chaoscode wrote:1. The whole 128 Bit Coordinates are there to get the Position of an Object in Space.
We don't have to have a single number that describes the position of an object in space. Space can be tesselated into regions (presumably cubes), which can be distributed on different servers in a P2P network or cluster. The position of an object in space can then be stored as a position relative to those regions.
The reason why this is a good idea is that this is proven technology. I would wager that pretty much all MMOs work this way.
chaoscode wrote:With 128 Bit there is no need of Overflow Check.
Unless you're planning to store the entire universe on one server, the "overflow check" still needs to be there. Instead of a check as to whether or not a number has overflowed, it's a check that it's on the same server instead.
chaoscode wrote:2. For objects in the Ship there is only a need of a relative Position.
...and already you're advocating multiple coordinate systems.
chaoscode wrote:Use GPU as a CoProzessor is a quite bad Idea,
The Simulation engine is very complex and the shaders of a GPU are usualy quite small.
some parts can be implemented very good for GPU's, but then you have to think of the Overhead for Copy the results back and forth.
Copy overhead can work either for you or against you. Modern game engines tend to do skinning on the GPU because of copy overhead; vertex data can stay on the GPU, and you only need to transfer new bone transforms for each frame. Some do fluid simulation on the GPU for similar reasons.
Once again, I'm not convinced that there's a problem that needs to be solved here.