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Big Prims

LaeMi Qian
Registered User
Join date: 17 Jul 2006
Posts: 87
05-02-2007 21:35
I tend to like the idea of largish prims (64m limit, no physical) as a standard feature. While the available huge-prim sets (or at least the sensibly-sized ones) can be very useful, I am often in a position where there isn't one quite the size I need.

Clipping huge prims on any parcel where the prim owner lacks build rights on the adjoining parcel would be nice. In fact doing this for ALL (non-vehicle/attached) prims would be very good, both for your neighbours and for the builder (I have a U-shaped parcel and would love to be able to slap down a big square prim knowing my inside-neighbour won't have bits of it on their land!! ;-)
Talarus Luan
Ancient Archaean Dragon
Join date: 18 Mar 2006
Posts: 4,831
05-02-2007 21:48
From: Draco18s Majestic
2: Sim borders. A sim only checks the first 10 meters of the bordering sim for data to send the client about what objects exist over the border.


No. The 10m limit at sim borders is due to inter-sim communications. One sim only simulates objects with their centers within the 10m area (it may be 5m, though) at the edge of adjacent sims. The client sees everything there and beyond because it is acting as a child agent of adjacent sims anyway.

The problem that occurs is that you walk across the sim border, and fall through any prims which aren't being simulated by the simulator you are leaving, and end up falling through them once you get to the adjacent sim. Megaprims with their centers outside of the border just do not exist to the simulator you are leaving when crossing a sim boundary.
WarKirby Magojiro
Registered User
Join date: 24 Oct 2006
Posts: 49
05-03-2007 05:22
I have played with mega prims extensively, and i have a few things to say.

1. Physics. Non physical mega prims do odd things, they have very large, yet undetectable bounding boxes, so can cause some problems. In essence, they all behave like cubes, regardless of what curves they may have.

Making them physical, though. Works fine. Aside from the behaving like cubes, they work perfectly. Fall appropriately, move around and generally react to forces. Though things do get a little odd, the notion that the physics engine "cannot handle" physical megaprims is not true

2. Unuseable prims. Many of you believe that some prims have no use at all. Such as the infinite plane. There is a use for this, though. I know some people who use it to create an artificial cieling in the weapons testing sandbox, which catches people who get orbited. It also makes a nice, safe area up there free from griefers. A good place to build. That sandbox being a single isolated island means that there is no ill effect from it spreading over into neighboring sims. So it really only has use where you have no neighboring sims to bother.

I personally used 5 giant sphertes to create a floatying island for my castle. Megaprims have plenty of good uses, and I'd love to see them become more accepted. The fact that they can be used as weapons is a bit of a non issue, when you consider how easy it is to get your hands on a sim crashing weapon.

WarKirby
Draco18s Majestic
Registered User
Join date: 19 Sep 2005
Posts: 2,744
05-03-2007 07:56
From: Talarus Luan
No. The 10m limit at sim borders is due to inter-sim communications. One sim only simulates objects with their centers within the 10m area (it may be 5m, though) at the edge of adjacent sims. The client sees everything there and beyond because it is acting as a child agent of adjacent sims anyway.


Ah, that's what it was. I knew there was some 10m boundary, but I'd forgotten exactly what it was for.


In responce to WarKirby:
Giant sphere + a little fake gravity from a script = microplanet!
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