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Fri Jun 12 11:19:36 PDT 2009


the simulator using the same kind of message (LayerData Message) that
the terrain is but instead of using a 256 element array of patches, it
uses two patches.  It also has a different byte for the type of Layer
it represents (for the terrain it's 0x4C, for the Wind it's 0x37).

Additionally, the simulator will send these wind related packets
semi-often.  These may interfere with your custom code settings unless
you take them into account.    In testing with OpenSimulator,
injecting packets for testing, it appears that the sim is split up
into 16 blocks total(there are 16 values in a 'patch') and two
patches.  One patch for X, one for Y.  For each block there is an X
and Y value for the speed of the wind in that direction.    The
direction is 0 based..  meaning that if X and Y is zero, there will be
no wind.   if X is -1, then wind will be going -1 meters per second
along the X axis for that block.   If X is 1, then wind will be going
1 meter per second along the X axis.   If X is 1 and Y is 1 for that
block, then wind will be going 0.5 meters per second along the X axis
and 0.5 meters per second along the Y axis.    This '2D'
representation of wind makes it almost impossible to simulate a
tornado.   Also, the resolution of wind is not great for simulating a
tornado because the sim is broken up into 16 infinitely tall columns.
 You'd have an easier time simulating a hurricane then a tornado :).
A tornado would need a higher resolution representation as well as a
representation in 3D space with 3D wind.

Maybe a knowledgeable linden can chime in here saying that the client
accepts a third patch for Z( a 3D representation)?

Hope Some of this helps

Teravus

On Sun, Jul 26, 2009 at 8:29 PM, Stickman<stickman at gmail.com> wrote:
> On Sun, Jul 26, 2009 at 5:20 PM, Vector Hastings<vector at leafpile.com> wrote:
>> The big limitation is that llSetLinkPrimitiveParams pauses the script for .2
>> seconds, so there would need to be multiple scripts running in the base prim
>> to modify something with as many prims as hair (sometimes over a hundred
>> flexis), and that's not only cumbersome but lag-inducing for general use.
>
> llSetLinkPrimitiveParams(LINK_SET, [...]); is what Tigro was talking
> about, I bet. But, if you don't want to set the same settings on all
> of them, like if there's a bow in their hair or something, then it
> wouldn't work and would need to be done like you said.
>
> On a related note: http://jira.secondlife.com/browse/SVC-2105
> llSetLinkListPrimitiveParams() would be an easy addition, said Qarl.
>
>> That said, I am planning a hair script to do much this idea, but for
>> explosions -- stuff that's violent, because I think even the best scripted
>> solution probably will have a hard time creating the smoothness of wind.
>> (Also, wind blows in the same direction for everyone, but explosions blow
>> out from a source.)
>
> Good. The world needs more explosions.
>
> -Stickman
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