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SIM Wide 3d Radar

Neocrypter Rojyo
Registered User
Join date: 14 May 2007
Posts: 3
02-08-2009 14:50
Hi im looking for some help doing a sim wide 3d radar, I know how they work, but im not too sure how to go about coding, preferably I would have the radar rezz a probe or a couple, fly around in a pattern in the sim and relay there sensor data to the base which would then rez an object to represent the sensor data aka Avatar's What im looking for advice on is 2 things, How to relay all the data, as in determining the avatars pos, rot, if there same group etc i figure using CSV or some other delimited method, the other thing is would it be more efficient to have the probes Fly around or to use warpos to move around. any advice would be helpfull. I dont want to use perminant sensor placements, since this is going to be in a mobile structure aka a space ship.
Jesse Barnett
500,000 scoville units
Join date: 21 May 2006
Posts: 4,160
02-08-2009 15:15
Glad to see the interest in scripting, we love to help new people learn. But unfortunately you picked a really bad topic for a very first question to the forums.

If you would have done a search here in this forum, you would have seen this question has come up many times. You would have also noted that no one has ever helped build a sim scanner. A really well made whole sim scanner is moderately bad on the sim and I am being conservative when I say that. A sim scanner has multiple probes flying constantly all over the sim upto the new maximum height of 4096 meters. This is a sim scanner created by someone with an expert level of understanding in LSL. Anything less then a "really well made" sim scanner hurts the whole sim.

You really need to start with a much more basic project with LSL.
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Neocrypter Rojyo
Registered User
Join date: 14 May 2007
Posts: 3
02-08-2009 15:33
I wouldn't say that this is my first project, as Ive been scripting LSL for almost 3 years now, I know how harsh sim scanners can be on a sim and actually that's why im asking for help, so I can make mine as gental as feasibly possible, Im not shooting for real time statistics, more like every 3 -5 second updates. Like I said its for a space ship mainly for tactical planning and such. But yeah I dont want it to kill the sim so thats why I was thinking a total of 2 - 4 probes flying patterns and im not concerned with up to 4096 more of a 256m3 area its not for the conventional sim scanner use. but where Ive been focusing in lsl is flight scripts and combat systems for RP and aircraft's so its a little different of a gig

I usually just don use the forums for anything and try and sort things out myself :D
Hewee Zetkin
Registered User
Join date: 20 Jul 2006
Posts: 2,702
02-08-2009 17:04
Hmm. Well, your biggest hurdle is likely to be the (relatively new) object entry parcel flag. Existing implementations were mostly created before that flag existed, back when the script enabled flag was all there was to worry about (and that could be gotten around by just staying far enough off the ground; 40-50m I think it is). With the object entry flag, you are very likely to find large swaths of regions that you can't place your object over or move past. In my opinion it makes this sort of project infeasible enough to not be worth it.

Also, your update period of 3-5 seconds is incredibly short when you consider the volume of space that has to be covered. You are going to need a large number of probes operating as swiftly as they can manage, and that alone is going to be hell on the simulator. A period of more like 30-60 seconds--with errors possible and understood--is probably more reasonable. Even that might be pushing things a bit though.

(FYI a sensor can cover approximately a 110m cube since we have to consider vertical space, not just horizontal footprint. That means it takes about 9 sensor runs to cover a 100m layer of a region. And those sensors will have to sample at 40 different heights to cover the distance between 0m and 4000m--though it's true that ground height might reduce the required volume a bit. That means on the order of 9*40=360 moves and sensor operations in the update period. Reasonably you can do it with more like 5 sensors per layer, but you get some holes and may have to run over more/smaller layers, so....)
Jesse Barnett
500,000 scoville units
Join date: 21 May 2006
Posts: 4,160
02-08-2009 18:17
And finally.......... There is a LOT of list manipulation checking and removing multiples, enough that you can run out of memory after a certain number of avatars. Not for certain on all of them but for the couple I do know, the info is processed and parsed on a server and sent back in world.

Now you see why this question has never been answered here and why an example isn't posted ;)
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Neocrypter Rojyo
Registered User
Join date: 14 May 2007
Posts: 3
02-08-2009 19:49
well that is certainly a lot to chew over, I found an OS radar to examine, its ultra crappy but it gives me a decent base to work with so im going to start tinkering may be futile but eh I need something else to toy with other then vehicle scripts and combats systems there getting kinda old.
Hewee Zetkin
Registered User
Join date: 20 Jul 2006
Posts: 2,702
02-08-2009 21:47
A more feasible solution might be a custom viewer that tells you more about the other avatars within your current region. There may even be one or two out there that already do that. ;)
Jesse Barnett
500,000 scoville units
Join date: 21 May 2006
Posts: 4,160
02-09-2009 03:27
From: Hewee Zetkin
A more feasible solution might be a custom viewer that tells you more about the other avatars within your current region. There may even be one or two out there that already do that. ;)

Exactly the same thing I was thinking about last night.

IF I was going to go to the trouble of making a sin scanner again.............. The first thing I would check is both libsl and sldev iirc rooms. I know Kirsten had some code in her viewer that scanned 500 meters. If you could return ?llRegionAvatars? for example with libsl then just have a bot that would send your hud the agent data along with thier position for example.
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From: someone
I am still around, just no longer here. See you across the aisle. Hope LL burns in hell for archiving this forum