[Opensim-dev] Opensim-dev Digest, Vol 13, Issue 13
steve l
salbiedermann at gmail.com
Wed Apr 15 14:33:11 UTC 2015
Thanks Ai!
It is interesting that we were doing this apparently really well 10 years
ago! Apparently in so many ways we have to reinvent the wheel over and over!
Maybe we need to get ahold of these guys and see if they will share...
Steve LaVigne
A Dimension Beyond, Inc.
www.adimensionbeyond.com
On Wed, Apr 15, 2015 at 5:00 AM, <opensim-dev-request at opensimulator.org>
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> Today's Topics:
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> 1. Re: New MOSES Physics Video (Ai Austin)
>
>
> ----------------------------------------------------------------------
>
> Message: 1
> Date: Wed, 15 Apr 2015 09:59:23 +0100
> From: Ai Austin <ai.ai.austin at gmail.com>
> To: opensim-dev at opensimulator.org
> Subject: Re: [Opensim-dev] New MOSES Physics Video
> Message-ID: <552e28de.ad3ec20a.7807.ffffc879 at mx.google.com>
> Content-Type: text/plain; charset="us-ascii"; format=flowed
>
> I saw the suggestion that explosion "physical" effects like this
> might be dealt with locally (e.g. in the same was as particle visual
> effects) in each viewer and not as a shared phenomenon where the
> position of all the parts are updated in everyone's viewer.
>
> Snow and lighting visual effects often can be approximated and
> everyone has roughly the same sort of shared experience, modulo the
> allowable and supportable graphical quality in each viewer..
>
> I am reminded though of an exercise I took part in using the Forterra
> OLIVE when that was still being actively developed (I think it got
> sold to SAIC and I have not heard much aboit it since)... it was a
> training exercise for military staff manning a checkpoint, and I was
> an observer through my avatar. The military folks being trained were
> to watch fro suspicious activity, but also treat all people at the
> checkpoint well... and also to deal with the aftermath of an attack..
> rescue helicopter coming in with dust clouds from the ground and
> all... it was very realistic. And I was very surprised, even though
> my avatar was partially protected from the checkpoint area by a solid
> wall, that an explosion injured me... the pieces flying hiring my arm
> and me being rendered unconscious! Viewer blurring over and me being
> almost out of it.
>
> This is an example of the use of virtual worlds where the shared
> experience of what debris from an explosion goes and who it hits and
> when is necessary. And I think may be typical of the sort of thing
> MOSES is seeking to achieve for realistic simulated
> training. Interestingly Forterra OLIVE was itself originally
> developed on a project for the US Army also more than a decade ago.
>
> Clearly there needs to be some consideration of the granularity of
> physics and position updates across all users that are present in the
> area and a consideration of how many parts of an exploding object
> can be made physical and updates sent and at what rate. This could
> be a simply enormous quantity of data and updates as others have
> pointed out... so its not surprising that more avatars leads to
> slower performance. Crashes nonetheless indicates something that is amiss.
>
>
>
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> End of Opensim-dev Digest, Vol 13, Issue 13
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