[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
Science and Engineering WWW: http://www.cise.ufl.edu/~fishwick
University of Florida (PGP Key available at above WWW address)
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