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Info on "larger" prims

Shadow Weaver
Ancient
Join date: 13 Jan 2003
Posts: 2,808
01-09-2004 06:53
A while back I had a unique discussion with LL about why would could not have bigger Prims I noticed this was brought up in the town meeting so I will try to explain it based off the notes I have that explains why it is not feasable.

#1 as most know if you take a prim and lay it across sim borders it tends to phantom and you can fall through it.

This is because there is a base overlap of the two sims of approximately 5 meters meaning that both sims are diligently working to rez and show the prims right up on the borders edge. Thats a total overlap of 10 meters when the development team was setting the prim limit size they were trying to take into account the work that two simulators would have to do to keep this up.

#2 based on this understanding it would affect both sims on their prim count so which sim should be held liable for the #of prims each should rez to keep this up. By keeping the size limitation down to 10 meters it would be easy for a simulator to assume ownership based on the amount of volume of that prim in the individual sim.

For instance NO one even using the #'s will get a prim exactly 1/2 n 1/2 in two sims due to the overlap. Thus the Simulators based on volume could account for the prims correctly.

#3 although that overlap exists Sim boarders are still a null zone and the "electronic arguments" between Simulators still give that burmuda triangle effect sometimes. To my understanding they are still working on how to solve this aspect.

I hope this helps and I hope another Linden will step in and reconfirm this information if I am incorrect in anyway.

Sincerely, Shadow Weaver.
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Oz Spade
ReadsNoPostLongerThanHand
Join date: 23 Sep 2003
Posts: 2,708
01-09-2004 07:25
Thank you for making this more clear shadow, I read that in the chat log and was a bit confused by it, but now I understand.

Its unfortunate because that was a good way to cut down on prim usage. Hopefully we'll think of other ways to cut down on it.
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Khamon Fate
fategardens.net
Join date: 21 Nov 2003
Posts: 4,177
01-09-2004 09:40
thank you very much shadow. your explanation is clear and informative. here's a possible solution:

allow twenty meter prims with the limitation that if a prim larger than ten meters is placed in the phantom zone, it simply disappears. those of us living on a border will just have to be careful and understand the ten meter easement can only hold ten meter prims.

living in a corner, i'd be doubly restricted. i could live with that if i could use twenty meter prims on the rest of my land.
Cristiano Midnight
Evil Snapshot Baron
Join date: 17 May 2003
Posts: 8,616
01-09-2004 10:13
Cory Linden also pointed out that it causes complexities with the physics engine, even when the objects themselves are not physical, because they still take part in collision events. That was part of the reason for the limit as well, an so I doubt it will change without the new physics engine, if at all.
Shadow Weaver
Ancient
Join date: 13 Jan 2003
Posts: 2,808
01-09-2004 12:17
Cris I knew there was something Cory said that I forgot to write down..LOL but yes this is true also I remember that being mention about the Physics engine. That buffer also explains why when traveling with scripted objects and you fly over a sim line its as though they stop momentarly and stay while you keep flying then poof they catch up to you. Its kinda like they went through customs on each sim line...LOL
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Everyone here is an adult. This ain't DisneyLand, and Mickey Mouse isn't going to swat you with a stick if you say "holy crapola."<Pathfinder Linden>

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Formerly known as Jade Wolf my business name has now changed to Dragon Shadow.

Im me in world for Locations of my apparrel

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Maxx Monde
Registered User
Join date: 14 Nov 2003
Posts: 1,848
01-09-2004 12:31
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