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Smooth Non-physical Motion/Rotation


Servian Serevi
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This is one of the goals of my recent post http://community.secondlife.com/t5/LSL-Scripting/Is-event-driven-programming-in-LSL-dead/td-p/949771.

There used to be a trick, called Multi Move to put multiple scripts in an object, syncronize them, and get them all to each call llSetPos/Rot with a different time offset. The result of all this was to get around the limit of only 5 calls per second. llSetPrimitiveParamsFast makes this ugly, difficult and system resource hogging technique obsolete. I'm still struggling with the question what is the best way to use this new call?

Like all SL projects, this one starts with doing research to figure out what the llLibrary routines actually do, finding out what the undocumented limits are, what the unexpected side effects are, how to call them without bogging down the sim. I haven't done this research yet, but I'm leaning in the direction of doing the following steps:

llSetTimerEvent(1/45) to get timer events as often as possible.

llLinkSetPrimitiveParamsFast(1,[..]) in the timer event to move and rotate my critter

There may an additional calculation in timer() to calculate  how long it has actually been since the last event and adjust the position appropriately to compensate for lag introduced from outside...

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