Energy

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Revision as of 14:52, 16 April 2007 by Benja Kepler (talk | contribs) (Corrected typo 'pbject' to 'object')
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When certain dynamic functions are called from a script running on a physical object, the object loses energy. As the object loses energy, the effectiveness of dynamic functions on the object decreases. Energy is mostly relevent for large physical objects. For objects the size of an avatar or smaller, energy effects can generally be ignored.

Please describe how it works! Answer at least the following questions:

  • What's the energy content of an object?
    • It is a value from 0.0 to 1.0. It is not analogous to RL energy.
  • Is it possible to calculate the energy consumption of an action, e.g., running a script;
    • Yes, but it is involved.
  • When the energy is consumed how much time does it take to build it up again?
    • 200/mass units of energy per second.
  • During the energy build-up can we execute all actions needing less energy than the energy available?
    • Yes, but their effect will be diminished if the energy is less than 1.0.

Also

  • Does the script totally stop when it runs out of energy? Or pause?
    • Neither. The script is executed regardless of the energy level. Only the effect of those functions requiring energy is diminshed.
  • Are events that occur during such an "energy pause" queued up so when it it restarted they are then triggered?
    • No. There is no pause in the script, nor queued events.
  • At what rate does energy return (so one can add pauses in scripts for energy to return)?
    • 200/mass units of energy per second.
  • Does an object's energy exist per-prim, or per-object (link sets)?
    • Per object.
  • How does Energy get treated on Avatars?
    • Under normal circumstances, an avatar is not subject to energy concerns.
  • How is energy used in scripts related to lag?
    • No direct relationship, to the extent that lag refers to things not happening in a timely manner. But energy constraints can make the movement of large physical objects erratic, which might be blamed on lag.