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There may be more optimal ways to handle explosions but irregardless
it shouldn't cause region crashes. So its a good test case for the
region code in addition to physics. Looked like there was some
"jostling" going in between bricks as well so some of it might be
many collisions being reported where some tuning would yield better
results.<br>
<br>
Irregardless it's an awesome start and an important test framework
for the region server as well as a baseline for physics
experiments. Great job!<br>
<br>
Mike<br>
<br>
<br>
<div class="moz-cite-prefix">On 4/14/15 9:39 AM, Mister Blue wrote:<br>
</div>
<blockquote
cite="mid:CAJ=JWqwT6KZ3HeSE437_wiOQcrrc_XbWgRa7Vf4nXgSKZR+T6w@mail.gmail.com"
type="cite">
<div dir="ltr">Excellent testing!!
<div><br>
</div>
<div>Using individual bricks will cause a lot of network traffic
as the protocol will send position updates for every
individual brick. Most games do explosions with an 'explosion'
effect that happens on the client so all the updates don't
have to go over the network. This mass of updates could also
be what causes the crashes where there are multiple avatars as
every brick movement must be sent to every avatar.</div>
<div><br>
</div>
<div>== mb</div>
<div> </div>
</div>
<div class="gmail_extra"><br>
<div class="gmail_quote">On Tue, Apr 14, 2015 at 6:33 AM,
Michael Emory Cerquoni <span dir="ltr"><<a
moz-do-not-send="true" href="mailto:nebadon2025@gmail.com"
target="_blank">nebadon2025@gmail.com</a>></span>
wrote:<br>
<blockquote class="gmail_quote" style="margin:0 0 0
.8ex;border-left:1px #ccc solid;padding-left:1ex">
<div dir="ltr">Could these test scripts be shared so testing
against other engines can occur as well, I would be
interested to see how this same test goes against ODE and
BulletSim as well.<br>
</div>
<div class="gmail_extra"><br>
<div class="gmail_quote">
<div>
<div class="h5">On Tue, Apr 14, 2015 at 8:18 AM,
Maxwell, Douglas CIV USARMY ARL (US) <span
dir="ltr"><<a moz-do-not-send="true"
href="mailto:douglas.maxwell3.civ@mail.mil"
target="_blank">douglas.maxwell3.civ@mail.mil</a>></span>
wrote:<br>
</div>
</div>
<blockquote class="gmail_quote" style="margin:0 0 0
.8ex;border-left:1px #ccc solid;padding-left:1ex">
<div>
<div class="h5">
<div>
<div
style="direction:ltr;font-family:Tahoma;color:#000000;font-size:10pt">
<div>
<p>Good Morning, as you all know the MOSES
developers are working on PhysX
integration into the Open Simulator to
support functionality currently not
possible in the platform. We are a
methodical group and a couple months ago I
asked one of our interns to work with the
developers to create a series of baseline
physics behavior case studies. The first
case study is a destructible wall caused
by an explosive charge. This wall is
composed of blocks that are tested at a
high density and a low density to simulate
different destruction effects. </p>
<p> </p>
<p>The goal here is to eventually have all
of the prims in the sim loaded with the
scripts needed to react to any type of
random explosive charge set by the
participants in the training scenario.</p>
<p> </p>
<p>The video can be found below:</p>
<p> </p>
<p><a moz-do-not-send="true"
href="https://youtu.be/jSofWcwWi7g"
target="_blank">https://youtu.be/jSofWcwWi7g</a></p>
<p> </p>
<p>Your feedback is welcome.</p>
<p> </p>
<p>Observations:</p>
<p>1) Current limitations of the open
simulator prevent us from expanding the
tests beyond a simple wall.</p>
<p>2) The scripts exercise the engine well
and expose limitations between the sim
frame rate and the physics frame rate.</p>
<p>3) It is easy to crash the sim with this
demonstration, especially if more than a
handful of people are present (more than
3-4 client connections).</p>
<p> </p>
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<span class="HOEnZb"><font color="#888888"><br>
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<br>
-- <br>
<div>Michael Emory Cerquoni</div>
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