Difference between revisions of "Talk:Physics Optimization"

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(Created page with "===Spammy Example? === In the example <lsl> default { state_entry() { llShout(0, "Setting all child prims to PRIM_PHYSICS_SHAPE_NONE"); llSetLinkPrimitive…")
 
 
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===Spammy Example? ===
===Spammy Example? ===
In the example
In the example
<lsl>
<syntaxhighlight lang="lsl2">
default
default
{
{
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     }
     }
}
}
</lsl>
</syntaxhighlight>
why use llShout and not llOwnerSay?   
why use llShout and not llOwnerSay?   
I can't see why every avatar in 100 metres needs to know the child prims are being set to PRIM_PHYSICS_SHAPE_NONE.
I can't see why every avatar in 100 metres needs to know the child prims are being set to PRIM_PHYSICS_SHAPE_NONE.
[[User:Innula Zenovka|Innula Zenovka]] 11:35, 6 June 2012 (PDT)
[[User:Innula Zenovka|Innula Zenovka]] 11:35, 6 June 2012 (PDT)
----
Not sure, so I changed it.  :)  [[User:Hyper Mole|Hyper Mole]] 18:31, 21 June 2012 (PDT)
Script doesn't compile correctly with llOwnerSay. [[User:Hyper Mole|Hyper Mole]] 06:44, 25 June 2012 (PDT)
You don't need the channel with llOwnerSay(), just the message: llOwnerSay( "Only my owner sees this" ); [[User:Sandry Logan|Sandry Logan]] 07:45, 25 June 2012 (PDT)
== What am I missing here? ==
I've read up on pathfinding, I see absolutely no use for it in my sims, and I have 16 of them. I don't want spiders and snakes and rats running around. So what am I missing? Except bugs and reduced sim performance? Because for now I have turned off all pathfinding in all my sims, but people are still getting error mesasages that my sims are not optimized.
{{unsigned|Serjourn Daxter|13:04, 2 September 2012‎}}
== What about mesh? ==
I'm well aware that the original article is rather old — it already refers sculpties, but any discussion of mesh is absent.
To the best of my understanding, meshes bring with them their own physical model, set by the creator who uploads it, and these can be make more or less sophisticated (e.g., at a cost of Land Impact for the more complex physical models). As such, I presume that nothing described here will really matter, when talking about meshes?
If so, it might be worth adding a note somewhere. While we still have prims (and will continue to have them!) it's likely that this form of optimisation becomes less and less relevant over the years to come.
— [[User:Gwyneth Llewelyn|Gwyneth Llewelyn]] ([[User talk:Gwyneth Llewelyn|talk]]) 08:57, 28 September 2024 (PDT)
:Yeah should just remove the whole section on sculpties, it's totally irrelevant now. No one's making sculpties, all or most the tools for making sculpties are dead. The only valid usecase are voidscapes/sim surrounds which was already a specialised niché.
: Something that could be visited in an updated article are physics normals, which had been an invention in modern physics engines that Havok also uses.
: Might be worth linking to the existing wiki documentation around mesh physics which is at [[Mesh/Decomposing a mesh for physics shape]]
: -- [[User:Nexii Malthus|<span style="color: #111; text-shadow:-1px -1px #ddd, 1px 1px #888;">Nexii Malthus</span>]] 21:19, 28 September 2024 (PDT)

Latest revision as of 20:19, 28 September 2024

Spammy Example?

In the example

default
{
    state_entry()
    {
        llShout(0, "Setting all child prims to PRIM_PHYSICS_SHAPE_NONE");
        llSetLinkPrimitiveParamsFast(LINK_ALL_CHILDREN, [PRIM_PHYSICS_SHAPE_TYPE, PRIM_PHYSICS_SHAPE_NONE]);
        llRemoveInventory(llGetScriptName());
    }
}

why use llShout and not llOwnerSay? I can't see why every avatar in 100 metres needs to know the child prims are being set to PRIM_PHYSICS_SHAPE_NONE. Innula Zenovka 11:35, 6 June 2012 (PDT)



Not sure, so I changed it.  :) Hyper Mole 18:31, 21 June 2012 (PDT)

Script doesn't compile correctly with llOwnerSay. Hyper Mole 06:44, 25 June 2012 (PDT)

You don't need the channel with llOwnerSay(), just the message: llOwnerSay( "Only my owner sees this" ); Sandry Logan 07:45, 25 June 2012 (PDT)

What am I missing here?

I've read up on pathfinding, I see absolutely no use for it in my sims, and I have 16 of them. I don't want spiders and snakes and rats running around. So what am I missing? Except bugs and reduced sim performance? Because for now I have turned off all pathfinding in all my sims, but people are still getting error mesasages that my sims are not optimized. —The preceding unsigned comment was added on 13:04, 2 September 2012‎ by Serjourn Daxter

What about mesh?

I'm well aware that the original article is rather old — it already refers sculpties, but any discussion of mesh is absent.

To the best of my understanding, meshes bring with them their own physical model, set by the creator who uploads it, and these can be make more or less sophisticated (e.g., at a cost of Land Impact for the more complex physical models). As such, I presume that nothing described here will really matter, when talking about meshes?

If so, it might be worth adding a note somewhere. While we still have prims (and will continue to have them!) it's likely that this form of optimisation becomes less and less relevant over the years to come.

Gwyneth Llewelyn (talk) 08:57, 28 September 2024 (PDT)

Yeah should just remove the whole section on sculpties, it's totally irrelevant now. No one's making sculpties, all or most the tools for making sculpties are dead. The only valid usecase are voidscapes/sim surrounds which was already a specialised niché.
Something that could be visited in an updated article are physics normals, which had been an invention in modern physics engines that Havok also uses.
Might be worth linking to the existing wiki documentation around mesh physics which is at Mesh/Decomposing a mesh for physics shape
-- Nexii Malthus 21:19, 28 September 2024 (PDT)