Re: [opensource-dev] client-side physics and general relativity

2010-04-16 Thread Dzonatas Sol
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 w

Re: [opensource-dev] client-side physics and general relativity

2010-04-16 Thread Dzonatas Sol
This thread isn't about a mere box as you suggest. There thread is about how to take physics beyond that and allow the client to do part of the simulation, given a single use-case. Tigro Spottystripes wrote: > -BEGIN PGP SIGNED MESSAGE- > Hash: SHA1 > > currently attachments don't bump o

Re: [opensource-dev] client-side physics and general relativity

2010-04-16 Thread Tigro Spottystripes
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 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 >

Re: [opensource-dev] client-side physics and general relativity

2010-04-16 Thread Tigro Spottystripes
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 currently attachments don't bump on anything, and animations do not affect what the avatar collides with, avatars got a static bounding box and that is it On 16/4/2010 10:45, Dzonatas Sol wrote: > That's true for the case of non-static objects. We cou

Re: [opensource-dev] client-side physics and general relativity

2010-04-16 Thread Dzonatas Sol
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

Re: [opensource-dev] client-side physics and general relativity

2010-04-16 Thread Dzonatas Sol
That's true for the case of non-static objects. We could, however, predict how fast an object changes and negotiate that limit, and that's basically what there is to agree upon for what is relative. For example, let's say an avatar moves around a sim of mostly static objects. It can do most of

Re: [opensource-dev] client-side physics and general relativity

2010-04-15 Thread Tateru Nino
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

[opensource-dev] client-side physics and general relativity

2010-04-15 Thread Dzonatas Sol
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