[sldev] Optimus Prim vs. Megatrim: "The Big Prim Problem"

Dzonatas dzonatas at dzonux.net
Wed Oct 17 11:37:24 PDT 2007


Any form of dyslexia is a good argument that we really need to do away 
with textual syntax for computer program languages and go with more 
graphical or iconic symbols! D'oh!

Dzonatas wrote:
> Argent Stonecutter wrote:
>> Just thinking of the obvious ways this could break makes me want to 
>> run screaming.
>
> After you run wild and scream away, just list them.  We can address 
> the concerns and break them out into the appropriate components.
>
>
>> And I'm saying it shouldn't be exposed outside the sim itself. There 
>> is no reason this kind of optimization - breaking a single prim or 
>> linkset (they're the same thing as far as the the physics engine is 
>> concerned, as far as I can tell) into multiple objects for the 
>> physics engine - should require even transmitting the fact that this 
>> optimization has taken place to the viewer, or to other sims.
>
> Consider SHARE for an example, perhaps that functionality should not 
> have been exposed at all outside the core mainframe and related 
> developers. However, developers wanted to open it up to allow other 
> components to interoperate with it, and it became what it is known today.
>
> The same feature basically applies here. It is a typical compiler 
> issue. We expose it in order to improve it. That improvement may 
> entail further automation.
>
> For example, look at sculpties. The sculpt map is exposed. That really 
> should not be exposed in the same way you suggest "it shouldn't be 
> exposed outside the sim itself". However, look at all the different 
> tools created to build sculpties because it has been exposed.  Sculpt 
> maps are created by tools that automate the process.
>
> That is the same ability I suggest that we should do. I figure 
> optimized prims will as perfect in the same way that sculpt maps are 
> not perfect, but that imperfection should not stop from being able to 
> expose the functionality. Complex prims can be created by an automated 
> process in the same sense sculpt maps are now created. It may even 
> give the ability do have complex and concave physical topologies that 
> the sim cannot render on-the-fly. Such compilation (the protoform, 
> transform, and other object optimizations) can be done.
>
> Objects that are not complex and not concave probably can be rendered 
> on-the-fly at the sim level as you suggest. However, once rendered by 
> one sim, we should allow another sim to gather that same data so it 
> does not have to render redundantly, which can get very costly as it 
> does now.
>
>

-- 
Power to Change the Void


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