Errm .. I love the discussion, but I am old and lazy and fail to follow. The idea of polar coordinates is simple
0. There is an arbitrary object in the middle of SC universe that is called "Level 0 center of everything .. aka "42"" all stars (or centers of masses of multistars) in the very same universe at any moment of time are positioned based on two angles and one distance from this point in the "level 0" units of measure
1. For each star system - it's own star (or center of mass of its stars in case of multi-star system) is Level 1 center of coordinates ( and don't forget - its relative location against Level 0 center is always known in Level 0 system of polar coordinates.
2. For each planetoid in each star system same things as for p.1 are applied etc.
Recursively we could go down to player avatar level, and all things that this avatar drops are (as long as they are persisted) stored in the system of coordinates related to the avatar .
WTF are the benefits of his approach ? Good question : 1> it is piece of cake to show "direction" to any object in this system (just several vectoral operations w/o taking care of precision loss, as it doesn't matter by design ) 2> it is quite easy to identify what can't be seen because the distance is too long (again we always get a distance as a direct result :) ) 3> and most important - due to nested data structure - capturing of the data on paper doesn't help at all :)
0. There is an arbitrary object in the middle of SC universe that is called "Level 0 center of everything .. aka "42"" all stars (or centers of masses of multistars) in the very same universe at any moment of time are positioned based on two angles and one distance from this point in the "level 0" units of measure
1. For each star system - it's own star (or center of mass of its stars in case of multi-star system) is Level 1 center of coordinates ( and don't forget - its relative location against Level 0 center is always known in Level 0 system of polar coordinates.
2. For each planetoid in each star system same things as for p.1 are applied etc.
Recursively we could go down to player avatar level, and all things that this avatar drops are (as long as they are persisted) stored in the system of coordinates related to the avatar .
WTF are the benefits of his approach ? Good question : 1> it is piece of cake to show "direction" to any object in this system (just several vectoral operations w/o taking care of precision loss, as it doesn't matter by design ) 2> it is quite easy to identify what can't be seen because the distance is too long (again we always get a distance as a direct result :) ) 3> and most important - due to nested data structure - capturing of the data on paper doesn't help at all :)