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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>
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                          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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                </blockquote>
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              <span class="HOEnZb"><font color="#888888"><br>
                  <br clear="all">
                  <br>
                  -- <br>
                  <div>Michael Emory Cerquoni</div>
                </font></span></div>
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