flexible attachments and hardware lighting in 1.9.1?
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Doc Nielsen
Fallen...
Join date: 13 Apr 2005
Posts: 1,059
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04-04-2006 10:39
From: Lordfly Digeridoo Hello, my name is Doc, I haven't liked anything developed for SL in the last three months.
Reason it's 3x as fast: SL's capture rate for video goes about that speed; it drops frames.
Applications for hardware lighting: a lot. Faster performance, more dramatic architecture, an so on.
Applications for floppy prims: furry tales, dynamic hair, capes, flags, and about a dozen other things.
Better physics? There are none in that video. The sim slows down to a crawl when torley drops those 400000 glowing spheres.
These two changes are going to be nice additions to the client. Is it havok2? No. But it'll make our content look better.
You can go back to detesting everything, Doc. Sorry Lordfly - I don't detest everything. I'm just fed up with the results of LLs policy of allowing developers to waste time on 'Ooooh - Shiny!' when there are FAR more serious issues that need fixing, preferably WITHOUT breaking too many other features for a change. And there are one or two scripters out there who feel the same. Not to mention people who are suffering serious problems due to permissions errors which seem to be getting worse daily - these are CORE ISSUES (along with many, many more) which require addressing, as I suspect you'll agree when they start affecting you... But, what are we getting? Floppy attachments and tasteless lighting effects apparently. Way to go LL!
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All very well for people to have a sig that exhorts you to 'be the change' - I wonder if it's ever occurred to them that they might be something that needs changing...?
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AJ DaSilva
woz ere
Join date: 15 Jun 2005
Posts: 1,993
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04-04-2006 10:42
From: Doc Nielsen But, what are we getting? Floppy attachments and tasteless lighting effects apparently. Way to go LL! 
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Doc Nielsen
Fallen...
Join date: 13 Apr 2005
Posts: 1,059
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04-04-2006 10:43
From: AJ DaSilva Anyway, personally I think the impression that there were improved physics simply came from the fact that the video was speeded up, nothing more.
Precisely - so much for 'improved physics', which is the point I was trying to make. As for fixing Local Lighting, well that would be nice, but all I saw evidence of was 'glow', no obvious subtle shadow effects, though, how would you tell with lurid colours in a dark sim?
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All very well for people to have a sig that exhorts you to 'be the change' - I wonder if it's ever occurred to them that they might be something that needs changing...?
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AJ DaSilva
woz ere
Join date: 15 Jun 2005
Posts: 1,993
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04-04-2006 10:51
From: Doc Nielsen Precisely - so much for 'improved physics', which is the point I was trying to make.
As for fixing Local Lighting, well that would be nice, but all I saw evidence of was 'glow', no obvious subtle shadow effects, though, how would you tell with lurid colours in a dark sim?  igh: What exactly are you expecting, Doc? The second coming? I'm more than happy with what there is, don't think we could reasonably expect much more and right now don't have any inclination to try and explain to you why.
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paulie Femto
Into the dark
Join date: 13 Sep 2003
Posts: 1,098
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speculation. floppy = closer to CSG?
04-04-2006 10:59
Mmmm. Floppy. Just wondering... does the ability to make "floppy" prims mean our prim system is moving closer to real CSG? With CSG, you can combine multiple prims into one. You can also make arbitrary cuts to create "new" prim shapes. http://www.cs.mtu.edu/~shene/COURSES/cs3621/NOTES/model/csg.htmlIt looks like we would need hierarchical linking support to make CSG happen and I know the client was designed without hierarchical support in order to get SL up and running quickly. Here's hoping we are moving closer to CSG. More speculation. Phil has always claimed that the client is "dumb" and that LL's intent is to keep the client dumb. Complex operations (physics) are done server-side and streamed to clients. Where will floppy prims be calculated? Server-side or client-side? Afaik, the client doesn't yet have the ability to calculate transforms like we see in the floppy prims video. If floppy prims are calculated client side, as I imagine they would be, does this mean that more "intelligence" is being moved into the client?
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Ewan Took
Mad Hairy Scotsman
Join date: 5 Dec 2004
Posts: 579
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04-04-2006 11:03
Shiny is good, people buy and like shiny. SL has to appeal to the people who like shiny eyecandy as well as the serious tech heads. Torley's video was very entertaining, she spun and whirled like a watermelon ballerina on mescaline. I can't wait to play with these features.
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Lordfly Digeridoo
Prim Orchestrator
Join date: 21 Jul 2003
Posts: 3,628
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04-04-2006 12:04
From: paulie Femto Afaik, the client doesn't yet have the ability to calculate transforms like we see in the floppy prims video. If floppy prims are calculated client side, as I imagine they would be, does this mean that more "intelligence" is being moved into the client?
The floppy prim bits are done client side. As a consequence, their collisions are phantom; notice how torley's flying banners go under the ground. Particles are client-side, too; ergo, everyone sees a slightly different particle effect/position, just like they will with floppy prims. I wonder if they'll allow the floppy prims to be governed by sim wind... that'd be fun, it'd make flags very easy now.
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Lordfly Digeridoo
Prim Orchestrator
Join date: 21 Jul 2003
Posts: 3,628
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04-04-2006 12:05
From: Doc Nielsen Precisely - so much for 'improved physics', which is the point I was trying to make.
As for fixing Local Lighting, well that would be nice, but all I saw evidence of was 'glow', no obvious subtle shadow effects, though, how would you tell with lurid colours in a dark sim? So you'd rather they kept software rendering of lights? Because lord knows I want 2 frames a second with local lighting on FOREVER. This is going to make lights look better and run faster. And you want SL to run faster, yes? Life isn't all about bug fixes, you know.
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Kelly Linden
Linden Developer
Join date: 29 Mar 2004
Posts: 896
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04-04-2006 13:43
Flexi objects can be effected by sim wind, you can set a modifier for the wind force on a per object basis.
There are in the current test 4 settings for light: sun and moon only, HW lights only, HW + Software lights, HW + SW + Shadows. I do not know that all settings will be supported by all cards or computers. Both SW options can have heavy performance hits.
More about these features soon. 
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Beatfox Xevious
is THOUSANDS OF PEOPLE
Join date: 1 Jun 2004
Posts: 879
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04-04-2006 14:10
Thanks for the info, Kelly! I'm really interested in seeing how the new features work out.
One concern regarding the practicality of flexi-prims: I seem to recall reading somewhere that prims in a linkset will only flex as individuals (i.e. the relative positions of the child prims stay fixed). Is this correct? Are there any plans to eventually add the ability to make an entire linkset flex as a whole? Otherwise, I fear applications such as tails may be pretty limited...
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Eloise Pasteur
Curious Individual
Join date: 14 Jul 2004
Posts: 1,952
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04-04-2006 14:16
Doc and I don't always agree but this is one of those times when we're in complete agreement.
Adding new content is not a bad thing, but the bug list is ever growing and we seem to be getting more and more shiny and longer and longer bug lists. Maybe there's a link from the stretched dev team(s) here?
Having dev teams choose what looks cool sounds great for morale, but nasty bugs will (and appear to be) tend to accumulate because no one wants to look at them!
We diverge slightly too - let each dev group work on something cool. Then MAKE them work on a bug fix. Then something cool again... and keep going on that cycle. They can only start the new cool when the fix is ready, and if the fix is rolled out and breaks things back they go to it...
The effect on Linden morale might be less good, but on player morale might be higher.
The other thing that might help with player morale is better (if still automated) responses to bug reporting - saying when it's been looked at, what group it's in (new, on the list, unreproducible etc.) and also when it's marked as fixed - LL might pat itself on the back about such things, but for an open company in many respects it's remarkably crap about saying when it's fixed bugs to those of us that still make the effort to report them.
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Siggy Romulus
DILLIGAF
Join date: 22 Sep 2003
Posts: 5,711
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04-04-2006 14:19
Looks nifty - I do hope they stick to the idea of adding something new, but also addressing current issues as well. Otherwise the list of 'half assed' grows.
Maybe another list should be implimented to run alongside of the BLOTTD - the BLOHAUS (Big List of Half Assed Unfinished Stuff)
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Kelly Linden
Linden Developer
Join date: 29 Mar 2004
Posts: 896
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04-04-2006 14:32
Yes, it currently is per prim I believe Beatfox.
Eloise: We have a Maintenance team whose job it is to do bugs and "unpleasant tasks". Every developer cycles into and out of this group on a regular, scheduled, basis. Although Maintenance duty sometimes gets bumped a week or swapped between devs to get some projects finished, it usually will pull the dev off their current project for the duration of their maintenance duty. As we get more devs the maintenance team grows. We also have some projects that are are 'maintenance like' - big bugs, or bug like projects that need a dedicated team to resolve.
What we have currently is a few teams working on projects and one team working maintenance. Projects eventually finish and get released, maintenance keeps fixing bugs and releasing those fixes with every release. The big projects get more notice because they are big, and new and shiny, as opposed to the continual bug fixing which gets released in small pieces and is always happening.
It has been hard to express exactly how large of an infrastructure change 1.9 was. It has some bugs, and we are working on resolving them. It is true that we don't have every developer at Linden Lab on the maintenance team and resolving bugs. We do however have a team of developers working on bugs, as well as other teams working on 'shiny'.
The above is very off topic, and should probably be moved to a new thread if that discussion wants to be continued. Or email me directly, my mailbox is generally always open - [email]kelly@lindenlab.com[/email]
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Selene Gregoire
Eyes of the Wolf
Join date: 14 Sep 2005
Posts: 681
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04-04-2006 14:34
I'm looking forward to the flexible prims with great anticipation. I -know- my computer can handle it. 
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Caliandris Pendragon
Waiting in the light
Join date: 12 Feb 2004
Posts: 643
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04-04-2006 15:11
I thought Torley's video was great, thought it probably should have come with a health warning about fits and travel sickness.
I think the growing list of bugs which remain unfixed while shiny new things are planned is a worry. Particularly when LL send out "it's OK the recent update fixed it!" notices on a lot of things which are clearly NOT fixed: texture bugs, not being able to edit linked parts, linking bug, rotation bugs to name but a few....
Finally...if the meaning of Kelly's post indicating that not all cards will support the new lighting options is that some people currently accessing SL ok will not be able to after the next update, I think that's a great shame. Not everyone wants to tread so heavily on our planet that they update their computer every few months. Cali
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AJ DaSilva
woz ere
Join date: 15 Jun 2005
Posts: 1,993
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04-04-2006 15:14
From: Caliandris Pendragon Finally...if the meaning of Kelly's post indicating that not all cards will support the new lighting options is that some people currently accessing SL ok will not be able to after the next update, I think that's a great shame. Not everyone wants to tread so heavily on our planet that they update their computer every few months. Cali From: Kelly Linden There are in the current test 4 settings for light: sun and moon only, HW lights only, HW + Software lights, HW + SW + Shadows. I do not know that all settings will be supported by all cards or computers. Both SW options can have heavy performance hits. I believe "sun and moon only" is the same as having local lighting off currently. 
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Burke Prefect
Cafe Owner, Superhero
Join date: 29 Oct 2004
Posts: 2,785
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04-04-2006 15:17
So. Can some prims flex on a linked object but others stay firm?
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Beatfox Xevious
is THOUSANDS OF PEOPLE
Join date: 1 Jun 2004
Posts: 879
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04-04-2006 15:30
From: Burke Prefect So. Can some prims flex on a linked object but others stay firm? I believe so, recalling from that blurb I came across earlier. I wish I could remember where I saw it...
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Kelly Linden
Linden Developer
Join date: 29 Mar 2004
Posts: 896
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04-04-2006 15:48
Yes Burke.
And AJ DaSilva is correct.
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AJ DaSilva
woz ere
Join date: 15 Jun 2005
Posts: 1,993
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04-04-2006 15:59
From: Kelly Linden Yes Burke.
And AJ DaSilva is correct. That's Mr. DaSilva to you.   
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Argent Stonecutter
Emergency Mustelid
Join date: 20 Sep 2005
Posts: 20,263
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04-04-2006 17:09
From: Kelly Linden There are in the current test 4 settings for light: sun and moon only, HW lights only, HW + Software lights, HW + SW + Shadows. Nice to see you're still green. It's not easy being green.  How about HW+Shadows?
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Kelly Linden
Linden Developer
Join date: 29 Mar 2004
Posts: 896
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04-04-2006 21:37
From: Argent Stonecutter Nice to see you're still green. It's not easy being green.  How about HW+Shadows? Excellent question! Currently that is not an option. I would like to point out the difference between HW only and HW + SW.
In HW only the closest X (I believe it is 6) lights are rendered in hardware. All other lights are only shown as full bright and do not light anything around them.
In HW + SW the closest X (again, 6 I think) lights are rendered in hardware, just like the HW option. Lights further away will use a software mode to render and light the objects around them. If there are only a few lights within view, then performance for HW + SW should be very close.
Shadows are done in software, I think (hedging my bets here, sorry), and therefore may only make sense as an option if you are already doing some lighting in software (SW).
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Dyne Talamasca
Noneuclidean Love Polygon
Join date: 9 Oct 2005
Posts: 436
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04-04-2006 23:02
Cripes.
I distinctly remember flexible prims showing up in a rant somebody posted on the subject of "How come LL never does what they promise huh huh huhhhH?". Hardware lighting was probably there too.
I fully expect that when Havok 5 and full sensoria immersion and perfect lag nullification go into SL, people will STILL be griping that they are adding new shiny things instead of focusing on the enormous list of typos in the help or something.
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Fa nyak
>(O.o)<
Join date: 8 Oct 2004
Posts: 342
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this post looks naughty since i've been drinking
04-04-2006 23:19
i'm interrested in knowing how one would decide the "anchor point" on a floppy prim. like on a tail..how do you tell it "this end of the tube is attached to my butt and stays put, while the other end of this tube swings in the wind. will there be some default point of origin on each prim type, or is it definable somehow? what about two flexible tubes linked together to form one long one? how will they stay connected properly in the middle? i can't wait for preview!
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Kitten Lulu
Registered User
Join date: 8 Jul 2005
Posts: 114
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04-05-2006 00:24
From: Kelly Linden Excellent question! Currently that is not an option. I would like to point out the difference between HW only and HW + SW. In HW only the closest X (I believe it is 6) lights are rendered in hardware. All other lights are only shown as full bright and do not light anything around them.
Will we be able to disable lights in attachments? A lot of jewels and some shoes do use light prims and would probably monopolize the closest X lights list in crowded places.
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