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- Newsgroups: sci.virtual-worlds
- Path: sparky!uunet!cs.utexas.edu!usc!sol.ctr.columbia.edu!destroyer!ubc-cs!uw-beaver!news.u.washington.edu!milton.u.washington.edu!hlab
- From: broehl@sunee.waterloo.edu (Bernie Roehl)
- Subject: Re: TECH: My standard is better than your standard.
- Message-ID: <Bs04FJ.2Dx@watserv1.waterloo.edu>
- Originator: hlab@milton.u.washington.edu
- Sender: news@u.washington.edu (USENET News System)
- Organization: University of Waterloo
- References: <1992Jul26.075023.9336@u.washington.edu>
- Date: Sun, 26 Jul 1992 15:02:06 GMT
- Approved: cyberoid@milton.u.washington.edu
- Lines: 29
-
-
- In article <1992Jul26.075023.9336@u.washington.edu> s047@sand.sics.bu.oz.au (Jer
- emy Lee) writes:
- >Why a world time scale? If I want a process over here going at 1
- >nanaosecond per second, and another over there going at 2 nanoseconds
- >per second, does that mean I can't?
-
- The speed at which your process runs is up to you (and to the hardware :-) )
-
- However, if we agree that some sort of timestamping is desireable, we have
- to agree on a "tick" length unit for any given world. Different worlds can,
- of course, each have their own time scale.
-
- >What if I go straight from a world in which I had scaled
- >myself up to galaxy size, then I zap over to another world that it at,
- >as you say, the size of single cell. I've got to be able to see what I
- >am doing before I re-scale myself
-
- >Answer: Use 128 bit numbers, and "actual size" scaling.
-
- The trouble with 128 bit numbers is the overhead involved in processing them
- (and transmitting them over networks). For a VW to be useful, it has to have
- reasonable performance.
-
- --
- Bernie Roehl, University of Waterloo Electrical Engineering Dept
- Mail: broehl@sunee.waterloo.edu OR broehl@sunee.UWaterloo.ca
- BangPath: uunet!watmath!sunee!broehl
- Voice: (519) 885-1211 x 2607 [work]
-