BlowSUp Posted July 17, 2019 Share Posted July 17, 2019 Heyo all, Looking to kick off a personal project- a big ship. Lots of hurdles I'd like not to get into, that are being worked on simultaneously but there is something I'd like to ask the community that is more immediately pressing. Some time ago, to "overcome" bounding-sphere/linkability limitations a larger vehicle would be broken up into multiple linksets, with each attempting to monitor and then match/mirror movement of a "root", or "parent" linkset- usually the one the avatar was seated on/piloting from. However, as some of you may know, the nature of this configuration tended to, in practice, yield a "caterpillar-like" or "cascade" effect where the root linkset would move, and then another set would move to follow that movement, and another, so on. I'm wondering if there has been any innovation in this field, to avoid this effect, these days. Particularly, the very un-appealing "stacking" that would occur attempting to cross sim borders, where each of the linksets would pile up at the sim edge until the root set arrived and crossed the border, where they would snap back to proper position. I believe those previous systems worked by constantly checking the positional, rotational values of the root set, and updating the offsets for the remainder accordingly. Would there be any benefit(ie reduction in caterpillar effect, I assume the sim cross stacking would still occur) in abandoning the follower methodology in that former script and instead sending translational/rotational commands to all linksets simultaneously? Thanks for reading, Z Link to comment Share on other sites More sharing options...
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