Do you understand the use-case I noted? As stated earlier: "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."


Tigro Spottystripes wrote:
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> visually impaired people would still need to know if the door is open,
> if the trolley is on the station, if someone bumped into them etc
>
> On 16/4/2010 12:48, Dzonatas Sol wrote:
>   
>> I don't think you thought through all cases. Consider blind users, as 
>> they would only be concerned with objects within relative space, then 
>> even on a busy sim the sim would not have to send any updates to the client.
>>
>> Even if not blind, lets say someone has their view limit set only to 
>> relative space, as would be the potential possibility for those that 
>> mainly leave their client open for chat. Normally the viewer is set to 
>> greater than 64m away view distance, yet if someone has the chat window 
>> maximized then that distance isn't really needed. It would be an option 
>> to have the viewer automatically drop viewable distance to 30m or less, 
>> which would be optimal for chat distance.
>>
>> It's a use-case/concept that is low-hanging fruit for client-side physics.
>>
>> Dale Glass wrote:
>>     
>>> It seems to me you're optimizing for rather narrow cases: sims of mostly
>>> static objects, and presumably nobody else around. But why optimize for
>>> something that is going to be very fast already? 
>>>
>>> The most benefit would be gained from improving the performance of busy
>>> sims, but it sounds like those ideas would rarely work in such a case.
>>>
>>>
>>>   
>>>       
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