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In a 3D environment, what kind of scale do you use? For example, in a slightly more realistic FPS, how many API units (e.g. in DirectX, the model coordinates) to how many real-world measurement units?

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In our current game we''re using SI units - the game requires some advanced physics - using SI makes the code a lot more readable and means standard physics formulas can be used as-is without any changes.

The most important thing is to be consistent once you have decided what''s most relevent to you. All artwork etc etc should be using the same units.

--
Simon O''Connor
Creative Asylum Ltd
www.creative-asylum.com

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I definitely agree with Simon... I use SI units for their compatibility with physics and other mathematical equations. I also prefer to use time expressed as seconds (in floating-point representation) rather than milliseconds (expressed in long integer fashion) for this same reason.

I may have it easier, coming from a country that uses metric by default though (the imperial standard amazes me with its complexity sometimes)

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