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How fast do we go?

Doris Haller
Registered User
Join date: 15 Jan 2007
Posts: 36
07-18-2009 09:52
Does anybody know how fast we go or run?

It seems to a very high speed, since walk animations either look like you're in a silent movie or the feet slide over the ground.
Sindy Tsure
Will script for shoes
Join date: 18 Sep 2006
Posts: 4,103
07-18-2009 10:39
/me makes a script to find out... This is on a almost-totally idle region - not sure why the numbers aren't more consistant.

From: walking
moved 3.198903 in 0.989520 = 3.232783mps
moved 3.127816 in 1.016282 = 3.077705mps
moved 3.198903 in 1.003700 = 3.187111mps
moved 3.198903 in 1.001297 = 3.194760mps
moved 2.985643 in 1.049050 = 2.846044mps
moved 2.985628 in 0.957130 = 3.119354mps
moved 3.269990 in 1.003561 = 3.258387mps
moved 3.198903 in 1.000610 = 3.196953mps

From: running
moved 5.242470 in 1.001542 = 5.234398mps
moved 4.900569 in 1.021310 = 4.798317mps
moved 5.128503 in 0.987761 = 5.192048mps
moved 5.014536 in 1.003355 = 4.997768mps
moved 5.242470 in 1.003597 = 5.223680mps
moved 4.672636 in 1.010443 = 4.624344mps
moved 5.356436 in 1.007370 = 5.317248mps

From: flying
moved 15.292820 in 1.003210 = 15.243880mps
moved 15.982260 in 1.005267 = 15.898520mps
moved 15.999740 in 1.008937 = 15.858020mps
moved 15.288820 in 1.004127 = 15.225980mps
moved 16.355480 in 1.011048 = 16.176760mps
moved 14.933260 in 0.993882 = 15.025180mps
moved 15.301110 in 1.006646 = 15.200090mps


The script...
CODE

vector gPos;
float gTime;

default
{
state_entry()
{
gTime = llGetAndResetTime();
gPos = llGetPos();
llSetTimerEvent (1.0);

}

attach(key id)
{
if (id != NULL_KEY)
{
llResetScript();
}
}

timer()
{
float dist = llVecDist(gPos, llGetPos());
float time = llGetTime();

if (dist > 1.0)
{
llOwnerSay ("moved " + (string)dist + " in " + (string)time +
" = " + (string)(dist / time) + "mps");
}

gPos = llGetPos();
llGetAndResetTime();
}
}
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Void Singer
Int vSelf = Sing(void);
Join date: 24 Sep 2005
Posts: 6,973
07-18-2009 22:47
so we walk at about 2x speed? that explains alot. (so the optimal retime for walks would be ~0.75 to minimize both the slide effect and the speed shuffle effect.) and our run look more like a jog.
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jeaniesing Trilling
Loves to animate & script
Join date: 21 Oct 2006
Posts: 61
07-18-2009 22:53
if your footfalls are twice in a second... with a pretty long stride, you don't slide.... but I do get tired watching it sometimes *blush*
_____________________
Pinastri/113/171/30
Viktoria Dovgal
Join date: 29 Jul 2007
Posts: 3,593
07-18-2009 23:19
From: Sindy Tsure
/me makes a script to find out... This is on a almost-totally idle region - not sure why the numbers aren't more consistant.


Is it level ground? There is a variance when you go up or down inclines.

Advanced->HUD Info->Velocity might be useful, to rule out LSL timer idiosyncrasies.

From: Void
so we walk at about 2x speed? that explains alot. (so the optimal retime for walks would be ~0.75 to minimize both the slide effect and the speed shuffle effect.) and our run look more like a jog.

Yep, but oddly our running speed is very ordinary, not even good enough to do a four minute mile.
Day Oh
Registered User
Join date: 3 Feb 2007
Posts: 1,257
07-19-2009 02:10
It's natural for measurements based on polling the position to be off because the values only update when the client sends an update



llGetVel holds sort of steady, I got 3.19782 for walking and 5.12782 for running
_____________________
Sindy Tsure
Will script for shoes
Join date: 18 Sep 2006
Posts: 4,103
07-19-2009 06:20
Oh geez... Bit overkill with the script, I guess.. I even knew about llGetVel too..
_____________________
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- Go here: https://jira.secondlife.com/browse/SVC-3895
- If you see "if you were logged in.." on the left, click it and log in
- Click the "Vote for it" link on the left