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Soar to 2 billion meters... instantaneously!

Harris Hare
Second Life Resident
Join date: 5 Nov 2004
Posts: 301
11-07-2005 14:50
From: Kage Seraph
So much for the recent threads suggesting that LL build a moon. Since Luna is only on average 384M meters away (http://en.wikipedia.org/wiki/Moon), we've blown right past that. Someone start a petition to build MARS.
Wouldn't they first have the make the world round? ;)
Caleb Moreau
Original Kewlip!
Join date: 14 Jan 2005
Posts: 278
11-07-2005 15:28
From: Harris Hare
Wouldn't they first have the make the world round? ;)


Not at all. Could just have other worlds represented as upside-down grid of a sort. Remember Brick-Out? Kinda like that, minus the bricks.
Roseann Flora
/wrist
Join date: 7 Feb 2004
Posts: 1,058
11-07-2005 15:55
Thanks... much fun! :D
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Beatfox Xevious
is THOUSANDS OF PEOPLE
Join date: 1 Jun 2004
Posts: 879
11-07-2005 19:53
From: Freya Becquerel
Thanks - I'm keen to try it. I hope it's not just me. I have been eating a lot of kit-kats recently :-)

It's not you. The spell was indeed broken.

* waves paws, casts foxie magic *

All better!
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My Beatworks: Zephyr Chimes wind chimes, the KanaMaster Japanese kana tutor, and the FREE Invisibility Prim Public. Look for them at the Luskwood General Store in Lusk (144, 165).

"You have been frozen. You cannot move or chat. A pony will contact you via instant message (IM)."
- mysterious system message I received after making off with Pony Linden
Beatfox Xevious
is THOUSANDS OF PEOPLE
Join date: 1 Jun 2004
Posts: 879
40 trillion in 15 minutes
11-07-2005 21:48
From: Francis Chung
Beatfox Beacon: Sandbox Cordova, <-0.000000, 0.000000, 250.000000>, <73.773941, 120.855965, 40279579033600.000000>, 2005-11-08T05:21:03.427088Z

I could have gone further, but it was getting pretty lonely up there. :D
_____________________
My Beatworks: Zephyr Chimes wind chimes, the KanaMaster Japanese kana tutor, and the FREE Invisibility Prim Public. Look for them at the Luskwood General Store in Lusk (144, 165).

"You have been frozen. You cannot move or chat. A pony will contact you via instant message (IM)."
- mysterious system message I received after making off with Pony Linden
SteveR Whiplash
teh Monkeh
Join date: 24 Sep 2004
Posts: 173
11-07-2005 22:14
Ok, You've got me stumped. How are you getting that much push without taking the sim out?

I've got much much much more POWA I could lay on, but the sim will actually desync itself from the grid when I use too much. :p


edit - Alright, well I found something else to play around with until I figure out your push method. Negative 80! Beat that. :D
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Beatfox Xevious
is THOUSANDS OF PEOPLE
Join date: 1 Jun 2004
Posts: 879
11-07-2005 23:04
From: SteveR Whiplash
edit - Alright, well I found something else to play around with until I figure out your push method. Negative 80! Beat that. :D

Say what now? :D
_____________________
My Beatworks: Zephyr Chimes wind chimes, the KanaMaster Japanese kana tutor, and the FREE Invisibility Prim Public. Look for them at the Luskwood General Store in Lusk (144, 165).

"You have been frozen. You cannot move or chat. A pony will contact you via instant message (IM)."
- mysterious system message I received after making off with Pony Linden
Beatfox Xevious
is THOUSANDS OF PEOPLE
Join date: 1 Jun 2004
Posts: 879
11-07-2005 23:11
From: SteveR Whiplash
Ok, You've got me stumped. How are you getting that much push without taking the sim out?

I already said how! Foxie magic!

(be sure to squeeze as much juice outta those big ol' prims as you can)
_____________________
My Beatworks: Zephyr Chimes wind chimes, the KanaMaster Japanese kana tutor, and the FREE Invisibility Prim Public. Look for them at the Luskwood General Store in Lusk (144, 165).

"You have been frozen. You cannot move or chat. A pony will contact you via instant message (IM)."
- mysterious system message I received after making off with Pony Linden
Aurael Neurocam
Will script for food
Join date: 25 Oct 2005
Posts: 267
11-07-2005 23:30
From: Minasojo Massiel
to wonder...what the pile of steaming hot...mess...that it would be if somebody actually let themselves fall all the way back to the ground after launching...


Terminal velocity is about 120 miles per hour... a human can only fall at about that speed, no matter how high up they jump out of a plane.

now as far as burning up in the atmosphere when falling from extra-atmospheric altitudes, that's a whole different story... :-)
Bertha Horton
Fat w/ Ice Cream
Join date: 19 Sep 2005
Posts: 835
11-08-2005 00:18
From: Caleb Moreau
Not at all. Could just have other worlds represented as upside-down grid of a sort. Remember Brick-Out? Kinda like that, minus the bricks.
It would be interesting to have to stand upside down on a "ceiling planet" and have physics cause things to fall up... or I could get tired of it after playing with my monitor swiveled upside down for a couple of hours.
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Trapped in a world she never made!
Moopf Murray
Moopfmerising
Join date: 7 Jan 2004
Posts: 2,448
11-08-2005 00:33
This is all going to end in tears! :D
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Eggy Lippmann
Wiktator
Join date: 1 May 2003
Posts: 7,939
11-08-2005 03:09
From: Kage Seraph
All the people who put detailed restrooms, kitchens, and bedrooms in virtual spaces. :D

You could have those on any other planet yanno.
Kage Seraph
I Dig Giant Mecha
Join date: 3 Nov 2004
Posts: 513
11-08-2005 06:32
From: Harris Hare
Wouldn't they first have [to] make the world round? ;)


Heck no! That "earth is round" claptrap is just vestigial liberal nonsense from centuries long dead. The grid map is flat and correctly so. The NRA told me so.

*nods very seriously*
Kage Seraph
I Dig Giant Mecha
Join date: 3 Nov 2004
Posts: 513
11-08-2005 06:34
Has anyone offered a technical basis for av distortion at extreme altitudes? At the surface of the issue, I'd just assume that the av's location would be figured irrespective of rendering. Position, after all, is just a vector. Why should that instantaneous attribute of an av affect its rendering?
Eggy Lippmann
Wiktator
Join date: 1 May 2003
Posts: 7,939
11-08-2005 07:00
Floating point errors.

http://en.wikipedia.org/wiki/Floating_point#Problems_with_floating-point
Kage Seraph
I Dig Giant Mecha
Join date: 3 Nov 2004
Posts: 513
11-08-2005 07:35


Yes, I'm aware that floating point errors happen in sloppy programming, but I don't see how an av's positional coordinates in the case of <124,18,82913746> causes the av mesh to distort. They seem so unrelated. Hmm. Unless each vertex of the mesh is rendered using the sim's floating point coordinates. I suppose I had assumed that the mesh handling was all done locally.

Anyway, I don't wanna hijack this fun thread while I contemplate my av's navel. :D

For now, let the insane catapulting continue!
SteveR Whiplash
teh Monkeh
Join date: 24 Sep 2004
Posts: 173
11-08-2005 08:54
From: Beatfox Xevious
Say what now?

:p nice.


From: Beatfox Xevious
I already said how! Foxie magic!

(be sure to squeeze as much juice outta those big ol' prims as you can)

hmm... if that means what I think it means... I thought they fixed that long ago.

.
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Caleb Moreau
Original Kewlip!
Join date: 14 Jan 2005
Posts: 278
11-08-2005 16:51
From: Bertha Horton
It would be interesting to have to stand upside down on a "ceiling planet" and have physics cause things to fall up... or I could get tired of it after playing with my monitor swiveled upside down for a couple of hours.


Well.. Upside-down is merely a concept borne of gravity and one's personal rotation. It it's supposed to be another planet, it'd have it's own gravity.

So unless you were standing on your head or something, why shouldn't the camera be able to switch around with your av's perspective?

..Yeah, sure, it doesn't do that now.. But if LL adds whole PLANETS to the grid, why not a new perspective on the third-person camera?

On that note, I'd fully support "upside-down" alternate planet-grids. :D
Krazzora Zaftig
Do you have my marbles?
Join date: 20 Aug 2005
Posts: 649
11-08-2005 17:09
Not sure if this is the same script but I was affected by a script that gave me the same multiple body parts thing that Beat showed and he is correct you can't get down...I idled for like two hours while talking to LL and filing an abuse report cause it was used in a griefer/weapon attack. It also can cause people to carsh and burn forcing them to relog into SL.

EDIT: WHOOHOOO gonna try this though. I wonder where the cap for "falling" ends though. Be pretty cool to sky dive from a really high height like that.
Christopher Omega
Oxymoron
Join date: 28 Mar 2003
Posts: 1,828
11-08-2005 20:37
From: Kage Seraph
Yes, I'm aware that floating point errors happen in sloppy programming

They dont just happen with "sloppy programming", they are inherant in the floating point datatype's design. In order to represent really big values, the value's accuracy must be reduced. A float can represent 1.234 rather well, but it doesn't do as well with 122939428830291.2203, you'll more then likely loose at least the .2203. Floats were created this way under the assumption that when you have a larger value, the smaller portions of the value don't matter, if you have 200,000,000.1 doughnuts, you dont really care if your cat strolls in and eats that tenth. The float's design limits you in that, if you have 100,000,000 people come in and eat a tenth of a doughnut (assuming they each come in seperately), it will still tell you that you have 200,000,000 doughnuts.

Due to the way floats work:
200,000,000 - .1 - .1 - .1 - .1 - .1 - .1 .... -.1 - .1 - .1 = 200,000,000
However
200,000,000 - .1 * 100,000,000 = 190,000,000.

(Note: Simplified, possibly erronious explanation) A float is two integers, one representing the power of ten that the other is raised to. 1.4 is represented as the set <14, -1>. The first integer can only be so large - floats still cant exactly represent 1/3, you'd end up with .3333333330 (<333333333, -9>;) or something similar. For large values, only the largest portion of the value is accounted for, because both integers have size limits.
==Chris
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Aurael Neurocam
Will script for food
Join date: 25 Oct 2005
Posts: 267
11-08-2005 20:56
of course, the problem is that if you have 10,000,000,000.1 donuts, and a billion cats come in and each .1 donuts, you find yourself short 100 million donuts.... but since that .1 got rounded off every time, the floating point variable still thinks you have 10 billion donuts.

That's why avatars look so funny at 6 billion meters up. :-)
SteveR Whiplash
teh Monkeh
Join date: 24 Sep 2004
Posts: 173
11-08-2005 20:59
From: Krazzora Zaftig
I wonder where the cap for "falling" ends though. Be pretty cool to sky dive from a really high height like that.


Somewhere around 20-25 million meters.
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Torley Linden
Enlightenment!
Join date: 15 Sep 2004
Posts: 16,530
11-08-2005 21:15
Beatfox, this is a LOT of phun!

One suggestion: for unsuspecting passerby who haven't read this thread and others who might not take notice, mebbe make a big, squiggly cartoon sign that says

TYPE "/1 LAUNCH" FOR FUN!



Hahaha. :D I bet this would be a great way to prank new Resis harmlessly, as long as they come with a friend and can be TPed down shortly afterwards.
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Aurael Neurocam
Will script for food
Join date: 25 Oct 2005
Posts: 267
11-08-2005 21:52
it should be simple enough to figure out.

What size float are the SL servers using to represent avatar positions?

Then we need to know the maximum downward velocity that gravity provides (My testing showed terminal velocity to be about 52.6 M/s).

Since the sim calculates physics at 45 fps, then a single physics cycle would offset the Z axis by 1.169 meters.


If SL is using a 32 bit floating point number for the avatar position, we should lose precision at anything over about 8 digits.

Interestingly enough, my tests with VB showed that at 33,554,430, adding 1.169 no longer adds a large enough value... and in fact, adding 1.169 was actually adding 2 to my test variable by the time I got up that high.

However, you actually will stop falling at a much lower altitude, because you're not moving fast enough yet to make a single discrete jump of more than 1 meter in a single physics cycle.

In fact, if you're sitting perfectly still, adding gravity (9.98M/s/s) will cause you to move about .005 meters in the first cycle. A value of merely 131,072 is enough to hit the barrier there.

Of course, since you have to actually move UP to get to this point, you're already moving at some speed greater than .005 meters per cycle. My guess is that what actually happens (at somewhere around 25-30 million meters) is that your vertical speed gets to be smaller than the rounding error... and then you just STOP. At that point, it would be hard to get moving again, because you wouldn't be able to apply enough impulse to actually start up again.
Aurael Neurocam
Will script for food
Join date: 25 Oct 2005
Posts: 267
11-08-2005 21:54
From: Torley Torgeson
Beatfox, this is a LOT of phun!

One suggestion: for unsuspecting passerby who haven't read this thread and others who might not take notice, mebbe make a big, squiggly cartoon sign that says

TYPE "/1 LAUNCH" FOR FUN!



Hahaha. :D I bet this would be a great way to prank new Resis harmlessly, as long as they come with a friend and can be TPed down shortly afterwards.



As it is, the launcher isn't so bad. But it definitely needs some sort of warning if you put up a sign saying what it actually does. :-)

Hey, how about setting that cube and the script inside so we can copy it? I'd love to experiment with it (and I'm too lazy to write my own at the moment. ;) )
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