X4.01-d | is this a bad idea?
Mmm ... OK. Maybe it isn't.
At least ... "the thing" is telling me that it isn't. The technical term would be 'Segulo' - which
is how I named it and since I don't think there's a technical term existent in this world yet,
that's what it's ... actually called. Apart from whatever actual term God would be going by.
I suppose I have to write about it at some other point; I may have mentioned it before - but
nowhere in 'the contemporary text' of this site. It's a testimony thing. Essentially an imaginary
box that's supposed to pass through a kind of forcefield/threshold. And despite its boolean nature
it's quite nuanced. I'm still puzzled over how to estimate its accuracy - though I think the two
primary factors are personal clarity and God willing. So, while I technically rely on its accuracy
- I've also learned to ignore it at times; Which comes down to how it behaves or how I feel about
it.
Anyway. So ... after having done some of the rewriting/renaming and touch-ups here and there; I've
also come around to doing some of the intro-screen stuff; While technically still stuck on that
problem.
Much of the rewriting/renaming came down to consolidate the previously mentioned and thus far
established 'solution', with the problem now being the nitty gritty of ... basically applying that
to the next problem; Which comes down to ... I guess we could say 'control flow and usability'.
Though at the heart of it is, I suppose, an ideal - the problem is to figure out what that looks
like. I've gone back and forth on a few attempts thus far - though it's more like multiple back
and forths of varying degrees accross the spectrum of the issue, that may or may not have led to
some degree of spaghettification of the code; So ... part of what I'm working on right now is to
clean things up. Again.
And the thing is that there ... are, or seem to be, a lot of "movable parts". Though there aren't,
in and of itself, a lot of ways to go about it - there's, due to the amount of parts involved, a
large variability of where to put what and how to organize things. And so, I come to a first
glorious insight for what to focus on - which is the fact that the ideal depends on the multiple
processes and tasks that the system has to accommodate for. Though, I guess so far it hasn't ever
really helped all that much to "focus on the process" - due to how many things any one of those
processes that I kept being puzzled over would need.
But I sure have to keep that in mind.
In fact - that's kind of why I'm writing this.
Instead of this being simply an update ... I actually meant to work out a solution for one of the
problems I'm facing. Which is, I suppose, just to wire you into what I'm currently looking at. So,
we're roughly on the same page I guess.
So, the problem right now is two-fold. On the one hand side I'm trying to make room, or space, for
implementing the drawing/rendering routines into the structure; And on the other I'm trying to figure
out how to best make that structure "internally consistent", we might say.
To better explain what I mean or what I'm looking at, it might be best to take a Galaxy as an
example. And I just realize how much potential screen-presence a Galaxy might have. It would seem to
be the most ... problematic celestial structure I have to deal with. Well, depending - of course -
on how mu... well.
So, the big thing is that from afar a Galaxy is but a point. That is - depending on the resolution -
there's an amount of pixels a Galaxy of a given size and distance would occupy on the screen. Below
a certain amount, a simple sprite will do. Above a certain size I might want to consider going a bit
further - as to perhaps allow some distinction between the Galaxies. At least, perhaps, between
those that are just 'empty' and those that actually have stuff in them. Then, a bit closer still and
the individual structure of the Galaxy becomes something to be mindful of. At any rate - that is the
mid-point between sprite and up-close-and-inside representation.
Now are Galaxies however also only one of a few things that I want to have there. It's also one of
those things that are perhaps only things at a distance, while 'up-close-and-inside' the thing
disperses into something that wouldn't necessarily stand out. But to properly work with how to structure
those elements, I first need something to work with. But that's a different story.
Parts of it at least.
Right now I'm more concerned of the virtual framework. And apart from wiring the rendering routines
into it, there's also a concern to make it virtually functional. And the way I feel about that, it
comes down to trying to not overlook the Forest for the Trees.
The big problems are I think first of all rendering problems. When those are adequately solved, so
it might be, there's also a foundation for the virtual aspects. I mean, that's ... something that
... seemed to make sense while I tried to outline the drawing components.
I mean - to ... get stright to the core of the problem I meant to discuss here:
There is or would be a certain logic to the depth of space. At first the issue is mathematical and
that establishes the basics of what I'm working with. So, with a draw-distance of 1000, I say that
a Galaxy with a radius of 500 is the upper limit of what works when being inside one. Sort of. For
galaxies larger than that, some extra math-magic has to be done.
Also, based on that, an "inner void" can be calculated. Within the proper limits that would be a radius
of 1. So, the inner void is where things are 'too close' to be drawn. On "the other side" is the
"target area", or how to call it, which is a radius around the target spot for various proximity
enhancements, such as ... moving from sprites to higher detail models. Using that are as a base -
a new 'maximum radius' can be produced. So, if we say the radius is 50, the new upper limit would
be 50000; Which is well beyond what I need.
And that might be the first thing for me to take-away. Though it's always been ... itching on my
mind - I find it difficult to hold on to these ideas or insights ... in the moment. Like so I might
be staring at my code for hours - unable to move on because all the ideas are more on the vague side.
That ... and I'm usually working on other things that make it difficult to see the connection.
The next thing is also - well, now more of a "duh" moment. I mean, the general layout of these
structures entails we might say a box that has an "entry level" ('full size') and a "target level";
But so far I struggled to make proper sense of the in-between. That because technically it doesn't
need to be there - and ... oh, OK. I ... yea. Issues that at first don't pop up.
Anyway - so, here VR and Rendering co-incide in that the various layers of detail co-incide with
the proximity enhancements required. But uh ... .
OK, so - to summarize, for me the solution right now is this: As an environmental compound, these
structures need to be set up by type; Rather than magnitude. The basic detapoint required is the
'target radius' - which alongside some possibly globally defined buffer space factor also produces
the loading thresshold. This 'target sphere' is thereby also associated with drawing mechanisms
more or less unique to itself. The problem here is to make sense between different types of
structures that exist on the same magnitude. But ... more on that ... later?
This drawing stage is distinct from the environment's "full size" representation - while on setup
additional layers need to be added in case additional layers of detail are needed. Each of those
also requires a radius that then matters for loading and drawing - and technically may stretch the
top-limit even further but that's beside the point.
One reason why I didn't like it right away is that this 'distance scaling' messes up what I call
the 'Vectorspace'. And here the issue is mostly ... I guess ... a form of stubbornness. Or what
we germans call "standing on the hose" or "having a long conduit" - to say, processing speed is
impaired, if present at all. I mean, I'd try to make it easy on me and maintain that these
different layers don't require me to translate position coordinates of moving objects between
them. And to keep things within limits is like a superstition born from an earlier approach to
the problem. Like so, while the only concern was on the ground near stuff, it seemed reasonable
to have different units for different layers as that's how the grid should work. In deep space
things are a bit more flexible - at least a grid isn't really all that useful anymore - at least
not on par with a tile-based surface - and so I somehow got something mixed up it seems. For, the
matter is that the distance scaling can all be computed into the modelview matrix. The units don't
need to change. So, the vectorspace is consistent up unto the limits of the floating point numbers
used. And that's dawning upon me now that I've somehow imposed it upon me to deal with whatever
side-effect the conclusive solution requires. Does this make sense?
Uhm, yea. Being forced into situations can change our perceptions. That's also why people emphasize
experience over theory. Or otherwise argue that making mistakes is important. If you can learn from
them.
Anyway ... I guess this is ... enough for now.
I mean ... also often enough one can also overthink things; Spending too much time writing about a
thing, or drawing blueprints, as opposed to just doing it. I mean, it depends - I suppose - on the
situation; And one's mental capacity.
Peace!
:) ... I recently got the payback(?) from my electricity bills - uh. For having used less electricity
than I paid for, I got around 200 bucks back. It was tempting to spend it on the MGEX Freedom Strike,
but I opted for something else; Though the shipping fees exceed the costs of the kit itself. It ...
seems really unreasonable ..., but still cheaper than getting it from e-bay. I mean, it doesn't seem
easy/cheap to get hands on ecopla kits outside of Japan. Which also begs the question if it's still
... 'economic' ... but that's more ... a problem for another day.