Pathfinding alpha

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Revision as of 14:12, 16 February 2012 by Jeremy Linden (talk | contribs)
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Welcome to the home page for the open alpha testing for Linden Lab's Pathfinding project! Thank you for your interest in pathfinding and for taking the time to help us test. There are a few important things to note before you get started:

Pathfinding testing tips

  • This project is still in alpha stage and subject to change. We are making the LSL calls public early so we can get feedback and pinpoint as many issues as possible before release. Expect some bugs and instability.
  • We recommend that you remove all HUDs and scripted attachments before entering the pathfinding areas. There are currently several attachment-related bugs.
  • In order to collect more valuable testing data, the pathfinding enabled regions are currently running a debug server build. This will substantially impact server performance.
  • Pathfinding enabled objects will not work (and may cause errors) if taken outside of the pathfinding test regions.
  • We have set all objects to be returned after an hour to help maintain a cleaner testing environment for all.
  • Please do not rez more than 10 pathfinding enabled objects at a time, due to the heavy cost of scripts on a debug server build. Once pathfinding is released, you can expect to have a reasonably large number of pathfinding objects without impacting server performance (we've tested several hundred pathfinding enabled characters within a region with no noticeable slow down).
  • If you are experiencing significant lag / fps problems, try one of the other 4 pathfinding enabled testing regions.
  • The pathfinding viewer tools will greatly aid in visualizing the nav-mesh and debugging issues with pathfinding enabled characters. We expect to make a project viewer with these tools available within a month.
  • Because the viewer tools are not yet available, resident testers will not be able to regenerate the region nav-mesh for the time being. This means that if you place a staircase in world, for example, characters will view it as an obstacle rather than a pathable object.
  • The most helpful kinds feedback at this stage are bug reports and specific suggestions regarding the API for the existing pathfinding functions.
  • Because we want to get these features to residents as soon as possible, it is not in scope to make major functionality changes before the product release (eg : adding volumetric pathfinding or the ability to pursue multiple avatars at once). That said, we may continue to add more pathfinding features down the road and welcome both near-term and long-term suggestions for improvement.
  • Be respectful of other residents while testing.
  • Have fun!

Where to test Pathfinding on the Aditi test grid

Here are SLurls to the initial Pathfinding test areas. We will likely add more regions in which to test during the course of Alpha and Beta testing :