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animats

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Posts posted by animats


  1. On 8/15/2018 at 2:29 PM, Ela Talaj said:

    A single dedicated script can store up to 500 agent names (or keys). Several such modules with parallel search can support storing a very large number of agents. This however is a pretty advanced scripting so not for LSL beginners and/or amateurs. Sequential search wouldn't work of course because takes way too long.

    You can build entire data centers within SL that way.

    datacenter_002.thumb.jpg.716bb34bdc5b32c42285d5989ce1f6ee.jpg

    Yes, SL has data centers.

    SL has servers. Some run multiple vendors. "Skill Gaming Regions" usually have a few racks of equipment behind the scenes running the gambling. There are equipment rooms that coordinate traffic lights. While any prim can act as a server, some builders make their servers look like servers.

    At some point, it's easier to connect to an outside server and get access to real compute power, but it's possible to do quite a bit entirely within SL.


  2. 8n8NldQ.jpg

    One of these is not like the others. Can you tell which one? The cluttered table at the left of the row is a 2-triangle billboard impostor. Everything else is a full model. The impostor has 8 images stored in one texture. Which one you see depends on viewpoint. These pictures were take in New Babbage, to see how this looks in complex lighting and fog.

    This is for low and lowest LOD models, viewed from far away. It's not to replace high-quality models. It's to replace bad few-triangle low-LOD models with holes in them generated by the mesh uploader.  For objects in this scale (6x3 meters max), the impostor illusion seems to be good out beyond 25 meters. Sometimes it's OK at 15 meters, but that's pushing it. Closer than that, it's time to switch to the real 3D model. Standard technique in video games.

    Again, this is an in-world test to see how it looks. A real implementation would be in the viewer. Looking into testing that.

    I'm looking for more mesh items to impostor. I have many old sculptie items, but few modern complex mesh ones in furniture size. Send me some mesh items to impostor and if I can use them I'll send a demo impostor object back, as well as set them up in the impostor garden.

    (The impostor making process is semi-automatic. I put the object on a turntable in front of a green screen, and take pictures as the object is rotated. Those go into a Python program which removes the frame and green screen, resizes and aligns the images, and constructs a texture image ready for upload.)

    impostor-clutteredlabtable_00.png.9b9af3836dddbb3838735f10a13ef7ea.png

    Like this.

    More later.


  3. That's interesting. Collision detection first wraps an axis-aligned bounding box, parallel to the X, Y and Z axis, around each object. It's done that way because the bounding boxes can be sorted by X, Y, and Z, which makes it cheap to figure out which ones are overlapping.

    When two bounding boxes overlap, the detailed collision check is made for each object pair that's inside both boxes. This works great when the objects are small or roughly aligned with an axis. The collision detection cost of an object is higher for non axis aligned objects. Worst case is a long diagonal in X, Y, and Z.

    What matters is orientation in world, not during upload. The physics cost computation is during upload. Maybe it's a coarse approximation assuming the object will be aligned in world as it was at upload.


  4. It's due north of Gaeta 1, and you can look at it in the map, but you can't teleport there without permission. It looks bleak.

    Gaeta 1 itself is similarly bleak. I just went there. It's mostly abandoned land, with the occasional big building unrelated to its surroundings. No roads. No infrastructure. At Rouse/38/159/37, there is a huge IKEA-sized store. You can wander for twenty minutes. Mostly clothing, but also buildings and breedables. No way out that I can find. There is an large art gallery at Brussel/116/151/31. Some skybox stuff. That's about it. No need for another continent like that.

    • Like 1

  5. 1 minute ago, Chic Aeon said:

    SL does have LOD billboard impostors assuming I understand what you mean and what you posted about before.  They have had them since the beginning of mesh. I have some trees that use them well (the maker is no longer in SL).  Some are fairly seamless and you don't notice them at all -- hence as you walk closer to the object you just see the actual mesh.

    A few threads on this. ChinRey can probably point you to them. Aquila made a long post about them last winter . 

    Those are a few flat surfaces that are always on. That works well for trees and some vegetation. Chin's flowerbeds go to that mode at low-LOD. Fails badly for furniture and vehicles. These impostors only have one face showing at a time, but it changes texture depending on point of view.


  6. I'm trying out a new billboard impostor generator, and I'm looking for objects to test it with. I've done a few objects, which can be seen out back of my workshop in Vallone, alongside their impostors.

    I'm looking for:

    • Mesh.
    • Reasonably complex.
    • Not clothing.
    • At least copy and mod perms.
    • Smaller than 3m high, 6m wide.
    • Avoid big translucent parts, like ground shadows or tinted glass.
    • High LI OK, up to 30 or so.
    • Stationary, not animated or scripted when just sitting there.

    This is part of a proposed scheme to improve low-LOD models. More on that later. For now, I want to try various objects and see what looks good as a billboard impostor, and what doesn't. Almost all games have billboard impostors, but SL doesn't. Send me a few good looking objects to try, perhaps mesh objects which have LOD and LI problems. Thanks.

    The demo in Vallone is a proof of concept. This lets people see what billboard impostors would look like if the viewer implemented them. The impostors are flat 2-triangle mesh objects that turn to face you. They change textures as you move around them to show a view from the look direction. If you go to the demo site, look at the impostors from behind the 25m yellow line, and compare them with the real objects. Then take a closer look and walk around. The illusion will break down when you get close. This only works for the closest avatar, and your camera needs to be close to the avatar for this to work right; that's a limitation of doing this in LSL. The goal here is to have lowest-LOD models that look OK at distances beyond 25m or so. This is how games do big worlds without choking.

    So send me some things to try out. I'll make impostors for them and set them out to be looked at.Thanks.

    • Like 1

  7. Now, even more expensive!

    For those who have to have the new shiny thing, the NVidia 2080 was just announced. 11GB of memory. About US$1000.  Perhaps at last you can see a whole kilometer in SL. With shadows turned on. Looking forward to user reports.

    We should see a price drop for the NVidia 1080 series, currently the high end fo SL, soon. Especially since the crypto coin mining boom seems to be no longer eating the graphics card market Historically, graphics card prices for a given card went down about 50% in a year. For the last year, they went up, with some cards doubling in price. That era seems to be over.


  8. Physical objects in SL have mass, kinetic energy, and momentum. Avatars have mass, kinetic energy, and momentum when sitting on a physical object. howmuchdoiweigh_001.png.47fd630007773dbb4aaeaa94ddf13a32.png

    How much does my avatar weigh? The wooden objects are all physical, and I adjusted the size of the left block until the balance was stable.

    The left box is 1.0 x 0.5 x 0.5 meters, or 0.25 cubic meter. If it's 0.9 long, the avatar sinks to the ground. Here's it's in balance.

    Density of the box is 1000 kg/cubic meter, which is the density of water. So the avatar weighs about 250kg.

    That's huge. To the physics engine, the avatar is a capsule, a cylinder with rounded ends big enough to contain the avatar. Filled with water, that would be about right.

    This matters to vehicle designers. You can get stability problems. The avatar can overbalance a vehicle. Motorcycle handling changes with a passenger on the back.

    Physical objects also have a center of gravity (which is different from the object root) and ought to have a moment of inertia, although I don't know if SL computes moments realistically.

    • Like 7
    • Thanks 1

  9. 11 hours ago, CoffeeDujour said:

    The Linux client is currently suffering from the Linux equivalent of .dll hell

    It does not use the standard libraries included with your distro and must be compiled against specific versions of libraries that are then shipped with the viewer.

    Things are looking up on the Linux side. Since Firestorm incorporated the Alex Ivy fixes, it's been buildable by third parties with no special patches or build procedure. The release version runs well on Ubuntu. Making it up as a Linux snap file and getting it into the Ubuntu store (free) would be good; then it would be a one click install.

    • Like 1

  10. 20 hours ago, Lindal Kidd said:

    And to generalize that:  LL's philosophy that "everything not specifically forbidden is permitted...and we will forbid as little as we can get away with."  They let people take SL and run with it.

    Yes. Fortnite will boot users for not fighting. Some people were logging into Fortnite and just building or watching. The system will eject them for that.


  11. I normally run with avatar impostors enabled, and set to 2 or 3 avatars. After the 2 or 3 nearest avatars, others are rendered to a flat image about 4 times a second or less. It's not perfect, but the viewer won't choke in a populated place. You see the avatars you're interacting with clearly, and the background avatars move jerkily.

    • Like 1

  12. 13 minutes ago, Fionalein said:

    The documents is 46 pages long the case is about something completely else, so it must be in a side note...

    I draw my conclusions on your understanding of legal matters from the fact you didn't provide us with an index to the passage ;) 

    Didn't get very far reading it? Page 3, "Recognition of Property Rights".

    • Like 1

  13. The move away from ownership in virtual real estate by Linden Labs was a crucial one. That was when LL stopped taking its own dream seriously.

    When Second Life started, the biggest social network was AOL. Facebook didn't exist yet. Smartphones were in the future. Second Life looked like the Next Big Thing. Major companies decided it was essential to have a presence in Second Life, just as on the World Wide Web. IBM had its own island. Major universities had a presence in-world. This wasn't a dream or projection, it all actually happened.

    At the time, openness seemed to be the future. The open World Wide Web was starting to crush AOL. Linden Labs cooperated with OpenSim for years; at one time you could teleport from SL to OpenSim servers. Anyone could write a viewer, just as anyone can write a web browser. With that vision, Linden Labs couldn't be too heavy-handed - people had the option to pick up and move to a competitor.

    Then Linden Labs changed the terms of service to make themselves a walled garden. No more real ownership. No more teleports to OpenSim. Business interest in Second Life decreased. Growth stopped. The dream slowly died.

    It was the combination of Facebook and mobile which did this. Linden Labs never figured out how to compete with either. The best they could do was to emulate the closed worlds of Facebook and mobile. But Second Life wasn't big enough for that to help.

    • Like 2
    • Haha 1

  14. This:
    Virtual Property Rights Are No Game. Lawsuit against Second Life owner Linden Lab seeks to clarify ownership of real estate in the virtual world

    "A lawsuit filed last May in Pennsylvania aims to clarify the legal status of virtual land. Second Life resident Marc Bragg is suing Linden Lab and Rosedale for breach of a virtual land auction contract, fraud, and violations of Pennsylvania trade practice and consumer protection laws.

    Bragg claims that Linden Lab froze about $8,000 worth of virtual assets and refused to reimburse him. Linden Lab claims that Bragg acquired his Second Life property in an unsanctioned manner by taking advantage of a loophole in its code. At issue is whether virtual property owners have the same rights as those with real property.

    "Rosedale has been telling everyone that when you buy property in Second Life, you own the land," says Jason Archinaco, an attorney in the commercial litigation department of White and Williams, who represents Bragg. "But what has happened now is they're trying to say that the Terms of Service agreement somehow modifies the statements that Rosedale is making."

    Linden Labs made a big thing of owning land in SL being real ownership. See the judge's opinion in Bragg vs. Linden Labs.

    It's the difference between virtual land being a real business asset, one you can borrow against, and this whole thing just being a toy.

    The key issue in Bragg was whether LL could unilaterally take away an asset for a terms of service violation. Bragg took the position that, as with real world property, only a judge could order that. Linden Labs settled with Bragg on Bragg's terms before this was formally decided.

    • Haha 1

  15. 1 hour ago, Penny Patton said:

    We're talking a difference of "stick versus carrot". I prefer the carrot.

    A nice carrot would be for Marketplace to display objects in 3D with WebGL. Users could rotate, pan, and zoom, as if in world. You'd be able to see the object at each level of detail if desired. As a side effect, Marketplace would know the complexity of the object and could display that. Optional feature for merchants, but your products will look dull by comparison if you don't use it.

    • Like 1

  16. Reading through the timeline, it's fascinating to see the period when SL was taken seriously as a system comparable to the World Wide Web.

    It was a huge change when Linden Labs changed their terms from customers "owning" land to merely having some ownership-like rights to use it. For a business, that's a big accounting change. You can no longer list virtual land as an asset on your balance sheet. You can't show a balance sheet to a bank with that as an asset when you're looking for a loan. If you're a commercial landlord, that's a big deal.

    • Like 1

  17. 14 minutes ago, DarkEmperor13 said:

    Thats what i did too and the invisible prim is the root prim and the script is in the root prim and the transparent prim that is being used as the root prim is at a rotation of <0,0,0> and still it does it. The only time it does is if i right click the prim and select sit here. Anywhere else and it sits me in the angle shown in the image above.

    If you've been working on the vehicle, you may have other sit targets on other prims still set. In SL, once you set a sit target, it stays with the prim forever, until removed. Rezzes, copies, and script resets will not remove it. See llSitTarget for how to zero out a sit target and remove it.


  18. 36 minutes ago, DarkEmperor13 said:

    Btw. it hasnt bothered me, but now i'm kinda sick of it.  Is there a way to sit avatar correctly without having to right click the right spot? Cause if u click anywhere my avatar keeps sitting sideways like so:

    Yes. there is. Use llSitTarget to set the desired sit position. Have your script in the root prim call that at startup, with the desired sit position and rotation. Then, sitting anywhere on the vehicle will sit you in the desired place. If there's more than one seat, you need a script in each seat setting llSitTarget for that seat.

    It's useful, when starting out, to find some simple full-perm vehicle and look inside to see how it works. There are some free ones on Marketplace. Search for L$0 vehicles with full perms.

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