Ring of Brodgar:Object Size

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Some ramblings about object sizes.
For a long time the game used a relative simple coordination system.
Tiles where subdivided by 11.
And object sizes (width & height only => rectangles) where given in integers (neg-layer data), which represented 1/11 tile units.
Here the ":placegrid 11" command came in handy. Which made placing objects border-to-border very easy and trouble free.
Now a days the game has, more or less, switched from the neg-layer to the obj-layer.
The obj-layer uses floats that represent whole tiles.
It also, as its using polygon data, can have any shape. Including multiple polygons per object.
(Each object can also have different polygon sets for different purposed. The final-build hitbox area is currently the main target.)
(Objects that use the obs-layers are prone to some odd behaviors when trying to place them border-to-border. ... )
Rectangles can be represented with just a width & height value, as is currently done on RoB.
Although most objects still use rectangle areas. Some where updated to none rectangle shapes. (like for example the plow or heart-fire)
As long as the object is more or less a solid area it can still use the width & height of the containing rectangle.
(Maybe image(SVG) some of the more intricate cases some day. ... )
Most object size related data on RoB is still given in pure tiles(integer).
This of course needs to be updated over time. ...
(currently objects and items use the same infobox input-names. And also use the same property to store them. This probably should be changed.)
Not sure about how many decimals should be used for these values. Figure Input could be the long version, like 1.234 which is the general used precision in the obs-layer, while the output could be limited to "1.23" or "1.2" (rounded-up ofc)
... (Culled obs-layer render) --.MvGulik. 23:39, 5 December 2024 (UTC)