# Suitable Scale?

I learning about jME and I'm at the point where I want to start adding more than one thing to my game world.  I'd like to give these objects relative sizes that accurately reflect their relative sizes in our world.

It seems like it might make sense (for my sanity) to define a conversion rate between the game's units for size (floats, afaik) and a real-world unit of measure like meters, feet, cubits, man-height, whatever.

Does jME already include an API for this?  (I haven't run into one, but I'm new.)  Is there a best practice?

I think u just have to figure it out yourself. For example make 1f equal to real life 1 meeter.

Henri said:

I think u just have to figure it out yourself. For example make 1f equal to real life 1 meeter.

That's the unit system I tend to use as well.

i don't have a solution but i got intrigued now, there is ANY even if minimum diference as making everything 10000000x times smaller or bigger? (except of being 10000000x closer to the float minimum or maximum limit), i head something buggy happens when something big collides with something small or something like it a while ago in the forums…

http://www.jmonkeyengine.com/jmeforum/index.php?topic=10136.0

In short, floats can’t be huge and hugely precise at the same time, so choose a scale where you are dealing with reasonable numbers.

Alric said:

http://www.jmonkeyengine.com/jmeforum/index.php?topic=10136.0

In short, floats can't be huge and hugely precise at the same time, so choose a scale where you are dealing with reasonable numbers.

Nice article -- thanks very much for the link!

Considering these points... does it make sense to leave the spacial representing the player at location (0, Y, 0) and move the environment/mobs/etc around him?

No, the precision with which you can move or place things is still the same.

In most cases it won't a problem at all. Only if your world covers a huge area but you still want precise detail.