Open apodgo2 opened 7 years ago
This change will make Microblocks equal to about 1.5 feet in size. This will require rescaling of the entire world at runtime, which shouldn't be a problem, but will need to be taken into account by the MapGenerator and stuffs
Issue here:
We cannot just apply a scale parameter to the parent of the gameobject and expect the entire grid to expand. The blocks and Microblocks are translated in worldspace, not just in relative space, so we'd have to re translate everything and it'd be a huge pain. I might try to shrink the VR player somehow... But it will make the teleportation easier.
or the map is too small, depending on your outlook on life
The map says it's Grid tiles are 2mx2m but this is actually not ideal, it means we unnecessarily broke the map into GridObjects that are half the size of the player. I'd rather use this resolution to our advantage, so we should scale the player up so that he's as big as one tile instead of two. Which means the actual size of everything should be double what their size unit is in the code (e.g., GridSpaces are 4mx4m then instead of 2mx2m, GridObjects are 2mx2m, MicroBlocks are 0.5mx0.5m instead of 0.25...)
This has the unfortunate side-effect of making our MicroBlocks much larger. They'll be 0.5 m which is technically smaller than a Block in minecraft by half, but the user will still think they are large when they're standing next to them in VR. This limits what we can do with them, for example the Technofog, but we cannot increase resolution without adding a literal SECOND ORDER OF MAGNITUDE to the size of our memory storage for MicroBlocks and rewriting much of the code.... so though it is possible, it means a 10 by 10 tile map would go from holding (10^22^34^3)=51,200 seperate instances of MicroBlocks all the way to holding (10^22^38^3)=4,096,000 seperate instances!!!!
Which is a LOT of microblocks even if we convert it over to the ScriptableObjects reference-based object pool system.