Re: [opensource-dev] Client-side scripting in Snowglobe
On Fri, 2010-02-19 at 14:54 -0500, Maggie Leber (sl: Maggie Darwin) wrote: > I was thinking of this as new function, and only incidentally > providing some marginal performance relief for LLs servers in limited > cases...such as how Emerald's avatar radar reduces or eliminates > avatar radar HUDs. > > Love to hear other views on this... I'd hope things like attachment sizing scripts would move to client side scripts. There's also things like advanced vehicle scripts, I wrote an engine script that did an approximate handling of torque and grip. It was fairly math intensive and I never implemented it fully as I judged the sim load to be too great. If I can move that client side and just send it's output to the server side physics script driving the vehicle, then not only does it become a feasible approach, it'd possibly be lighter on the sim than some current vehicle scripts. ___ Policies and (un)subscribe information available here: http://wiki.secondlife.com/wiki/OpenSource-Dev Please read the policies before posting to keep unmoderated posting privileges
Re: [opensource-dev] Client-side scripting in Snowglobe
On Fri, 2010-02-19 at 15:57 -0500, Maggie Leber (sl: Maggie Darwin) wrote: > On Fri, Feb 19, 2010 at 3:08 PM, Domino Marama > wrote: > > > I'd hope things like attachment sizing scripts would move to client side > > scripts. > > I guess that would be nice, but the data that would have to flow to > the attached hair prims would be substantialand the prims would > still have to be scripted. I wouldn't expect to see much savings from > that. Depends on implementation. I'm assuming client side scripts won't need transferring sim to sim on teleports, so scripts such as these that don't need to be active on the sim seem like good candidates to me. If anything I'd have thought the data flow with the vehicle scripts would be more of an issue as that'd be constant messaging between the client and server parts. It would need careful testing to make sure that moving the maths client side was more efficient. Even without my crazy ideas on doing torque based acceleration curves, it's likely that people will overdo messaging (if it's a feature) with stuff like client hud speedos for vehicles.. ___ Policies and (un)subscribe information available here: http://wiki.secondlife.com/wiki/OpenSource-Dev Please read the policies before posting to keep unmoderated posting privileges
Re: [opensource-dev] Third party viewer policy
> We may ask you to make changes > to your Third-Party Viewer if it disables certain of our services, or > if we believe it is inconsistent with the principle of shared > experience or otherwise negatively affects the Second Life user > experience. If we do, you agree to make the changes we request. I guess I can cross making an offline rendering client for machinima off my todo list :) More seriously, the policy as it stands would make me cross anything that remotely resembles a client off my todo list. Gigs nailed the major reasons why.. ___ Policies and (un)subscribe information available here: http://wiki.secondlife.com/wiki/OpenSource-Dev Please read the policies before posting to keep unmoderated posting privileges
Re: [opensource-dev] User Story: Improved Cache
On Fri, 2010-09-17 at 13:08 -0400, Oz Linden (Scott Lawrence) wrote: > On 2010-09-17 12:56, Ponzu wrote: > > But some users want to be able to override this. I want a certain > > location to always load fast, even if I rarely visit it. > > > > User story: I want to mark certain locations as "Fast Loading" even > > if I do not visit them very often. This should override the automatic > > behavior of the system. > > Even if the cache had such controls, note that if anything changes at > the location while you're away (and the longer you have between visits, > the more likely that is), then it won't load from cache anyway. A prime example for this type of use are the various vehicle racers. I'm certain they would want to mark all the track sims as fast loading even if they only race on a particular track once a month. I suspect it's kinder to people who are practicing when you teleport in as well helping own performance on first couple of laps.. ___ Policies and (un)subscribe information available here: http://wiki.secondlife.com/wiki/OpenSource-Dev Please read the policies before posting to keep unmoderated posting privileges