[sldev] A thought on how to lower resources used by sensors

malachi at tamzap.com malachi at tamzap.com
Sun May 17 11:32:25 PDT 2009


i spend time in regions where weapons play is held and even just in places where gadgets and scanners are used or sold and the resources used by these devices are amazing. even to the point that sometimes these devices cause the region to hiccup or even crash because of the amount of resources used to send all the probes around the region to collect the keys of all the agents in the region.

in most cases creators are using multiple probes sometimes upwards in the amount of 100 probes to scan the region for agents. this all being done to increase the scan range of llSensor from 96m to ~. but what they dont see is the effect on the region itself having to run all these scripts. yes a single avatar running a probing system wont effect the region. but slam 50-60 people all using these scanners and the sim runs like a commodore 64.

we already know that the simulator holds the data of who is there and when. and given the recent addition to the lsl language for llGetRegionAgentCount() wouldnt it be just as easy to add some function to return the agent keys that are present on the region. this would eliminate the use of all probe scanners. and ultimately increase the performance of the region.

im not a c programmer im still looking at all this code and trying to find ways to better what i see. im still learning. but i am 100% sure that someone in this list is capable of finding a way to add a function that would return this list. i havent tried testing a lot of people using scanners this way on a mainland region but i am almost certain id crash before the probes were fully deployed lol.

if this is possible could someone explain it more in detail about how to get started on doing this. a patch perhaps?

thank you all for your time.
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