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Joeey Aura

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Posts posted by Joeey Aura

  1. On 7/29/2022 at 6:09 AM, Artorius Constantine said:

    Bullets have to be created, or rezzed, which means you need rezzing rights. It's a projectile thing.

    You could do something sneaky like wearing 1000 prim bullets that all go transparent and return to be fired again after every use. But you'd be stuck to the 54 meter linked object limit.

    thats not true at all, there is raycast which checks for hits, the grim combat system uses this technique and never needs to rez anything, and not incur the lag from constantly rezzing and destroying objects

  2. Another way of doing this which has been done for years is  changing the formula to postfix notation. then its completely easy to evaluate the expression.. the normal human way is called infix, which makes more sense to us. but postfix makes more sense to computers.  2+3 becomes 2 3 + in postfix

    consider this example that has some order of operations

    2*(4+4) becomes 2 4 4 + * 

    to evaluate you use a stack.. (expressed in a list in LSL most likely)

    • push 2 to the stack.
    • push 4 to the stack
    • push 4 to the stack

    when you come upon an operator evaluate the last 2 numbers on the stack. 4+4 and push the result to the stack

    now you have 2 8 on the stack. you come to another operator and you do 2*8.. push the result to the stack..

    and there's nothing left so the value on the stack is your result.

    with postfix notation every formula with complex order of operation becomes trivial to evaluate 

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  3. 3 hours ago, Qie Niangao said:

    The thing is, the virtualization software should make it very rare that one (full primmed) region affects another's performance despite them being on the same host. This used to happen -- disastrously -- when Mono was brand new and regions would need so much memory when new avatars rezzed-in that the host had to swap virtual memory to disk. I'm pretty sure that isn't happening anymore, but there are other shared resources not so tidily virtualized. Network, memory bus... could be lots of stuff, but operations should be seeing that if it's happening (and assuming they're watching host performance at all).

    yes i have done tests on this as well, as i once suspected that other regions would lag mine, So i made a script to get the host of a region and flew around the mainland to find the 4 others that share the same host. with the help of some friends positioned on those regions we looked at the stats (and some times greatly affected those stats) lagging 3 of the regions scripts times, had no noticeable effect on the 4th. So LL has done a good job at separating them as far as script time goes.

    3 hours ago, Qie Niangao said:

    The one thing about Joeey's statistics: Can we assume it's a full-primmed region, not a Homestead? Homesteads have more dependency between one region and another because they're actually packed in at four per host core, so their virtualization is probably more like ol' school timesharing, and a Homestead's Statistics bar is difficult to interpret.

    yes its a full region not a homestead. 

     

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  4. I can say with some certainty that something has been going on with script times. I have been tracking this for some time now, and i have a performance meter on my sim which effectively gives me the Script Run % through a bench marking script. being a scripter i am a stickler for script performance and  try to optimize any script i write.i have logged this % every 5 min for the past several years. While its difficult to look at all the data at once. The number of scripts on the region rarely changes by much besides what visitors bring into the region. To me from what data i am able to gather, it would seem that not all sims run the same. This is a recent graph of the past few days, the region ran fairly well before the tuesday restart, after the restart it ran horribly while nothing on the region had really changed at all. after a day and a half i found an opportunity to do another restart and performance is back up again. while you may be tempted to say.. well that's just tuesday things don't run as well on tuesday, i can assure you that's not the case, any given restart has randomly caused a drop or increase in performance. There are times when i can do a restart and come back to the region and check the script time, sometimes it will be 8ms, other times it will be 17ms. It will vary widely when its exactly the same scripts on the region with no other visitors.

    performance.jpg.5be401e9bf6c0e3782b3cbd171fea667.jpg

    blue line is performance, green line is number of avatars on the region, blue line at the top would be 100% scripts run.

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  5. SQL has a very handy function called ON DUPLICATE KEY UPDATE  it will insert into the database or if the key is already there it will update what you want it to update

    it would look like this 

       $sql = "INSERT INTO subscribe (name, uid, email) VALUES ('$name', '$userKey', '$email') ON DUPLICATE KEY UPDATE name='$name', email='$email'";

    you don't update the uuid of course as i assume that would be your primary key also note that no WHERE is needed with the UPDATE as it already knows the key to update from the INSERT

     

     

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  6. yes after playing with the viewer side tools on the beta grid i did figure that much out. it seems like a lot of work for your basic user that just wants to buy some product and take it home and use it. the tools seem great for creators, and it didnt take too long for me to figure it out. I really look forward to using pathfinding on the main grid. But still i think of customers i have delt with in the past, and could I sell a product that uses pathfinding with out a few hours or so of customer service on how to make it work.  That being said.. the way it has been implemented is probably the way i would have done it too, and i cant see a better way to do it.. I guess we will see

  7. Falcon,

    i have noticed with working with the pathfinding on the beta grid regions that the path finding only works at ground level up to about 40 or 50 meters, Seconds Life is a 3d world and many people choose to have thier builds in the sky.  I can understand why the nav mesh is mainly fixed to the terrain, but will functionality be extended to the full build hight before the official release?

  8. Dimentox,

    i have been updating LSL editor for my own use for some time now since the project has seemed dead and I never recieved any response from any of the people handleing the project, 

    if you would like the updated files, I am more than happy to send them over, I have been considering opening a new project for it on sourcefoge or google, 

    i have pretty much only updated it to include the newer functions that have been added.  Reply or get with me in-world if you would like what i have.  its by no means 100% complete, but could save some time.


  9. well as someone who has been long anticipating this I have to say im a little dissapointed in it already, Since the server totally controls the movement of the object using the physics engine, and there seems to be no non-physical option for it. As a creator of one of the only popular player vs npc games in sl, having a massive amount of enemies is not viable. from already playing with it on aditi physics load goes real high with very few of them on the sim at once.  If i could simply return a path list and then handle the movement myself i'd be much happier with this..  lets hope that as vincent said  its just like this because its in beta and on aditi servers.

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