Infinitive world

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Infinitive world

Postby PJani » Wed Oct 14, 2009 2:45 pm

Hy i have one problem.
i need to create almost infinitive world.
I will start lossing precision and i cant define inf world with setworldsize
Any idea how can i do that???
mybe paging world...when object goes out of bounds of some world then move(copy to new world and delete in old world) object to next world???
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Re: Infinitive world

Postby Julio Jerez » Wed Oct 14, 2009 3:15 pm

have you resulve the problem with the graphics.

that is one of the feature I have being thinking about,
But since no one had a need for it did no move forward with it.
It is a Page or Segmented world were the Position of Each body have two values.
The Segment is set by the BroadPhase and the Offset by the Physics,
All bodies in one simulation step must have the same segment base, so only one segment can be active
But the Segment can overlap. a Physics adress is calculate as

Position = Segment * WorldSize * 0.5 + offset

the if All segment i one island are equal then the segment part can be droped, and the postion is the offset
Position = offset
since all the high order bit are in Offesst this can allowe fo Virual unlimited worlds
I feature like this can allow for very large wolrd liek Wold or wrcraft.
I borrowed the Idea from the old x8086 Segmemnted archecture.

Had you solve the issue with grachics?
how soon you need that?
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Re: Infinitive world

Postby PJani » Wed Oct 14, 2009 7:59 pm

With graphic i dont have problems, yet...

How soon, hmm no hurry... i am doing this project as low priority, because studying stared...
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Re: Infinitive world

Postby PJani » Thu Oct 15, 2009 11:10 am

If you will start implementing this thing when it will be 'finnished'?
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Re: Infinitive world

Postby tod » Thu Mar 04, 2010 4:44 pm

To resurrect this thread, leaving aside changes to the newton engine, does anyone have any idea how one could implement some paging at this stage?
I was thinking for example of creating a new newton world that overlaps a part of the old world and just switch one on, and the other of at some time, so that bodies with kinda "fall" in the new world.
Can this be done in principle? Or any other idea will certainly be useful.
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Re: Infinitive world

Postby JernejL » Sat Mar 06, 2010 3:01 pm

The newton worlds are more like separate universes. they can share shapes, but it's not a basic function of newton to provide dynamicly interacting universes, althru nothing is there to stop you from doing that manually.
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Re: Infinitive world

Postby tod » Sat Mar 06, 2010 6:42 pm

Yeah, I'm trying to do just that, have multiple physics worlds and move bodies between them. And also ray casts, and probably more. Wish me luck! :p
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Re: Infinitive world

Postby Julio Jerez » Sat Mar 06, 2010 10:42 pm

The problem is It is not just the soze of the work, it also have cope with the lost of presition when bodies are far away from the origin.
to solve this the object need to have and segment offset location similar to the old 8086 architucture.

so the poition will have represented by segment, and a float.

teh segment can me and integer and teh offset a normal float.

the final adress can be is calculated x = seg.x * sectorSize + offest.x
then a class will have to be implemented to handle all the arithmentic without lost of precision.
It also need a modification of eth Broadphace to have physical and local adresses.

It is not imposible, but it is an architetural change too big for 2.0, is better to leave it for Newton 3
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Re: Infinitive world

Postby tod » Sun Mar 07, 2010 4:50 am

I understand that Julio, I was actually looking for pointers on how to do paging myself.
Right now I'm trying to have multiple Newton worlds running at the same time and when an object exits one world move it to the neighboring world. I've added an origin vector for each world and plan to translate from physics world(page) position to graphic system/ logic system world position.
I was hoping someone knew more about this kind of undertaking, because I would hate losing some weeks on the wrong approach.
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Re: Infinitive world

Postby Julio Jerez » Sun Mar 07, 2010 8:55 am

if your world do no overlap, then you can have then coexisting liek indendent universe that do no see each others.
All in teh same space,
the problem happen when object form one worlds go to another world, and when worlds overlaps.
the si why I say it need to havea Big Number Reapsenation class, which corrent Newton do no support.

In the Current Stare on Newton it meay be too slow or too messi doint it with multiple world.
you can however use a very big world and use the double precision library.
and you can use the Scene collision to add you pages as the static world in each page.

double presicion solves the acuracy problem, and the Scene collision solve the paging problem.
to activet and Deativate pages you can use the Island callbacks, and supend simulation whne teh isladn is in and deactive page.


I do not want to go into planning of anything like that until I resolve all of the problems I am having now with the presentation of the engine.
plus some unfinish features that I need to have a good interface for.
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