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More open source ideas?

HeatherDawn Cohen
Who Me?!?!
Join date: 9 Aug 2004
Posts: 397
02-28-2005 08:09
From: Jeffrey Gomez
Speaking of open source, how many of you would see yourself using an animated prim script that ran off .BVH files? Yes, those are the ones that SL imports for avatars.

I finished up my prototype of it (and tested it) last night, but I still have to do a few code revisions for efficiency, "smart spawning", and *maybe* multiscripting for multiple animations.

Useful? :rolleyes:


ME ME ME ;)
gene Poole
"Foolish humans!"
Join date: 16 Jun 2004
Posts: 324
02-28-2005 09:58
From: Eggy Lippmann
Dude... don't tell me you're callling llSetText repeatedly... that thing is a lag bomb.
llSetText causes a full object update for some reason. Meaning, all the info about the object it's in, has to be resent to the client. Turn on Show Updates and you will probably see it puffing red clouds.
It's as bad as llSetTexture and a definite no-no.
Awwwwww yeaaaaaaaah! Okay, maybe I won't open-source it. More than a dozen of these things being used inappropriately at the same time could bring a sim to its knees.

I have indeed observed the "red smokestack". Here's the cool part, though. I'm working on an auto-lag-compensation feature; in other words, the update granularity is roughly proportional to the sim's time dilation. As time dilation worsens, updates become less frequent, and less granular (ie. jerkier, due to larger movement increments).

Here's why I think it's "okay": if a sim is running really well, and has cycles to spare, why not use them? As soon as there's any lag, the object throttles itself back. I think it's a good compromise. But counterpoints are welcomed. (Let the flamewar begin). ;)

Technical comment: I wonder why setting text is a "full"-type update... anyone?
Leopard Loveless
Script Kitty
Join date: 30 Sep 2004
Posts: 57
03-01-2005 05:56
Here's a task:

Write the first in-game Wiki.

:)

*meow*
Leopard Loveless
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