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 |