[Opensim-users] dead reckoning

Paul Fishwick fishwick at cise.ufl.edu
Mon Nov 3 14:36:12 UTC 2008


Sean, Justin and others:

  Does opensim use a form of dead reckoning to do the periodic updates? For
  reference, see:

  http://en.wikipedia.org/wiki/Dead_reckoning

  Presumably, every Delta-Time, objects that are moving locally under client
  control (physical or otherwise) post messages back to the server. Dead
  reckoning could increase the Delta-T value, thereby decreasing the server
  load with fewer messages.

  I believe that in some systems, Delta-Time is variable, so that under some
  conditions, Delta-Time is set to a small value, and then increases or
  decreases accordingly.

  Anyway, I don't know how the implementation works, so I may be shooting
  in the dark here. 

-paul


Sean Dague wrote:
> Frisby, Adam wrote:
>   
>> Physical object persistence is a little tricky - if we did a DB update for every physical prim movement, then obviously the sim would choke (and it used to before that change was made). Perhaps the middle ground is intermediary saves of high volume objects (ie every 30 secs).
>>
>>     
>
> Once upon a time we did save Physical prims if they stopped, which
> seemed a reasonable approach to take.  That seems to be commented out in
> the database drivers I've seen.
>
> Another approach would be figuring out if they went a certain amount of
> distance prior to being saved, though there would be a bit more overhead
> there.
>
> I do agree, not tracking physical objects at all in the persistence
> stores seems like a bad idea.
>
> 	-Sean
>
>   
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-- 
Dr. Paul A. Fishwick           E-Mail: fishwick at cise.ufl.edu
Dept. of Computer & Info       Phone & FAX: (352) 392-1414
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