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guide lines for server safety and not hitting the grey goo fence?

TigroSpottystripes Katsu
Join date: 24 Jun 2006
Posts: 556
09-16-2006 13:18
I build somthing , an experiment of some sort, which is very rez instensive and is physical, but it is controled. Basicly it is a variation of Conwaqy's game of life, it rez new prims if there are more than a few prims around, and each prim dies if there are too much around. They move away from other prims with llApplyImpulse and llSetForce.

I have included a dead man's switch on them, and they shouldn't survive if hey get too far from a choosen point. Also they clearlly state on a floating text how to defuse them.

my question is, what are the guiidelines for having several scripted, rez intensive, physical objects not afect the server significatly and not hit the grey goo fence? what is the shape that reuires less fromt he physics engine and is not prone to out of control fluttering? (I've been told the cube might go crazy if it hits somthing the wrong way) where can I learn about script optmization and server friendly scripting? how can I have my stuff not be so hazardous looking to not hit the grey goo fence?
Torley Linden
Enlightenment!
Join date: 15 Sep 2004
Posts: 16,530
09-20-2006 11:00
Heya! You can find the details on the "grey goo fence" right here, as posted by Andrew Linden:

/54/90/105838/1.html
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