Map of the Known Universe II: Map strikes back

Yes, I’m still working on it, hopefully, getting a proper planetarium projection system released by the weekend. The code for that is already done, as well as the update backend, and the only things left to do is clean it up and make proper controls for rotation, as well as set up the click-to-slurl code that will actually make it sort of useful. 🙂

Usually the first reaction I get from people is 'Wow'.

Usually the first reaction I get from people is 'Wow'.

In the meantime, while looking for sane ways to compute some statistics, I have stumbled on a much simpler layer splitting algorithm. Previously, the map would get split into layers based on geometric rules rather than simple cluster size, which would results in clusters which are obviously a bit too small making the continent list and big ones shaped oddly not making it, and necessitated an extra layer, but I now have gotten rid of this mess — the map exists in four layers: Singletons, Islands (clusters that contain less than 10 sims), Continents (10 sims or more) and Mainland (Linden mainland and adjoining areas). This allowed me to create a map with much less nebulae to it, and it is in general quite a bit more precise:

Neater, prettier, and it looks even better with glow. :)

Neater, prettier, and it looks even better with glow. 🙂

Along the way, some interesting statistics actually resulted. Since the beginning of observation, 423 islands sank, 372 were created. That’s two weeks since I’ve set up the map API interrogation script. The first conclusion from that is that the total number of islands is still shrinking, although, not terribly fast, so no more than 600 islands or so are sinking in a year. What’s more interesting is that while the islands that have vanished mostly seem to have been a part of a big estate, the new sims have appeared all over the map in small chunks:

Red marks the sims no longer present, green marks new sims.

Red marks the sims no longer present, green marks new sims.

Another interesting observation is that there is quite a lot more clusters classed as continents than you would expect — the list of non-mainland continents is 139 entries long, with Azure Islands, the biggest of them, counting 229 sims, which is bigger than the smallest mainland continent (141 sims). In fact, the distribution of land between these four classes is peculiar to say the least:

That's discounting the Land Store Pool and Teen Grid.

That's discounting the Land Store Pool and Teen Grid.

Even if you discount the mainland, which would obviously skew it anyway with it’s weights of 141, 776, 1355 and 2906, it does not seem to follow a power law well, or any other sane distribution — in fact, all the attempts to draw a nice-looking histogram have so far failed. Even in logarithmic scale. There’s way too many singletons, (11593! And there’s 2390 sims arranged in pairs!) and the biggest non-mainland continents are way too big, (229, 103, 67, 64×3, 55…) for which I have no decent explanation so far.

Oh well. 🙂

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3 thoughts on “Map of the Known Universe II: Map strikes back

  1. great information! very helpful in my current SL geographic research of the “Western Ocean.” I suggest a couple mods to your classification. Many small clusters of 9 sims (esp. square arrays). perhaps add those to “continents.” also suggest another catagory “archipelago” for the purely corner to corner checkerboard arrays to distinguish them from true isolates and contiguous continents.
    have short draft of my ocean info. can send as pdf to location you supply. also look at my Historic Geography of Sansara” on my faculty web pages.

    thanks again.
    }:-)>

  2. I haven’t figured a neat way to programmatically detect checkerboard arrays, or I’d do something about them too. 🙂 Not enough math background.

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