nasty.
I have no links...but I am happy to google togheter with you...
ØØ
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Dec 8th, 2004, 07:34 PM
#3
PowerPoster
Re: Optimum Scale... Units per Meter
Thank god for metric or this could get frusterating.
Those crazy imperialistic Americans.
I'm with you, and I did some searching; didn't come up with much more than 'its your choice'.
I enjoy the scale of 1 unit = 1 meter
I can instead just call it all properly now
.001km, .01hm, .1dhm,1m,10dm, 100cm, 1000mm,
so a car can go 60 * 1000 units/ per second to achieve km/per second. By that I attemp to create realistic distances.
"From what was there, and was meant to be, but not of that was faded away." - - Steve Damm
"The polar opposite of nothingness is existance. When existance calls apon nothingness it shall return to nothingness." - - Steve Damm
"When you do things right, people won't be sure if you did anything at all." - - God from Futurama
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Dec 8th, 2004, 07:38 PM
#4
Re: Optimum Scale... Units per Meter
Yeah it is convinient...but as long as you have a scale factor it doesn't matter much...but I must say that I think it has much to say about what you are making too. If it is a detailed room, then I would have used smaller values, but if it was a BIIIG open terrain I would have used bigger values. It all comes to pixelation in the end when you add the textures. "how many texture pixels in the screen at the same time".
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Dec 8th, 2004, 07:41 PM
#5
Thread Starter
Ex-Super Mod'rater
Re: Optimum Scale... Units per Meter
I was actually thinking of something like 10 or 100 for a meter as I don't pla on having hurge maps but if i was to have really big maps then your low value numbers don't matter "as much" so I'd then go for 1 or 0.1 for a meter. Just I'd been thinking someone must have wrote an article on this somewhere but i guess its another one of those things that really depends on the scale of your game world . Maybe one day I'll be writting that article along with a formula for any size maps *dreams again* .
When your thread has been resolved please edit the original post in the thread (  )
and amend "-[RESOLVED]-" to the end of the title and change the icon to  , Thank you.
When posting Code use the [VBCode]Code Here[/VBCode] tags to be able to use the code highlighting.

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Dec 8th, 2004, 07:42 PM
#6
Re: Optimum Scale... Units per Meter
Looking forward to that article....
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Dec 8th, 2004, 09:01 PM
#7
Re: Optimum Scale... Units per Meter
I am not sure if it helps that much, but at least I found an intresting thread about it...:
http://www.gamedev.net/community/for...opic_id=175717
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