[vos-d] Online Space
Peter Amstutz
tetron at interreality.org
Tue Feb 6 13:54:58 EST 2007
On Fri, Feb 02, 2007 at 12:15:47PM +0900, chris wrote:
>
> Yes - that's why we use a single continuous world space. Many systems
> like VGIS divide the earth into fixed sized sectors. This sort of
> segmentation creates many overheads.
> The Dungeon Siege game segmented its world into SiegeNodes, each
> with its own local coordinate space. When the viewpoint crossed a
> boundary between nodes, the local coordinate system changed to that
> of the node being entered and a ``Space Walk'' began.
> The space walk visited each active node and recalculated coordinate
> transforms to shift objects closer to the new local origin. This
> ensured coordinates did not get large enough to cause noticeable spatial
> jitter. It uses considerable processing resources to do space walk and
> the frequency of performing recalculations has to be limited: ``as
> infrequently as possible to
> avoid bogging down the CPU'' {Bilas}:
> http://www.drizzle.com/~scottb/gdc/continuous-world.htm
Okay, I've had a chance to read over and digest the "continous world"
document. As I understand it, the "world" is basically a set of "nodes"
which are connected to form an adjacency graph. The edges describes how
the nodes are oriented/transformed in space in relation to each
surrounding node. The camera works in the coordinate space of whatever
particular node it's on, and everything else is recentered relative to
the current node.
I think this fits in very well with using portals in VOS. A normal
portal is a polygon in space which causes the renderer to recursively
start rendering the sector behind the portal, clipped to the portal
polygon. This works nicely for indoor areas because if the portal isn't
visible, it doesn't have to consider the room behind the portal at all.
It's also used by some engines to connect indoor and outdoor areas (for
example, I believe indoor areas in World of Warcraft are portals to a
separate map, so that a viewer who is outside the building doesn't have
to consider the building interior in rendering.)
The second kind of portal is a space-warping portal. This works the
same as a normal portal, except that a space transform (rotation and
translation) is applied to the target sector. This means that target
sector no longer has to be in the same coordinate system as your current
space. Your current space has one origin, the space on the other side
of the portal has another origin, and they're defined relative to each
other. Thus, crossing the portal boundary is in effect recentering the
entire space.
I've always been against a unified coordinate system for virtual worlds
for philosophical and pragmatic reasons (you're never going to get
people to agree on how to allocate "space" except via some central
authority), so it's good to consider that this is probably the best
technical solution as well.
--
[ Peter Amstutz ][ tetron at interreality.org ][ peter.amstutz at gdit.com ]
[Lead Programmer][Interreality Project][Virtual Reality for the Internet]
[ VOS: Next Generation Internet Communication][ http://interreality.org ]
[ http://interreality.org/~tetron ][ pgpkey: pgpkeys.mit.edu 18C21DF7 ]
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