what does one do when you want really big world coordinates, and lots of accuracy, say coords going up to 1 million or so, and 2-3 decimal places of accuracy? this is more that a float can do.
is this avoided in level or cell based design because levels are never that big?
in a title i'm working on (a ww1 era flight sim), the world is about 10,000 miles across, and movement rates are on the order of inches per turn. i've gone to a sector-coordinate (cell-coord?) system. the world is 2500x2500 sectors, each with its own world axis. and a sector is 10,000 x 10,000 D3D units in size. in another title i'm doing (fps/rpg), the world is 500x500 map squares (sectors/cells), and each map square is 26400 x 26400 D3D units.
the sector-coordinate approach requires special routines that work with sectors and coordinates for calculating range, heading to target, angle to target, normalizing locations to coordinate ranges of 0 to 10000, and converting locations to camera relative coordinates for drawing.