by Aaron » Tue Oct 01, 2013 1:21 pm
Hi Mathius,
I apologise for this fault. The heightfield wizard should accept more decimal places. It will probably take me a few days to make these changes, but I'll post back here when it's done.
My guess for the origin of that number is that the game uses a horizontal scale of 6 feet, and someone has zealously converted that into metres without thought to the required precision (6ft = ~1.8288m). One of my first year physics lecturers had a good 15 minute tirade about that sort of thinking and calculation, but I'll spare you a recount. Anyway, I would be greatly surprised if there was any detectable difference between using the 16 significant figures you quote, and, say, 6 sig. figs. L3DT internally stores the horizontal scale as a 32-bit floating point number, which gives 8 significant figures, or about one part in 100 million precision. Over a distance of ten kilometres (~6mi), say, that format gives a precision of about 100 microns; the width of a human hair. The number you quoted looks like a double-precision float, which gives precision of about one part in 10 quadrillion. Over one thousand kilometres (~621mi), that's equal to roughly the diameter of an atom. It is difficult to see how a game could require the specification of positions to atomic precision over continental distances, or if a player could possibly discern the difference.
Moreover, what map file format are you exporting from L3DT into the game? Does it store the horizontal scale with 16 significant figures, or is the scale number going to get truncated when saved anyway?
Best regards,
Aaron.