Ardy there is no integer size, all is done with floating point.
No I understand that the it uses floating point. Maybe if I try and explain it like this....
When objects get transformed to world space from object space, I am guessing they get scaled as well...
If I build a 3d box that was <10,10,10> units in object space, (width, height, depth) and imported it into the game, how many square 'feet' would each surface represent in the game engine in world space? 100sqr feet?
When it comes to 3d graphics , there really is no concept of size until things end up on the screen, and then the screen size along with how far your head is from the screen determines sizes.
Arn't the verts getting translated into the canonical view volume in camera space (-1,-1,-1)-(1,1,1,), then getting scaled by the screen resolution?
I guess I should state my assumptions...
the graphics pipeline of this game is
[obj space] *(transform/scale/rotate)->[world space] *(transform/scale/rotate)->[camera space]*(projected/transform/scale/homoginize 4v4 mtrx)->[screen space]