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- From: s047@sand.sics.bu.oz.au (Jeremy Lee)
- Newsgroups: sci.virtual-worlds
- Subject: Re: TECH: My standard is better than your standard.
- Message-ID: <1992Jul29.065254.26397@u.washington.edu>
- Date: 28 Jul 92 03:37:30 GMT
- Sender: news@u.washington.edu (USENET News System)
- Organization: University of Washington
- Lines: 80
- Approved: cyberoid@milton.u.washington.edu
- Originator: hlab@milton.u.washington.edu
-
-
-
- In article <Bs03FH.1tI@watserv1.waterloo.edu> D.Stampe writes:
-
- >s047@sand.sics.bu.oz.au (Jeremy 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? I think the best way is to throw out
- >>a "world time scale" and simply ask each of the objects to adopt a time
- >>scale with *certain other objects*. If they adopt it with every object,
- >>including you, then I think you will end up with some unreasonable
- >>behaviour. (eg, you push on the object with a force of 1m/s/s, and it
- >>takes 1.6 billion years to perform the action)
- >
- >One of the basic goudelines for a virtual world is going to have to
- >be "Match the user, dammit!". Why even bother representing something that
- >the user can't see, or model tiny effects that would be swamped by friction
- >or whatever in the real world! We're NOT planning a worldwide network of
- >simulation programs, after all. So as for speed or force, it's OK to
- >set a minimum force threshold for motion (which is part of the object
- description) and allow some quantization. As for speed, same thing applies.
-
- Despite my earlier rantings, I don't see a problem with some objects
- acting wierdley towards the user. If I want to slow down flowing water
- so that it seems like hard playdough, even to me, then I should be
- allowed to do that. I maintain that each object should be aware of
- it's relations with other objects, and work from that, NOT a
- generalised world scaling. What no-one has answered yet is what
- happens when a lot of people all want to scale the world differently!
- Just keep it between objects.
-
- >>>>Allow the object to decide how to scale itself to the world. How else
- >>>>am I going to put a representation of myself into the insides of a
- >>>>virtual single celled animal?
- >>
- >>Er, problem. 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 is 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, and before that I'm going to have all
- >>sorts of overflow problems due to not fitting in the world. Answer: Use
- >>128 bit numbers, and "actual size" scaling. Accept no substitutions!
- >
- >The answer to this has to do with how people percieve themselves. You
- >MUST have some constancy in your world, even if it's just the size of
- >your arm. Therefore the default should be to match your height in local-
- >scale units (which will relate directly to the size objects appear on-screen).
- >You now use the world-scale of the area you stepped into to draw objects in
- >this area, translating them into local
- >Part of the world description would be a referant to how big people
- >should appear (you get the general idea).
- >"very tall" in both worlds, whether that height is 100m or 100um.
-
- From my point of view, "Scaling mself" would mean altering the
- geometry of my defined body-object (proportionatley, of course.) and
- changing my focal length and viewing port. I am the only object that
- changes. Other objects (and people) likewise see me change. If I
- begin tampering with "world scales", then everybody is going to be
- affected and possibly upset.
-
- Please remember that tranlating between local-scale units and
- world-scale units, as you suggest, will require extra computation for
- every spatial operation done.
-
- >This type of scaling has to take place anyway. Overconcern with things not
- >representable to the user will not add to the VR experience, but will
- >result in a slow system.
-
- I don't see how maintaining a fixed overall scale, within which
- individual objects are free to alter their own size/geometry, can result
- in a slower system, compared with a scheme in which everything alters
- when you want to change the world scale. And, as said before, multiple
- users will begin to conflict over the world scaling.
-
- ***********************************************************************
- * . Jeremy Lee s047@sand.sics.bu.oz.au Student of Everything *
- * /| "Where the naked spotless intelect is without *
- * /_| center or circumference. Look to the light, *
- * / |rchimedes Leland, look to the light" - Dale Cooper *
- ***********************************************************************
-