Lordfly Digeridoo
Prim Orchestrator
Join date: 21 Jul 2003
Posts: 3,628
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10-26-2004 22:22
Pardon my newbieness at scripting, but why would llMoveToTarget be so server-intensive?
A few objects that I use rely on it heavily, and yet when you turn on object updates, you just see a steady pukey stream of red updates... why? Why can't the server just say "k, it was here, now it moves here, at this rate" once?
LF
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Pete Fats
Geek
Join date: 18 Apr 2003
Posts: 648
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10-26-2004 22:35
llMoveToTarget requires physics. Physical object, by their nature, update quite often.
On a side note, Show Updates really only shows you when the client has to update things, they really aren't the end-all 'am I lagging the sim' meter.
I'd keep your eye on the advanced sim stats (ALT-1). The 2 categories that I've found scripts can have a huge impact on are Run Tasks, and Physics.
Using that Physics listing, you can get a little bit better idea of the effects your script is or isn't having on the sim.
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Moleculor Satyr
Fireflies!
Join date: 5 Jan 2004
Posts: 2,650
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10-26-2004 22:56
Because llMoveToTarget isn't actually a "Push this direction, once, at this rate" call. That'd be llApplyImpulse you're looking for. llMoveToTarget involves several other things, like distance calculations, that 'tau' thing or whatever it's called in that particular function.
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