User:Andrew Linden/Office Hours/2008 05 03

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Transcript of Andrew Linden's office hours:

[10:59] Arawn Spitteler isn't clinically Agoraphobic, but considers it a worthy spiritual development: I could probably cure anything, if I could just find someone willing to tolerate my presence.
[10:59] Sidewinder Linden gave you Personal Hugger (90sec).
[10:59] Mathieu Basiat: lol
[10:59] Arawn Spitteler: Have you been to Mystic Academy?
[10:59] Rex Cronon: helloe everybody
[10:59] Mathieu Basiat: nope
[11:00] Mathieu Basiat: hey Andrew
[11:00] Rex Cronon: hey andrew
[11:00] Andrew Linden: hello
[11:00] Rex Cronon: btw, to u have any announcements today, andrew?
[11:00] Andrew Linden: I have a few. Nothing impressive.
[11:01] Andrew Linden: BTW Seifert, I published your and Lex's llPushObjectLinear() proposal on the wiki finally
[11:01] Arawn Spitteler was just mentioning, there's an SL Success Story, at the Gazebo outside Mystic Academy, in Spirit City: Hi Andrew. Ah, Seifert, have you been past the GCofSL, lately?
[11:01] Seifert Surface: gc?
[11:01] Andrew Linden: there were a few bugs people entered about llPushObject() not working right, so the discussion of alternatives came up a few times.
[11:01] Seifert Surface: cool andrew
[11:02] Andrew Linden: SL Success Story?
[11:02] Andrew Linden: Arawn, perhaps you could summarize for me.
[11:02] Andrew Linden: I probably won't be able to find the time to explore it.
[11:03] Arawn Spitteler: It was Baji Bourjade's Piece, on some network morning show. How her socializing in SL helped her come off Medications, and go shopping in Supermarkets.
[11:03] Wolfhaven Teleportation HUD v3.0 is Ready
[11:03] Andrew Linden: Oh right, I think I saw that show.
[11:04] Rex Cronon: just crashed:(
[11:04] Arawn Spitteler: Gives me an idea for a HUD; I've just been trying my first llLoadURL
[11:04] Heather Goodliffe: sry, perhaps we can focus ;)
[11:04] Andrew Linden: It is impressive how the vicarious experience of moving your avatar around can, in some cases, translate to "true experience".
[11:04] Heather Goodliffe: what's the status of the physics updates?
[11:04] Andrew Linden: Heather, I was really just waiting a bit for a few more people to show up.
[11:04] Mathieu Basiat: yes, i was onvacation for a month and everything is broken again, lol
[11:05] Andrew Linden: I'm typically a few minutes late anyway, and go over a few minutes too.
[11:05] Andrew Linden: Alight... announcements...
[11:05] Andrew Linden: First of all, I may have announced earlier (I can't recall) that the "slowly descend while hovering" bug was fixed. But turns out it is not.
[11:06] Andrew Linden: However, the "slowly ascending while hovering near large dynamic objects" bug appears to still be fixed.
[11:06] Andrew Linden: Sigh. You can see how fun my job is.
[11:06] Mathieu Basiat: lol
[11:07] Andrew Linden: We currently have some fixes that are in QA (Quality Assurance) being tested.
[11:07] Andrew Linden: Whatever we've got ready needs to be "done" by the end of today in order to get into next week's update (if there even is an update next week).
[11:08] Andrew Linden: Wed morning is the new deadline for "fixed and tested candidates for the next update"
[11:08] Andrew Linden: I think they want to have pending simulator updates on a beta grid over the weekend before they even try to deploy to the main grid
[11:08] Rex Cronon: i have to cut my time here short. bye everybody
[11:08] Andrew Linden: Later REx
[11:09] Andrew Linden: So, let me check the list of fixes that are in testing now...
[11:09] Andrew Linden: They are:
[11:09] Kitto Flora: It would be good to know WHEN updates hit beta grid, and WHAT the updates are.
[11:09] Andrew Linden: SVC -2216 Unsit Behavior Changed
[11:10] Andrew Linden: SVC-1648 push applied to avatar by another avatar's scripted attachment does nothing in Havok4
[11:11] Andrew Linden: VWR-6267 can not log into "last location" when last location was > 768
[11:11] Andrew Linden: and a crash mode that is not in public jira
[11:11] Andrew Linden: a few other things that are not in public jira
[11:12] Andrew Linden: Simon, did you get any performance/optimizations into this version?
[11:12] Mathieu Basiat: ok
[11:12] Andrew Linden: Perhaps you could list any interesting ones.
[11:12] Simon Linden: Are you talking about the build we just did today, or the earlier one?
[11:12] Simon Linden: (and if I seem more confused than normal, it's due to multitasking :)
[11:14] Simon Linden: The one interesting thing we found was some regions running with the "disable collisions" admin setting always turned on. This ends up being a performance hit, as it adds some extra object scanning on every frame
[11:14] Arawn Spitteler doesn't multitask well, but focuses on Chaos, Confusion, Depair, a Fanatical Devotion to the Pope, and these nifty red uniforms.
[11:15] Gaius Goodliffe slaps Arawn with a herring.
[11:15] Mathieu Basiat: speaking of collisions, LAND_COLLISION_START not working for child prims
[11:15] Simon Linden: So far no solutions to the 'periodic lag' some people have been reporting
[11:15] Andrew Linden: ok I'm back... was AFK for a second.
[11:15] Mathieu Basiat: Andrew i think i sent you a test object
[11:16] Andrew Linden: Mathieu, just now or a while ago?
[11:16] Mathieu Basiat: awhile ago, last week
[11:16] Heather Goodliffe: I think I've noticed that one too
[11:16] Mathieu Basiat: http://jira.secondlife.com/browse/SVC-2248
[11:16] tx Oh: HI
[11:16] Andrew Linden: That is probably true Mathieu. I get a lot of test object submissions
[11:16] Heather Goodliffe: seems to work intermitently
[11:16] Heather Goodliffe: more not working than working though
[11:16] Andrew Linden: and my memory is vauge on those...
[11:17] Andrew Linden: oh right... the land_collision_start problem
[11:17] Andrew Linden: wasn't some progress made on that Simon?
[11:17] Heather Goodliffe: I don't think I ever found land collisions to be 100% reliable
[11:17] Heather Goodliffe: even before H4
[11:17] Andrew Linden: I think Kelly Linden was working on that.
[11:17] Gaius Goodliffe: The bug says land_collision_start, but the descript uses a script with land_collision (which works fine from child prims for me)
[11:17] Mathieu Basiat gave you land_collision_start in child object broken.
[11:17] Simon Linden: I did a bunch of work on the regular collision events, but not land collisions. The others were definitely wacked - cycled between start and end a lot
[11:18] Mathieu Basiat: i might have mistyped
[11:18] Andrew Linden: Oh right, now I remember. yeah Simon was working on that. It may be working better Mathieu
[11:18] Gaius Goodliffe nods.
[11:18] Andrew Linden: but I haven't yet been able to test your object
[11:18] Mathieu Basiat: i will edit the jira, ooops
[11:18] Andrew Linden: I'm currently working on huggers, and another bug where avatars can fall through stuff (if they are tall avatars)
[11:19] Andrew Linden: I hope to fix these two bugs before the end of today and in time for testing.
[11:19] Mathieu Basiat: great
[11:19] tx Oh: i once raised the thing with the catapult where the avatar didn't get released from. is this in the pipeline?
[11:19] Andrew Linden: ah yes tx.
[11:20] Gaius Goodliffe: Andrew, if you can fix the huggers, we'll all give you a... pat on the back. :)
[11:20] Andrew Linden: I think I know what is happening there. I'm not sure how best to fix it.
[11:20] Cinthya Loveless: yes the huggers are all jumpy
[11:20] Simon Linden: I'm working today a bit outside of Havok, but have found that our object parsing code can be really slow. it may make rezzing new objects a performance hit
[11:20] Mathieu Basiat: that i have noticed, lol
[11:20] Andrew Linden: The problem with the catapult, I think, is that there is (new in havok4) code that tries to help avatars stand on moving platforms
[11:20] Andrew Linden: even when the moving platforms are going down
[11:21] tx Oh: i just ask because my client (one of your majors) is unhappy and like to switch their sim back to H1, is that possible?
[11:21] Andrew Linden: so the avatar is sticking to the dynamic catapult
[11:21] Heather Goodliffe: Simon, that would be awesome to have any sort of performance improvmenets in that area :)
[11:21] Andrew Linden: there may be a workaround... setting the catapult phantom momentarily
[11:21] Heather Goodliffe: * improvements
[11:21] Andrew Linden: if that works, then it would add credence to my theory
[11:22] Andrew Linden: however... much like Mathieu's object I haven't been able to get to it yet :-(
[11:22] tx Oh: i can try it but when i do that the release time vary.. but i will try. can i post you a notecard with the result?
[11:22] Andrew Linden: What I would like to work on very soon are a number of motorcycle/vehicles that I've been getting reports about.
[11:23] Gaius Goodliffe: Could this stick also cause sticking to walls? I seem to find myself getting stuck on railing for spiral stairs and stuff a lot. I thought it was the LOD going down, but I understand that doesn't happen for large objects, so it appears I'm just getting stuck inside, or at least stuck to prims a lot more than under H1.
[11:23] Mathieu Basiat: that i would love
[11:23] Andrew Linden: Sure tx, I'd like to know how that works out
[11:23] Heather Goodliffe: Andrew, did you guys decide one way or another on what to do about objects that no longer float at water height?
[11:23] Andrew Linden: oh yeah, another work around idea tx...
[11:23] Mathieu Basiat: Gaius, I have noticed that also
[11:24] Andrew Linden: the "avatar is standing on a moving object" code relies on collisions near the avatar's feet (below the "knees" really)
[11:24] Gaius Goodliffe: Hmm. That's probably unrelated then.
[11:24] tx Oh: aha, this brings me to another idea..
[11:24] tx Oh: ok. noted that
[11:25] Andrew Linden: so if your catapult were to have a flat surfaceto stand on (instead of a cup) then once the surface became vertical then the avatar should stop colliding near the feet and would collide higher up (waist or higher) and the stickyness should stop
[11:25] Gaius Goodliffe: In any case, the inner walls of towers (hollowed cylinders) and spiral stairs (hollowed twisted tubes) seem very easy to get stuck in.
[11:25] Andrew Linden: antother thing to test perhaps
[11:25] tx Oh: ok, i will try and report back
[11:25] Andrew Linden: Gaius, could you elaborate on that "easy to get stuck in" statement?
[11:25] Andrew Linden: stuck just when walking?
[11:26] Andrew Linden: when teleporting in?
[11:26] Mathieu Basiat: basically you walk into something and are stuck on it
[11:26] Gaius Goodliffe: I frequently find myself immobalized after just walking up to the wall, or trying to walk up the stairs.
[11:26] Mathieu Basiat: SLuperglue
[11:26] Gaius Goodliffe nods.
[11:26] Andrew Linden: oh, I think I know what you're talking about. Your avatar goes into a flailing (falling) animation?
[11:26] Mathieu Basiat: no
[11:26] Simon Linden: Heather - we definitely want objects to float correctly, but unfortunately there's a lot of different ways to make stuff float. Are your objects consistently high or low, moving around, or what?
[11:27] Andrew Linden: Mathieu, then the avatar is stuck partially inside the object?
[11:27] Gaius Goodliffe: Nope. Doesn't usually do anything to the animation, it just stops responding to keyboard movement. If you fight with it a bit, you can usually get unstuck, but it's annoying.
[11:27] Mathieu Basiat: you just walk into it, and are attached, you can sometimes walk next to it, but you are stuck to it
[11:27] Heather Goodliffe: consistently low
[11:28] Heather Goodliffe: I think the majority of object are consistently low
[11:28] Andrew Linden: hrm...
[11:28] Mathieu Basiat: flying gets yyou out
[11:28] Heather Goodliffe: though there are some consistently high
[11:28] Kitto Flora: Heather: Using vehicle code, and HOVER_HEIGHT?
[11:28] Heather Goodliffe: yes
[11:28] Andrew Linden: Heather, are you talking about vehicles hovering near water?
[11:28] Heather Goodliffe: yes
[11:28] Gaius Goodliffe: Yup, hitting fly -- I should try running sometime.
[11:28] Mathieu Basiat: strangely i am not having the vehicle too high or low problems
[11:29] Simon Linden: Are these the semi-submerged surfboards you showed me a while ago?
[11:29] Andrew Linden: You know, I tried the surfboards and the three or four that I tried seemed to float right.
[11:29] Heather Goodliffe: those are the ones
[11:29] Andrew Linden: Nothing like the picture reported in the jira item.
[11:29] Kitto Flora: Heather - may be same problem as I have - Does the code set VEHICLE_HOVER_EFFICIENCY and VEHICLE_HOVER_TIMESCALE ?
[11:29] Heather Goodliffe: interesting, you tried them on the beta grid?
[11:29] Simon Linden: I remember seeing them on the sim and they were definitely low inthe water
[11:30] Heather Goodliffe: yes, it's definately related to the efficiency setting
[11:30] Mathieu Basiat: hover_timescale is definatly broke
[11:30] Andrew Linden: No Heather, I tried them here on the main grid.
[11:30] Andrew Linden: I visited two regions...
[11:30] Andrew Linden: Tsunami Beach and another.
[11:30] Mathieu Basiat: it is like timescale is just ignored
[11:31] Heather Goodliffe: I've since adjusted the script, but still have a significant number of people who bought stuff pre-update who have boards underwater
[11:31] Heather Goodliffe: not-so-happy people ;P
[11:31] Mathieu Basiat: yup, me too
[11:31] Kitto Flora: VEHICLE_HOVER_TIMESCALE does do things - but not as documented. It changes the HEIGHT, not the time-constant to acheive the height.
[11:31] Andrew Linden: hover_timescale is broken...
[11:31] Cinthya Loveless: maybe you should do an auto update for the boards Heather
[11:31] Cinthya Loveless: so everyone who has bought will auto maticly get a new one
[11:32] Andrew Linden: ah, perhaps I aquired a fixed surfboard Heather.
[11:32] Kitto Flora: But I suspect it was like that in H1 - so fixing it in H4 may break even more content
[11:32] Mathieu Basiat: auto update would be nice, but for stuff made 2 years ago?
[11:33] Kitto Flora: I do updates for everything I make - even 3 year old stuff.
[11:33] Mathieu Basiat: no, i mean auto update in the script
[11:33] Heather Goodliffe: auto-updating, yet another hoop to jump through
[11:33] Mathieu Basiat: can't retrofit that
[11:33] Kitto Flora: Oh - remote load script pin thing - thats hopeless.
[11:33] Heather Goodliffe: also make selling non-copy items pointless
[11:34] Kitto Flora: All my stuff is non copy. The 'update' consists of deleting the old item and giving the owner a new fixed item
[11:34] Heather Goodliffe: anyhow, perhaps some attention on the timescale issue then :)
[11:34] Gaius Goodliffe: You couldn't pay me enough to deal with the hassles of supporting no-copy products.
[11:35] Mathieu Basiat: yes timescale
[11:35] Mathieu Basiat: thats why all my stuff is copy
[11:35] Gaius Goodliffe: So nice to just be able to send someone a fresh copy for whatever reason.
[11:35] Kitto Flora: How about $3000 US/year + ?
[11:35] Andrew Linden: Heather, I need a copy of an old bugged surfboard. Perhaps we could go get one right after this meeting.
[11:35] Gaius Goodliffe: Meh -- nope, not worth it.
[11:36] Andrew Linden: I'm wondering if I'll be able to fix the old surfboards.
[11:36] Mathieu Basiat: there are issues witth hover and setforce, no matter ho high you setforce, the hover object does not react proerly
[11:36] Heather Goodliffe: the one I just sent shoudl display the issue
[11:36] Andrew Linden: Hether, what if the fix for the old surfboard were to raise the newly patched ones above the water?
[11:37] Heather Goodliffe: that would suck ;P
[11:37] Andrew Linden: What would your preference be? Fix the old ones or keep the new ones working?
[11:37] Heather Goodliffe: keep the new ones working for sure
[11:37] Andrew Linden: Not that such a choice must happen -- I haven't looked at it yet -- but it is a possible outcome.
[11:37] Heather Goodliffe gave you Classic Wood Surfboard.
[11:37] Mathieu Basiat: well, better to have 10000 working boards and 1000 broken ones, though
[11:37] Heather Goodliffe gave you Classic Wood Surfboard H4.
[11:38] Kitto Flora: There's the dilemma - but it does not worry me so much - all my fixed new HOVER items have a user settable frig-factor to adjust the float height.
[11:38] Heather Goodliffe: gets pretty messy
[11:38] Andrew Linden: Heather, you just gave me two surfboards. Both broken in Havok4? or the second one is patched to work right?
[11:38] Heather Goodliffe: the H4 one shoudl work under Havok 4
[11:38] Andrew Linden: ok thanks
[11:38] Heather Goodliffe: the first one shoudl sink under havok 4
[11:39] Andrew Linden: got it
[11:39] Andrew Linden: Saijanai, you make motorcycles right? I forget...
[11:39] Mathieu Basiat: andrew, can i give you 2 broken vehicles? hangglider and windsurfer...?
[11:40] Andrew Linden: sure Mathieu. I'm going to try to get back to vehicles before the end of this week.
[11:40] Mathieu Basiat: great
[11:40] Andrew Linden: Lessee... I thought I had some topics to raise but I forgot to write them down.
[11:41] Mathieu Basiat gave you Bora Hangglider Red.
[11:41] tx Oh: does it still happen that switchable physics stop acting physic?
[11:41] Andrew Linden: I've been trying to write down a list of features that I want to work on once Havok4 is "done + mostly fixed"
[11:41] Andrew Linden: and I was going to submit a list here to see what you all thought about how they should get prioritized
[11:42] Andrew Linden: a sort of "What should Andrew work on next?" excercise
[11:42] Mathieu Basiat gave you Bora Windsurfer Red.
[11:42] tx Oh: thats cool
[11:42] Heather Goodliffe: could have someone post them on Jira and we could vote on them ;P
[11:42] Andrew Linden: But I don't have the list fully compiled yet. Maybe on Thursday.
[11:42] Andrew Linden: Mathieu, what is wrong with the hangglider?
[11:42] Heather Goodliffe: I personally vote for the adjusting mass, center of mass, etc :)
[11:43] Gaius Goodliffe: You should put the list on the wiki, and let us add to the wishlist. :)
[11:43] tx Oh: that voting thing in jira is a good meassure, i think
[11:43] Andrew Linden: The problem with that is... I've already got more stuff to work on than time in the year.
[11:43] Gaius Goodliffe: That's okay, we can come up with work for you for the next century. ;)
[11:43] Andrew Linden: Especially when something like "reimplement joints" is on the list.
[11:44] Seifert Surface: heh
[11:44] Mathieu Basiat: a few things....the timescale for hovering back to the ground is set at 60, well, now it drops in about 5 seconds
[11:44] Kitto Flora: Its a pity LL hired a bunch of QA guys and no bug hunters.
[11:44] tx Oh: andrew, thats good. congrat
[11:44] Heather Goodliffe: perhaps you should talk LL into letting you guys hire a couple of interns ;P
[11:44] tx Oh: joints, that would be nice
[11:45] Mathieu Basiat: also, when you fly down, the force applied is too strong, and fly up is too weak....
[11:45] Mathieu Basiat: using setforce for both of those
[11:45] Andrew Linden: interns are a tough proposition. So much training involved
[11:45] Mathieu Basiat: i volunteer!
[11:45] Heather Goodliffe: heh
[11:45] Andrew Linden: interns are probably a net win, but it is hard to get people to commit to mentoring them
[11:45] Andrew Linden: we were on the Google Summer of Code project list
[11:46] Andrew Linden: and we had some submissions
[11:46] Andrew Linden: but I don't know what came of that
[11:46] Andrew Linden: it was all viewer-side, since that is the only open-source project we have
[11:46] Simon Linden: We've taken on some other interns (outside the Google SoC project) as well. And we're recruiting programmers as well
[11:46] Andrew Linden: and I've been to "heads down" to pay much attention to the GSoC efforts
[11:47] tx Oh: hehe, yes. linden lab is mentor of summer of code, right?
[11:47] Kitto Flora: You guys need bug hunters
[11:47] Seifert Surface: thats us kitto...
[11:47] Andrew Linden: Kitto, explain what you mean by "bug hunter"
[11:48] Simon Linden: QA is tough with this kind of system ... our people tend to focus on testing where we are making changes, as "test the world" takes loooong time :)
[11:48] Andrew Linden: that is how is "bug hunter" distinct from "QA engineer"
[11:48] Mathieu Basiat: the problem with the windsurfer is that i use setforce to make the windsurfer jump out of the water, well, it doesn't jump andmore no matter what setforce setting i use
[11:48] Kitto Flora: Bug hunter is someone who specialises in discovering where existing code does 'the wrong thing'
[11:49] Mathieu Basiat: setforce and hover are not playing well together
[11:49] Arawn Spitteler: SetForce? I'd expect ApplyImpulse
[11:49] Mathieu Basiat: i mean that, lol
[11:49] tx Oh: they should go to the bugs
[11:49] Heather Goodliffe: hover sems to be having a range of issues
[11:50] Andrew Linden: Mathieu, it is "dangerous" to combine two actions, such as llSetForce() and llSetHover()
[11:50] tx Oh: i mean the QA people.
[11:50] Heather Goodliffe: it also has llApplyImpulse issues
[11:50] Mathieu Basiat: haven't had my coffee yet
[11:50] Gaius Goodliffe: :o
[11:50] Gaius Goodliffe: Life without coffee barely scares contemplating...
[11:50] Mathieu Basiat: i meant setforce to mean llApplyImpulse
[11:50] Andrew Linden: the two actions can "fight", however their effects are computed one at a time, and it is not defined which one gets processed first
[11:50] Arawn Spitteler wants some coffee, for Hovering QA People to hunt bugs in...
[11:50] Mathieu Basiat: well, it worked before, lol
[11:51] Mathieu Basiat: consistently
[11:52] Kitto Flora: I get the impression that QA at LL does not 'find the cause of bugs' - they simply concentrate on if the product works in a way that is a risk. Its a yes/no thing, not a 'heres where its wrong' thing.
[11:52] Andrew Linden: in Havok1, from my casual examination it appeared that the actions were sorted by creation time
[11:52] Andrew Linden: so the first action created went into the list and the second underneath
[11:53] Andrew Linden: I think they were processede first-comes-first
[11:53] Mathieu Basiat: but the second action was negated, you are saying, in H1?
[11:53] Andrew Linden: which means the last action created gets the final "say" before the integration step
[11:53] tx Oh: i mean, isn't it possible that QA lindens pick up issues from jira, make in-world appointments with reporters to get the bug explained. sounds like a good way to get a more detailed report, more qualified for internal work processes...
[11:53] Mathieu Basiat: ahh
[11:53] Andrew Linden: how they are sorted in Havok4 I do not know yet
[11:54] Heather Goodliffe: tx, perhaps something they could have interns do ;P
[11:54] Andrew Linden: it could be they are sorted in a std::map and processed in order by pointer value -- just don't know
[11:54] Cinthya Loveless: Kitto why not make your own bug hunting group and go hunt bugs as best as you can indepentantly, your group.
[11:54] Mathieu Basiat: hummm
[11:54] Andrew Linden: in any case... the order is undefined, especially should we ever swap in a different physics engine again
[11:54] Andrew Linden: best to avoid undefined behavior when possible
[11:55] Mathieu Basiat: it just seems to me that if you apply impulse 100000000 that something should happen
[11:55] tx Oh: he, yeah. god don't dice..
[11:55] Kitto Flora: Cintya: I dont work for LL.
[11:55] Cinthya Loveless: indepentantly not through LL
[11:55] Andrew Linden: Well Kitto, I'm a little unclear on the distinction between "bug hunter" and "QA engineer". Some of our QA engineers are good at knowing when the feature is "wrong" and how.
[11:56] Andrew Linden: but they also do other stuff
[11:56] Kitto Flora: Cinthya: The Sim code is not open. Thats where a large number of the bugs are.
[11:56] Arawn Spitteler thinks the physics engine shouls be a modular product, with different pricing as appropo for basic sim activity: Isn't the simulation event driven?
[11:56] Andrew Linden: and we get more bug reports faster from the residents than the developers can typically handle
[11:56] Andrew Linden: the real help would be to get better bug-reports-with-repro-recipies
[11:57] Mathieu Basiat: i try, lol
[11:57] Kitto Flora: Andrew: You are overloaded wit hexamples...
[11:57] Andrew Linden: Arawn, a modular physics engine is a good idea.
[11:57] tx Oh: anyway. it's also a bit offtopic.. but yes, the quality of the main grid in whole is in question. /me sighs
[11:57] Kitto Flora: Andrew: Problem is you are mixing bug hunting with bug fixing.
[11:57] Andrew Linden: The simulation is probably not very "event driven"... I'm unclear on what that means exactly.
[11:58] Andrew Linden: The simualtion is processed every 1/45th of a second (or as fast as possible in cases of lag)
[11:58] Andrew Linden: when events happen in the physics engine (such as collisions) they may or may not trigger certain callback functions to execute
[11:58] Andrew Linden: so some code is very event driven
[11:58] tx Oh: i love callbacks..
[11:59] Andrew Linden: Havok4 has lots of little hooks where we can insert special callbacks to happen
[11:59] tx Oh: make interfaces to them :-)
[12:00] Andrew Linden: Some have interfaces... sorta
[12:00] Andrew Linden: Havok's collisions trigger our callbacks which can trigger LSL event callbacks
[12:00] Andrew Linden: similarly the volume_detect feature is a callback chain
[12:00] Simon Linden: Some can be performance bottlenecks ... I've seen 30k+ collision events per frame, so we have to filter them a lot
[12:01] tx Oh: :-) way more hooks to go... a region with changed gravity would be nice, for instance
[12:01] Heather Goodliffe: space sims ;P
[12:01] Arawn Spitteler: I've started to wonder, if walking might burden the physics engine, more than Flying, by a large margin.
[12:01] Andrew Linden: ah tx, that would not be a hook so much as a settable parameter.
[12:02] Andrew Linden: Arawn, it is hard to say. There is evidence that in certain cases flying loads the simualtor more. There is a bug related to flying (hovering) avatars slowing down nearyb objects.
[12:03] Kitto Flora: I saw a post somewhere about collisions: It claimed that if a physical hit a prim that was overlapping many other prims, then all the overlapping prims would also check for collisions - causing a lot of CPU load. Is that (still) true?
[12:03] Andrew Linden: (I need to test that to make sure it still happens... there is a small chance that some other changes I made fixed it)
[12:03] Andrew Linden: yes Kitto that is true
[12:03] Andrew Linden: that is the Havok4 "simulation island" that is waking up all potentially touching objects.
[12:04] Simon Linden: If they have settled down, Havok knows it doesn't need to do more simulation
[12:04] Simon Linden: Then something comes along and hits it, and it becomes active
[12:04] Gaius Goodliffe: I was on the beta grid this weekend and was able to make a blimp on autopilot stop flying while just hovering nearby.
[12:04] Kitto Flora: That is a pity. In many/most builds there are hundreds of overlapping prims.
[12:04] Andrew Linden: Gaius... I can't remember the state of the beta grid.
[12:05] Andrew Linden: I suspect that my hovering avatar changes are already there, so that bodes ill for my hopes that I fixed that bug.
[12:05] Gaius Goodliffe nods.
[12:06] Andrew Linden: Kitto, overlapping static objects don't collapse the simulation islands, I think.
[12:07] Andrew Linden: I was noticing in the Havok4 "visual debugger" that static objects (not dynamic) only contribute to the simulation island when touching (or nearly touching) dynamic objects
[12:07] Andrew Linden: I'll have to double-check
[12:08] Andrew Linden: Well, I've got lots of bugs to fix so I think I'll close the hour.
[12:08] Seifert Surface: good luck
[12:08] Mathieu Basiat: thx andrew
[12:08] Gaius Goodliffe: Good hunting :)
[12:08] Andrew Linden: Thanks for showing up everyone.
[12:08] Kitto Flora: TY Andrew... See you next time, I hope
[12:08] tx Oh: ty
[12:08] tx Oh: and bye
[12:08] tx Oh: tata
[12:08] Andrew Linden: Kitto doesn't want me to mix hunting with fixing, I think.
[12:09] Gaius Goodliffe: lol
[12:09] Kitto Flora: I want you to get more Help Andrew :)
[12:09] Gaius Goodliffe: You can do whatever you like as long as things get fixed. :)
[12:09] Andrew Linden: Yeah I know ;-)
[12:10] Kitto Flora: It's apparent that LL is very under-powered in some areas
[12:10] Andrew Linden: Yes that is true.
[12:10] Simon Linden: Thanks everyone for coming
[12:10] Saijanai Kuhn: which is why office hours and AWG exist
[12:10] Saijanai Kuhn: not to mention the open source community
[12:10] Andrew Linden: There are a number of discussions going on internally as to why we're so understaffed, and how to fix it.
[12:11] Gaius Goodliffe: To keep coders away from the code another hour a day? :)
[12:11] Andrew Linden: Some people think we're just too picky about who we hire.
[12:11] Saijanai Kuhn drinks to that LOL
[12:11] Andrew Linden: Others think there are some fixable problems with our process.
[12:11] Saijanai Kuhn: though honestly, you get enough applciations I'm sure
[12:12] Gaius Goodliffe: You definitely don't want to hire just anyone -- some people introduce more problems than they fix. :p
[12:12] Cinthya Loveless: I wish they were as picky on the concierge team