[sldev] Sim Size Limits?

Zha Ewry zha.ewry at gmail.com
Wed Oct 29 13:43:20 PDT 2008


The client makes a bunch of 256x256 assumptions. It *knows* where the
edge of the sim is,w hen to hand off, and if there is a sim adjacent,
based on it's geometry of the grid, and the handles of the sims it is
talking to. Breaking that is both a protocol issue and a code issue. I
expect, in time, it will be tackle,d but I agree that it's less of an
urgent issue than many, many other issued, including, as Soft
mentioned, having crossing be less disruptive.

~ Zha



On Wed, Oct 29, 2008 at 3:39 PM, Tammy Nowotny <TammyNowotny at mac.com> wrote:
>
>
> Bruce Tong wrote:
>>
>> Just out of curiosity, why are sims always 256m x 256m in size? Is the
>> system running into an issue like a maximum floating point value? Does
>> it have to do with resources used to model the terrain? I wonder if
>> "open space" might be a matter addressed by just letting people define
>> private regions to be larger without getting more prims.
>>
>>
>
> I think it was just an arbitrary power of 2: 128 was too small and 512 was
> too big.  Hence, 256 was the logical choice.  (Hmm, maybe 128 wasn't too
> small, since most SL residents still have their draw distance set to less
> than 128 * sqrt (2): i.e., most of us can't see all the way across a single
> sim.)
>
> The new OpenSim regions have also been 256 by 256 but the size of the region
> isn't hardwired into the data standards.  But (if I am not mistaken) all
> regions on an OpenSim grid still have to be the same size.
>
>
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