|
Dragon Steele
Artist/conservationist
Join date: 3 Jan 2005
Posts: 183
|
06-02-2007 15:08
Does 100+ prims with scripts cause more lag or two particle emitters the make a 100 m curtain?
I'm coding a particle curtain and need to know if it's a bad idea or not.
thanks
_____________________
Boycot the spam farms and the ads on them. Ban the spamers from your land. Look for the clocktower network for a blacklist to put on you land that is grid wide.
|
|
Malachi Petunia
Gentle Miscreant
Join date: 21 Sep 2003
Posts: 3,414
|
06-02-2007 15:57
Your question is a little unclear, but scripts are run on the sim and contribute to sim lag for everyone; 100 scripts would probably be excessive for a curtain. Particles are generated on the client's computer and don't impact the sim and aren't too burdensome on the client either. Particles have no effect on a client that can't see them. I hope that addressed your question.
|
|
Dragon Steele
Artist/conservationist
Join date: 3 Jan 2005
Posts: 183
|
06-02-2007 18:17
From: Malachi Petunia Your question is a little unclear, but scripts are run on the sim and contribute to sim lag for everyone; 100 scripts would probably be excessive for a curtain. Particles are generated on the client's computer and don't impact the sim and aren't too burdensome on the client either. Particles have no effect on a client that can't see them. I hope that addressed your question. You are right I haven't worked out the plans yet but you did answer my question. thank you. 
_____________________
Boycot the spam farms and the ads on them. Ban the spamers from your land. Look for the clocktower network for a blacklist to put on you land that is grid wide.
|
|
Pip Helios
Registered User
Join date: 29 Sep 2006
Posts: 22
|
06-02-2007 19:56
Particles shouldn't make any script lag since they are prim properties and you don't even need a active script to make.
|
|
Qie Niangao
Coin-operated
Join date: 24 May 2006
Posts: 7,138
|
06-03-2007 06:30
Suddenly wondering what those 100 scripts would be. If they're just doing texture animation (which seems most like particle curtains), then the scripts could be removed from the prims after executing, and there'd be no persistent sim-side impact.
Come to think of it, this would be a mighty tempting application of suitably dimpled phantom Mega Prims--if you can get the texture repeats tight enough while animating them.
|