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Physics: 100+ jointed wheels and no sim lag

Scalar Tardis
SL Scientist/Engineer
Join date: 5 Nov 2005
Posts: 249
01-08-2006 20:58
Here's my latest experiment... the conveyor belt!

Just look at all those wheels, moving the box effortlessly down the slope.


And just look at that time dilation... only 0.99. Whoah.




Physics-enabled jointed objects really CAN work without sucking! :)



Next up, making a roller coaster with a few hundred wheels like this. :D
Fairge Kinsella
Gravity isn't so serious!
Join date: 23 Oct 2004
Posts: 158
01-08-2006 23:39
Ooooohh! That looks like fun! :D
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Candide LeMay
Registered User
Join date: 30 Dec 2004
Posts: 538
01-09-2006 02:09
Next time also expand the Time (ms) stats at the bottom and look how much of total server time is spent on physics
Scalar Tardis
SL Scientist/Engineer
Join date: 5 Nov 2005
Posts: 249
01-09-2006 07:52
I'm not familiar with the ms stats, but sure. Here you go.

this is with the next evolution.. guide rails to limit springy motion of the wheels...




objects in place but selected (nophysics): 0.3ms
Time dilation: 1.0

objects in place but no wheel movement: 0.4 ms
Time dilation: .99 - 1.0

big box rolling down wheels: max 4.0 ms
Time dilation: .99

wheels still free-spinning after box: max 2.3 ms
Time dilation: .99 - 1.0
Candide LeMay
Registered User
Join date: 30 Dec 2004
Posts: 538
01-09-2006 10:45
That's pretty neat actually. The total time the sim has for each frame is slightly above 22ms (1/45fps) and as you can see in the stats, various elements compete for the time. If the time dilation stays close 1.00 it means the sim manages to compute everything before the next frame comes.

3-4ms for physics is not bad at all - for comparison, those swans and ducks and fish people put on their land can easily consume 7-8ms with just 3-4 animals.
Torley Linden
Enlightenment!
Join date: 15 Sep 2004
Posts: 16,530
01-09-2006 13:09
Hahaha... a conveyor belt! What's next, a clock?

I'd like to see this inworld. Nothing beats physics in motion. :)
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