Jump to content
  • Advertisement

Archived

This topic is now archived and is closed to further replies.

Psybr

Scale

This topic is 5920 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

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?

Share this post


Link to post
Share on other sites
Advertisement
Whatever you want. Pick metres, feet, inches, cubits or light years as appropriate and what you feel more comfortable with.

Share this post


Link to post
Share on other sites
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

Share this post


Link to post
Share on other sites
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)

Share this post


Link to post
Share on other sites

  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!