Fwd: [sldev] Sim Size Limits?

Bj Raz whitequill.bj at gmail.com
Mon Nov 3 13:31:00 PST 2008

---------- Forwarded message ----------
From: Bj Raz <whitequill.bj at gmail.com>
Date: Mon, Nov 3, 2008 at 4:30 PM
Subject: Re: [sldev] Sim Size Limits?
To: Carlo Wood <carlo at alinoe.com>

How many avatars are allowed per 32x32 sim. I must have just missed that
while reading. It could be each sim is restricted to its own group channel,
that you must be allowed to enter by the owner, and you have no access to
local chat at all. Basically you must be invited to chat at the event; and
each 32x32 sim has its own group channel.  This would also work for the
center sim for the players in the middle too.

On Mon, Nov 3, 2008 at 1:10 PM, Carlo Wood <carlo at alinoe.com> wrote:

> On Mon, Nov 03, 2008 at 11:25:00AM -0500, Mike Monkowski wrote:
> > Dale Mahalko wrote:
> >> The main challenge here is having a big enough network pipe to support
> >> getting updates from those 4800 spectators plus the actual events in
> >> the center. Assuming just 25 kilobit maximum to update each spectator,
> >> that's a potential peak of 120 megabits when everyone stands up
> >> together to cheer or wave their pennant, not counting the actual event
> >> updates in the center sim.
> >
> > And don't forget the "minor" problem of actually rendering all of this
> > on the client.
> Hi, I come from the IRC world (coder and protocol developer); that might
> not seem related, but in a way it is.
> The only way I could solve very large events is by making join/parts
> invisible except of those who speak. On IRC that means: the channel is
> moderated so that nobody except users with special privs can speak.
> Then a broadcast is done for an event and -say- 5000 users join more or
> less simultaneously. Instead of sending 5000 times 5000 messages about
> joins, not to mention the chatter flood that would happen, the channel
> seems to be empty and no joins are sent. As soon as someone is allowed
> to speak and speaks, the server sends a delayed join to all clients
> just prior to the actual spoken word.
> Perhaps it's an idea for very large events to copy this method to SL.
> 'Joining' means that you see someone appear as if they just teleported
> to their spot. That way you'd still have a large crown that needs to
> be updated about events, but only little data to send to them (only
> those participating in the event in the center). Each individual spectator
> would see him/herself spawn and they can walk around, but nobody else
> will see them unless someone with higher priviledges makes them visible
> to the rest (ie, after first IM-ing).
> There are a LOT other hard problems with large events, but well lets
> keep this simple for now.
> --
> Carlo Wood <carlo at alinoe.com>
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