Re: [opensource-dev] Client-side scripting in Snowglobe

2010-02-19 Thread Domino Marama
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.

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Re: [opensource-dev] Client-side scripting in Snowglobe

2010-02-19 Thread Domino Marama
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..


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Re: [opensource-dev] Third party viewer policy

2010-02-23 Thread Domino Marama
> 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..

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Re: [opensource-dev] User Story: Improved Cache

2010-09-17 Thread Domino Marama
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..

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