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Simulator Physics, Limits

Tinker Thetan
Sporadic SL Resident
Join date: 5 May 2004
Posts: 51
09-29-2005 09:15
I can't seem to find this info again.

I need to know about my playground.

Can anyone give a complete breakdown of the SL simulator / physics engine?

How many sims in SL? What are measurements of a sim? "Up" is still unlimited with gravity moving toward infinite the higher you go right?

How far up is the sky texture map? Does this concept even apply?

What is the whole gravity thingy again. At what altitude does it start notching up?

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What are the current prim limits. For sims, for parcels (per size). I imagine prim limits are for buildings on land. Are there actual set limits on primitives in a simulator total (traffic included)? (Ex. I just bought a Geist Avatar with over a thousand prims. How many of these AVs can fly through a sim at any given time?)

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How many scripts, prims, etc can a sim support before lag sets in.

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What is the frame rate in SL?

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Any thoughts on Frame Rate vs. The Physics Loop?

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What are the specs on the physics loop?
-How often does it check objects/scripts for collisions and events?
-How does Havoc keep an object from moving through another object if the movement occurs before the engine checks the objects?

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Why is the sky Blue (Orange, Black, etc.)?
Where do babies come from? ; - P

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Annectdotal Evidence...

Once, I heard that there were gentle breezes in SL that affected objects. So of course I had to F*** with this.

I built a huge fan to see if I could blow things and started it spining. Faster, Faster, Faster.

Then POP! The propeller fell off the base and the two parts went bouncing down the hillside as if connected at the joint by a loose rubberband.

I'm still left wondering what the hell happened.

Incidentally, although I'm not 100% sure after my experiment, I don't think simple machines like propellers work with the physics engine.

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Feel Free to answer any or all of these questions/thoughts or simply tell me to get bent, Thank you. ; - P
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"I have discovered that all evil comes from this, man's being unable to sit still in a room." Blaise Pascal (1623 - 1662)
Tinker Thetan
Sporadic SL Resident
Join date: 5 May 2004
Posts: 51
OK. Found this on the WIKI
09-29-2005 09:24
Still need to know about prim limits on travelers through a sim along with answers to my more esoteric physics questions.

Land Maintenance Fee Schedule
Total m² owned Max Prims Additional m² Monthly Fee
66,048 15,000 65,536 (entire sim or island) US$195
33,280 7,500 32,768 (1/2 sim) US$125
16,896 3,750 16,384 (1/4 sim) US$75
8,704 1,875 8,192 (1/8 sim) US$40
4,608 937 4,096 (1/16 sim) US$25
2,560 468 2,048 (1/32 sim) US$15
1,536 351 1,024 (1/64 sim) US$8
1,024 234 512 (1/128 sim) US$5
512 (covered by Premium Plan) 117 no additional land no maintenance fee
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"I have discovered that all evil comes from this, man's being unable to sit still in a room." Blaise Pascal (1623 - 1662)
Seifert Surface
Mathematician
Join date: 14 Jun 2005
Posts: 912
09-29-2005 10:55
From: Tinker Thetan
How many sims in SL? What are measurements of a sim? "Up" is still unlimited with gravity moving toward infinite the higher you go right?

How far up is the sky texture map? Does this concept even apply?

What is the whole gravity thingy again. At what altitude does it start notching up?


I think gravity is always <0,0,-9.8>. Your ability to fly higher (unassisted) starts failing rather than gravity getting stronger. With a flight assist you can go however high you want.

Usual rezzed prim limit in a sim is 15,000 currently. I don't think there is a hard coded limit for prims attached to avatars, although there are I think limits on the number of avatars in a sim. If everyone is wearing thousands of prims the sim just starts chugging really badly.
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-Seifert Surface
2G!tGLf 2nLt9cG
April Chung
Isle of Bliss Owner
Join date: 7 Jun 2004
Posts: 478
09-29-2005 11:22
I have sim and you can adjust the avie limit on the sim.
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Like a moth to a flame burned by the fire.
My love is blind.
Can't you see my desire?