Hmm. However, with virtual objects the physical properties aren't fixed. Unlike regular matter, the physical properties of an SL object can change at any time. In fact - and I grant I only have anecdotal information to support this - I think it is less likely for an object's physical properties to remain constant than it is for them to change.
On 16/04/2010 2:57 PM, Dzonatas Sol wrote: > I want to share a use-case/concept for physic simulation where the > client and sever wouldn't have to send object updates, or at least there > wouldn't be as many updates needed to send from the sim to the client. > > Given we can use general relativity more as a mutual agreement rather > than assume it is the only way reality changes; we could further expend > such mutual agreement between a server and client as they simulate > physics. Now don't expect FTL changes for this, yet we can use the same > analogy and define a limit. Let's use one that LL has already defined as > max velocity an object moves through a sim. > > Now, let's say we have two objects. Object (A) is within 10m to an > avatar. Another object (B) is 50m away for that avatar. Now, since > object (A) is within a distance an object can move within a second of > max velocity, the client can be given rights to simulate object (A), and > the simulator wouldn't send any updates to the client if the client does > such. Since object (B) is outside the distance of an object can move > within a second at max velocity, the simulator would continue to send > updates to the client about object (b) only if in view (as it does now). > > If object (A) and object (B) are static, as in they never move, then the > client would fully control its position within that relative second of > space and all physics. If the avatar bounces off the static object, the > client doesn't need to send updates to the sim unless the object needs > to know if it was touched. > > If the objects aren't static or if there are more avatars, then there > are several negotiation and scenarios that could happen, yet let's not > digress immediately away from the basic use-case/concept stated above. > > Bottomline, this should be negotiable. The sim may not allow it at all > if if the sim needs full physics control. The avatar may want to only be > in sims that don't take full control of physics. If the client simulates > some objects then the sim is expect to simulate the same objects. The > two simulations should be basically in sync, yet accuracy of being in > sync should be negotiable also. > > Relative second of space can be quickly calculated, for example, ( max > diameter of avatar + 1 second distance of max velocity ) * 3.333... > (basically like pi r squared) > > =) > > > _______________________________________________ > Policies and (un)subscribe information available here: > http://wiki.secondlife.com/wiki/OpenSource-Dev > Please read the policies before posting to keep unmoderated posting privileges > > -- Tateru Nino http://dwellonit.taterunino.net/ _______________________________________________ Policies and (un)subscribe information available here: http://wiki.secondlife.com/wiki/OpenSource-Dev Please read the policies before posting to keep unmoderated posting privileges