[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
http://dwellonit.taterunino.net/
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