[sldev] Why does the simulator do object culling for clients?

Tateru Nino tateru.nino at gmail.com
Wed Jul 18 15:39:47 PDT 2007



Dale Glass wrote:
> On Thu, Jul 19, 2007 at 01:38:02AM +1000, Tateru Nino wrote:
>   
>> Considering the amount of ghosting we generally see (due to lost
>> ObjectKill packets), I'm wondering if it isn't a good idea for the
>> viewer to be able to periodically poll 'stale' objects (ones that have
>> had no Update for a while) just to verify that they're still present.
>> Having avatars and objects that have long since gone hang around in your
>> viewer for an hour or two - that can be a little odd, or even unsettling
>> at times.
>>     
>
> That sounds like a hack.
>
> ObjectKill is sent over UDP, I suppose? I haven't looked at networking
> code much yet. But if so, polling isn't the right way to do it, the
> problem is that the message should be reliable and isn't. So move it to
> TCP, ensuring it's always delivered. Then so long the sim and viewer
> aren't buggy that should be all that's needed.
>
> Imagine the amount of extra bandwidth needed for periodically checking
> all the objects you can see if you set draw distance to 512M.
>
>   
Many of our most common complaints are caused by dropped messages that
should be reliable, but aren't. :)

-- 
Tateru Nino
http://dwellonit.blogspot.com/



More information about the SLDev mailing list