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

Tateru Nino tateru.nino at gmail.com
Thu Apr 15 23:56:18 PDT 2010

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)
> =)
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Tateru Nino

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