[sldev] Calculating accurate avatar positions

Dahlia Trimble dahliatrimble at gmail.com
Fri Jan 8 10:51:18 PST 2010


I thought each terse update packet includes the sim time dilation at the
time the update was generated. Could this be used to scale the velocity to
slow the motion down? (if it's not already). May not help for network lag
but should help for heavily loaded sims.

-Dahlia

On Fri, Jan 8, 2010 at 7:27 AM, Ricky <kf6kjg at gmail.com> wrote:

> I agree. For the maximum distance of motion, a form of friction (body
> damping) could be used. That would likely take care of the linear
> case's rubberbanding.
>
> Ricky
> Cron Stardust
>
> On Friday, January 8, 2010, Aleric Inglewood <aleric.inglewood at gmail.com>
> wrote:
> >
> >
> > On Fri, Jan 8, 2010 at 5:24 AM, surangika ranathunga <
> lady_radsu at yahoo.com> wrote:
> >
> >
> > (well, I did have sometimes noticed the avatars (even my avatar) going
> back slightly and again start moving forward).
> >
> >
> > Called "rubber banding", very annoying. If you could improve that
> > then I'd be very interested in reviewing your patch and committing it.
> >
> >
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