Is it possible to break the 250m/s limit for rez'd objects? What methods might one use to do this?Discuss

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Possible to break 250m/s limit? |
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Vladimus Nikolaidis
Registered User
Join date: 4 May 2007
Posts: 9
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08-23-2007 05:25
Just what the title says
Is it possible to break the 250m/s limit for rez'd objects? What methods might one use to do this?Discuss ![]() |
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Tiarnalalon Sismondi
Registered User
Join date: 1 Jun 2006
Posts: 402
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08-23-2007 05:29
Um...just out of curiousity...why would you need to?
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Simil Miles
Creator
Join date: 1 Mar 2007
Posts: 300
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08-23-2007 08:18
I have (made) something almost 10 times faster for non-physical objects.
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Vladimus Nikolaidis
Registered User
Join date: 4 May 2007
Posts: 9
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08-23-2007 10:04
Weapons for one
Faster bullets for shooting at long range are always a good thing.. less chance of the target moving before the bullet reaches them. |
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Tiarnalalon Sismondi
Registered User
Join date: 1 Jun 2006
Posts: 402
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08-23-2007 10:26
Weapons for one Faster bullets for shooting at long range are always a good thing.. less chance of the target moving before the bullet reaches them.Are we shooting across multiple sims? hehe But as kinda hinted above, all you would really be able to do is have it do a non-physical jump...probably using something like warpPos to skip certain parts of the distance along the same vector it's travelling or on a straight vector to a target assigned and tracked with a sensor. |
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Senuka Harbinger
A-Life, one bit at a time
Join date: 24 Oct 2005
Posts: 491
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08-23-2007 13:37
Weapons for one Faster bullets for shooting at long range are always a good thing.. less chance of the target moving before the bullet reaches them.the problem with physical objects moving very fast is the physics FPS, which optimally is at 45fps. so say you have a .5m object moving at 45m/s, there will be .5 meter gaps along it's trajectory as the physics engine calculates where it is. suppose we theoretically had it at 450m/s, now there are 5 meter gaps along it's trajectory. the faster an object moves, the larger the gap is due to the number of times each second the engine calculates where exactly the object is. for non-physical objects, this is a trival question and can be done with a calculated warppos() being called within a very fast timer loop. unfortunately because it is non-physical it won't collide with anything. a good compromise is if you know where your target is, use non physical movement to get it close, and then set it off at the full physical speed. if you're worried about missing your target, use a simple sensor guidance system in your bullets to try and steer them towards your target, or even use a vector prediction algorithm to have your weapon predict where your target is going to be given it's current movement, and shoot there. _____________________
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