Re: recurrent space model

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Mario Veraart (rioj7++at++fel.tno.nl)
Mon, 25 May 1998 18:12:20 +0200 (MET DST)


Monica Paolini wrote:
>
> I am trying to set up an application which simulates self-motion
> is a very simple environment which should be able to run continuously
> -or say for a couple of hours. The background is homogeneous 3D set
> of pfLightPoints. Currently I create a large enough number of light
> points in a large enough space that self-motion is possible for only for
> a few seconds without going out of the defined region. But of course
> this is not a good solution.
>
> I would like to be able to define a small 3D region, put my light points and
> then re-present the same region whenever necessary, so that the background
> with random dots is constantly there. As long as the borders of these

(Tip of Angus Dorby)
If you want to achieve the effect of stars in the sky you can put the
'stars' geometry below a pfDCS and let it move with the viewer.
xyz of DCS == xyz of viewer, hpr of DCS == 0,0,0.

> regions are seamlessly integrated I do not mind that the same random pattern
> of light points appears again and again. From what I understand, this should
> be something like texture tiling, but with a volume of space being the tile
> instead of a texture. Or maybe it is possible to construct the 3D region
> with random dots as a texture.

If on the other hand you want to have the effect of flying trough the
light points (Star Trek Warp) you can just repeat a random placement
of points below a couple of DCS nodes that each belong to a different
type of tile.

> I have not found any information on how to build such a recurrent model
> of space --or about other ways to solve this problem, although it seems
> that should be rather common. I will very much appreciate any help
> you could give me.

If you have a very large region of space filled with tiles you better
move the terrain tiles in stead of moving the viewpoint. And keep
track of the tile and view positions in a double and convert the
difference to a float and use that as the translation component of the
pfDCS that is positioning the tile in the scene.
In the archives there is complete description of this algorithm.

Mario
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