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  • ... sculpties work pretty much the same way in opensim, except for upload and physics. In fact, the same prim property is used for both mesh and sculptie ...Artis: i think i know a way in my form of language that can improve bullet physics
    42 KB (6,441 words) - 22:23, 25 October 2015
  • ...ut a year ago this time I was here and I asked about the current stages of physics engines. [2014/07/08 11:43] Dahlia Trimble: but it requires client side physics and scripting and all that
    74 KB (9,790 words) - 22:32, 25 October 2015
  • ... a question if I may .... Did I get it right that the fudge factor for the FPS counter in the OpenSim-software is set to 5.0 but the OpenSim.ini sets it t ... still no avinationmerge for now.. and its back to reporting normalized 55 fps by default
    46 KB (7,198 words) - 20:25, 10 November 2015
  • ....Clark-Casey @hg.osgrid.org: I restored the ability to temporarily disable physics when bulletsim is running on a diff thread, so that can be tested if ncessa [12:12] Crista Lopes: oh cool. No physics? Does that mean we'll all float?
    71 KB (10,941 words) - 22:34, 25 October 2015
  • [2014/10/07 12:25] Justin Clark-Casey: hopefully that will show up in the stats though I suspect I may need to increase their frequency [2014/10/07 13:09] Justin Clark-Casey: physics fps at around 30-ish
    67 KB (8,268 words) - 22:36, 25 October 2015
  • ...Doug.Maxwell @grid.avacon.org:8002: our current thinking is that a pool of physics processes are available for coverage [2014/10/14 12:09] Luisillo.Contepomi @hypergrid.org:8002: 33 fps
    108 KB (13,487 words) - 22:37, 25 October 2015
  • ...ding, you see serious time dilation (0.6 or worse) and sim fps and physics fps drop from the usual 55 down into the 20's and 30's [11:20] Justin Clark-Casey: if actually scene fps changes then it's unlikely to be anything to do with throttles
    54 KB (7,903 words) - 22:41, 25 October 2015
  • ...o the length for an object collision to be detected is speed divided by fps . For exemple a 30ms speed object under 11fps we will compute about 3m for Finaly she point to avoiding physics like the plague. llKeyFrame is your friend for non physic movement. Also R
    204 KB (34,468 words) - 15:32, 20 November 2023
  • ...sgrid.org: I made a video yesterday testing Moses stats patch to make sure physics reporting is working well, seemed to be ok so far [11:22] BlueWall Slade: justin - what do you thin kabout the stats patches?
    53 KB (8,132 words) - 22:50, 25 October 2015
  • [11:25] Ci Sense: sim FPS is about 10 .. no way it will be enough for a VR set [11:26] Richardus.Raymaker @hypergrid.org:8002: sim fps is very low neb
    31 KB (4,543 words) - 22:52, 25 October 2015
  • [11:01] BlueWall Slade: you might look at the stats [11:05] BlueWall Slade: see if UnackB in stats is high
    33 KB (4,936 words) - 22:54, 25 October 2015
  • ... being handled by a special plugin mechanism. Anyone wanting to do another physics implementation can now just do it with a region module. === Physics ===
    9 KB (1,399 words) - 18:35, 21 November 2015
  • string FPS = "FPS - Sim: "; string PHYS = "Physics: ";
    4 KB (539 words) - 16:55, 1 July 2022
  • [11:00] Aine.Caoimhe @refugegrid.com:8002: and she said sim fps and physics fps was reporting 11-11.3 [11:00] Nebadon Izumi: 11 fps is the max now
    36 KB (5,249 words) - 23:02, 25 October 2015
  • [2011/11/22 11:08] Nebadon Izumi: sim is only using 638mb on show stats .../22 11:08] Justin Clark-Casey: possibly - certianly one of them stops the physics holding on to PhysicsActors unnecessarily
    54 KB (6,650 words) - 22:27, 24 October 2015
  • ...2/07/03 11:29] Justin Clark-Casey: well, it's easy to see - just open the stats pane [2012/07/03 11:29] Justin Clark-Casey: if the physics time is high then that would indicate an ode issue
    30 KB (3,799 words) - 22:41, 24 October 2015
  • [11:44] Nebadon Izumi: i would eventually like to detect the physics engine [11:46] Nebadon Izumi: Bulletsim should work much closer to SL physics
    45 KB (6,898 words) - 04:38, 25 October 2015
  • [11:15] Justin Clark-Casey: nebadon: was there any associated physics log message? ...hink in SL a lot more stuff is run on a single thread effectively, such as physics and script udpates
    40 KB (5,888 words) - 04:40, 25 October 2015
  • ===Physics=== ===Stats===
    12 KB (1,761 words) - 14:49, 24 November 2015
  • ... @refugegrid.com:8002: Ubit made some improvements to the handling of mesh physics and avatar interactions, but I think there is going to be a lot of bad cont ...olo @avirtualworld.dyndns.org:8002: and once you get 500 prim it goes to 9 fps
    62 KB (9,093 words) - 20:40, 5 January 2016

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