[Opensim-dev] Questions about Vehicle scripting calls

James Stallings II james.stallings at gmail.com
Thu Jun 7 12:22:28 UTC 2012


They are all completely open, yes :)

On Thu, Jun 7, 2012 at 6:55 AM, Bengt Falke <bengt at falke.nu> wrote:

> James, are your scripts open for us to view and work with?
> Regards/ Void Pipe
>
> 7 jun 2012 kl. 13:30 skrev James Stallings II:
>
> I've been working with vehicle scripting on opensims now for over 4 years.
> There are lots of historical scripts I have written or adapted from the
> work of others, or collaborated on with others in the OSgrid scripting
> forums. These include sailing scripts, automobile scripts, and yes, even a
> helicopter script. Dave Coyle said over three years ago that my helicopter
> was "the most satisfying vehicle he'd ever seen on an opensim'.
>
> In fact, Owen Oyen and I produced the first vehicles on OSgrid *without
> any vehicle functions at all*. These were sailboats that entirely simulated
> 'sailboat physics' using llSetRot, llGetRot, llApplyImpulse and friends.
> The boat was clunky, did not heel, moved in anything but a smooth fashion,
> and was hell on the simulation. My more 'modern' boats can be found on
> Littlefield region on OSgrid, as well as a historical display documenting
> the work on the aquavita. The working copies of the boats are in a vendor;
> those sitting at the dock have had the scripts ripped out to reduce lag on
> the sim, don't take copies of those.
>
> Later (much later than that boat, the 'Aquavita"), I worked extensively
> with Kitto Flora to get ODE implemetations of such vehicle scripting
> functions working as  work now. The work is imperfect, but not all of the
> problems are with ODE proper; some have to do with various math functions'
> implementation in opensim, and how they differ from the same math functions
> as implemented in SL under havoc. The short story is, LL's functions are
> broken in terms of how physics actually dictates real-world objects behave;
> and the same functions are incomplete here, as the developers who worked on
> them refused to implement the broken math, and no resolution could be
> reached among the devs as to how to proceed, so the functions on opensims
> are incomplete and/or unfinished.
>
> All of this is more or less ancient history. I've got many very simple
> test objects needed to reproduce these errors as test cases in inventory on
> the grid, and related mantis entries filed, but quite frankly they've been
> ignored for so long I lost interest a couple years back and haven't really
> bothered with vehicles since. Who wants to sail a boat that doesn't heel?
> Who want's to fly an airplane that has no inertia if a vector component is
> on the z-axis? Not to mention, incoming physics 'fixes' often break the
> workarounds, with no explanation of how to take advantage of the
> improvements.
>
> It's really discouraging to be told about your now non-functional
> helicopter you've been using for most of a year that 'those vehicle
> functions never really worked anyway'.
>
> One of the problems is that to make something work you have to be able to
> define 'working' in a manner that lends itself to implementation by nuts
> and bolts coders, and (so far) no one has presented themselves that has
> that sort of exhaustive knowledge of LL's vehicle physics.
>
> I'm not a nay-sayer; I really hope this stuff can be made to work someday;
> but I long ago lost hope as I'll likely be dead and buried before it
> happens at current rates of development, especially if everyone forgets or
> ignores all the prior work that has been done or that the issues raised are
> not so new as the users encountering them.
>
> I'm available to help with this, as much or as little as is needed, but
> you'll have to be patient with me as, at this point, I've largely forgotten
> a lot of what I knew about this, having given up on going blue in the face
> trying to get anyone to take notice of the issues I was raising.
>
>
> Cheers
> James aka Hiro Protagonist
>
>
> On Thu, Jun 7, 2012 at 4:38 AM, Bengt Falke <bengt at falke.nu> wrote:
>
>> This is getting more and more interesting for each post on the
>> subject......
>>
>> I think it would be a good thing to collect all the relevant information
>> about physics and scripting in the forum so it is available to all
>> struggling with this. Are there still active work going on with ODE or are
>> our only option to find ways around the problems or hope for the Bullet
>> engine?
>>
>> I saw in another post a reference to a OSGrid scripting forum and I
>> assume it is this section you are referring to (please correct me if I am
>> wrong):
>> http://forums.osgrid.org/viewforum.php?f=5&sid=d584d594240e0917e41480491af385ec
>>
>> That might anyhow be a good place to post in.
>> Void Pipe
>>
>>
>>
>>
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>>
>
>
>
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