User:Andrew Linden/Office Hours/2008 06 17
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Transcript of Andrew Linden's office hours:
[11:05] | Rex Cronon: | for one i am not downey:) |
[11:05] | Rex Cronon: | and this is sl, anything is possible:) |
[11:05] | Teravus Ousley: | hehe |
[11:06] | Teravus Ousley: | yay for suspending disbelief in movies |
[11:07] | Andrew Linden: | wow, I crashed out... I haven't crashed my SL client in a year at least... |
[11:07] | Andrew Linden: | er... not the windows version anyway |
[11:07] | Ilsa Munro: | Show off |
[11:07] | Johan Laurasia: | lol |
[11:07] | Ilsa Munro grins | |
[11:07] | Rex Cronon: | welcome to the real world:) |
[11:07] | Johan Laurasia: | one would think working on all the latest builds, you'd crash alot |
[11:08] | Andrew Linden: | I've been jumping between some "dazzle" versions of the SL client and the legacy client... and my graphics settings get blitzed each time I login |
[11:08] | Ilsa Munro: | Well he did say "not the Windos version" - perhaps he's normally a Mac or Linux user |
[11:08] | Andrew Linden: | I crashed the linux version yesterday |
[11:09] | Gaius Goodliffe: | I've long suspected I would't be crashing constantly if I didn't alt-cam a lot. It always seems to crash while I'm alt-camming. But tht could just be because I'm always alt-camming |
[11:09] | Johan Laurasia: | when the next release comes out, will it be skinnable? or will it be 'dazzle' only? |
[11:09] | Andrew Linden: | When it comes to announcements... first of all I'll be going on vacation soon.. |
[11:09] | Andrew Linden: | and won't be able to attend the Thursday hour this week |
[11:10] | Andrew Linden: | or any of the hours next week |
[11:10] | Andrew Linden: | I'll ask Simon if he will attend... |
[11:10] | Ilsa Munro: | Hope you're going someplace great |
[11:11] | Teravus Ousley: | yes, though I suspect time away from the avatar control code will you you great :D |
[11:11] | Rex Cronon: | i guess u do need some vacation time, after spending so much time in havok:) |
[11:11] | Andrew Linden: | Last hour someone was talking about the bug where bullets were passing through the avatar... |
[11:12] | Andrew Linden: | I tried to make some headway on that but last week and yesterday but failed to figure it out |
[11:12] | Andrew Linden: | so that bug probably won't be fixed until I get back |
[11:12] | Rex Cronon: | lag might play part in it |
[11:12] | Andrew Linden: | No... I don't think it is lag |
[11:12] | Teravus Ousley: | bullet with too much velocity! :D |
[11:13] | Andrew Linden: | but what I need to do is regress and find a version where the bugs don't happen |
[11:13] | Johan Laurasia: | full metal jacket |
[11:13] | Andrew Linden: | well... could be that the bullet has too much velocity... but I'm according to the reports something changed in 1.22 |
[11:14] | Teravus Ousley: | frame 1: 2m in front of the avatar, frame 2 two meters behind the avatar.. |
[11:14] | Andrew Linden: | Lessee... RacerX, you gave me a notecard complaining about bugs that were affecting the snail races |
[11:15] | RacerX Gullwing: | right you said you'd look into it howecd that go? |
[11:15] | Andrew Linden: | SVC-2511 is fixed in an internal branch |
[11:15] | Andrew Linden: | however the other two bugs to do with llPushObject are not fixed, as far as I know |
[11:16] | Andrew Linden: | That is... https://jira.secondlife.com/browse/SVC-1179 |
[11:16] | Andrew Linden: | and https://jira.secondlife.com/browse/SVC-875 |
[11:16] | RacerX Gullwing: | right the unacined 6 month o.ld with 120 votes |
[11:17] | Andrew Linden: | Hrm... I thought maybe Kelly had made some changes that would improve SVC-875... but that was done a while ago... a month or more |
[11:17] | Andrew Linden: | should be deployed already |
[11:18] | RacerX Gullwing: | did you get a chance to look at the films? |
[11:18] | Andrew Linden: | It would be nice to have a simple demo script that doesn't work in Havok4 but does in Havok1 |
[11:18] | Andrew Linden: | Films? Video clips? No not yet. |
[11:18] | RacerX Gullwing: | ok pass you one |
[11:19] | Andrew Linden: | RacerX, by simple script I mean a simple "touch this object and it pushes the avatar so-hard" script that could be pasted into the SVC item |
[11:20] | Andrew Linden: | Not a full-fledged object in my inventory |
[11:20] | Andrew Linden: | but the object in inventory will work in a pinch |
[11:20] | Andrew Linden: | Ilsa, you had some questions about a vehicle you were trying to make |
[11:21] | Andrew Linden: | a balloon of some sort? |
[11:21] | Ilsa Munro: | Yep, though I think I jusdst need a nudge in the right direction figuring out all the myriad vehicle variables |
[11:21] | Ilsa Munro: | The one that's been killing me lately is doing away with pitch and roll. |
[11:22] | Ilsa Munro: | I'd prefer none or just a little but I get nearly 90% |
[11:22] | Andrew Linden: | Ok... your balloon was rolling too much... you probably want to use a little bit of "vertical attractor" to keep the top up |
[11:22] | RacerX Gullwing gave you cannon1. | |
[11:22] | Andrew Linden: | the vertical attactor can be made weak by increasing its "timescale" |
[11:22] | Ilsa Munro nods | |
[11:22] | Andrew Linden: | the "timescale" of vehicle features are basically how long it taks the feature to accomplish its |
[11:23] | Andrew Linden: | speed or whatever |
[11:23] | Creem Pye: | also don't forget to remove the VEHICLE_FLAG_LIMIT_ROLL_ONLY flag |
[11:23] | Andrew Linden: | when it comes to damping angular motion... |
[11:23] | Andrew Linden: | the vehicle has an angular friction feature... |
[11:23] | Andrew Linden: | I actually have to look up the name |
[11:24] | Andrew Linden: | I think it is VEHICLE_ANGULAR_FRICTION_TIMESCALE |
[11:24] | Ilsa Munro: | No worries, I can find it - I've got I think every web site with the vehicle stuff mentioned bookmarked |
[11:24] | Andrew Linden: | but it is a vector, and each component represents how strong the friction is around the relevant axis |
[11:25] | Andrew Linden: | so... for lots of friction about the roll, but non about pitch and yaw, set it to something like <1, 1000, 1000> |
[11:25] | Ilsa Munro: | Ahhh, so a high Y and Z would help out? |
[11:25] | Ilsa Munro: | Ahh, what you said :) |
[11:25] | Andrew Linden: | so the friction takes about 1 second to kick in for roll, but 1000 seconds to kick in for pitch (Y) and yaw (Z) |
[11:25] | Andrew Linden: | yup |
[11:25] | Ilsa Munro: | Excellent, thanks |
[11:25] | Andrew Linden: | any other questions that weren't in the notecard? |
[11:25] | Creem Pye: | http://lslwiki.net/lslwiki/wakka.php?wakka=LindenVehicleTutorial this tutorial is pretty dece3nt |
[11:26] | Johan Laurasia: | I just started a balloon myself recently, glad this all came up |
[11:26] | Andrew Linden: | Ilsa said she read the tutorial but it wasn't clear |
[11:26] | Ilsa Munro: | Umm.. All of them is too broad an answer isn't it :) |
[11:26] | Andrew Linden: | I wrote the original tutorial since I wrote the SL vehicle feature |
[11:26] | Ilsa Munro: | I'm not swell at math and physics |
[11:26] | Ilsa Munro: | Normally I get by by just changing things and seeing what happens |
[11:27] | Andrew Linden: | so the tutorial makes sens to me... but not everybody else ;-) |
[11:27] | Ilsa Munro: | But there are elevent zillion vehicle settings so my usual method hasn't worked too well |
[11:27] | Johan Laurasia: | lol |
[11:27] | Andrew Linden: | right, and some vehicle features can "defeat" others |
[11:27] | Ilsa Munro: | I've made it do some interesting things :) |
[11:27] | RacerX Gullwing: | so how long till a rollout that will fix SVC-2511? |
[11:28] | Andrew Linden: | if you put too much linear friction it can prevent the motor from working right |
[11:28] | Teravus Ousley: | yay for options:D |
[11:28] | Andrew Linden: | RacerX, the fixes are still in QA now, but are wrapping up |
[11:28] | Johan Laurasia: | you think a balloon might be better done with controlling bouyancy and just pushing it around? |
[11:29] | Andrew Linden: | so the fixes would make the deadline for a next week release |
[11:29] | Andrew Linden: | unfortunately... rumor has it that the deploy group in LL doesn't want to push out a new server next seek |
[11:29] | Andrew Linden: | er... week |
[11:29] | Creem Pye: | hmm the vertical attractor would probably be very useful for you, Johan |
[11:29] | Andrew Linden: | No Johan, the vehicle has a buoyancy feature that should work |
[11:29] | Andrew Linden: | a balloon vehicle is doable |
[11:30] | Creem Pye: | you could always use linear impulses to move, but still have vehicle dynamics to affect flight |
[11:30] | RacerX Gullwing: | ok well soon would be good 2 saturdays till we use the track again next week were on linden roads doing the cross country race |
[11:30] | Andrew Linden: | So RacerX, the fix for SVC-2511 might not be deployed for two weaks |
[11:30] | Teravus Ousley pictures an LSL 'desired position----> llApplyImpulse' PID :D | |
[11:30] | Andrew Linden: | er... weeks |
[11:31] | RacerX Gullwing: | ok good nuff |
[11:31] | RacerX Gullwing: | i gota go |
[11:31] | Ilsa Munro: | Other than my pitch and roll issues I've done well with a Cubey based script Johan |
[11:31] | Johan Laurasia: | there's been talk in the forums about a new llMoveToTarget() but personally I havent had any troubles getting it to do what I want |
[11:31] | Andrew Linden: | new llMoveToTarget()? |
[11:31] | Johan Laurasia: | their complain is no control over damping, but I just set a decent target, like 1.5 meters or so, and there's little damping |
[11:32] | Andrew Linden: | as in... a new feature coming out? or a new feature that has been released? |
[11:32] | Jillian Callahan: | As in a change they'd like |
[11:32] | Johan Laurasia: | well, they're asking for it, but I dont see the need personally |
[11:33] | Andrew Linden: | oh... llMoveToTarget() uses a "critically damped" velocity model... |
[11:33] | Johan Laurasia: | yes |
[11:33] | Andrew Linden: | which has an exponential decay shape |
[11:33] | Johan Laurasia: | right, but if you just set a target of 1.5 meters or so the at_target triggers before too much damping occurs |
[11:33] | Andrew Linden: | I can see the need |
[11:33] | Creem Pye: | do they want an option for slow-timescale movement that still has a fairly strong force? |
[11:33] | Andrew Linden: | That is a feature I'd like to work on |
[11:34] | Jillian Callahan: | Not so much need as it's be convenient and easier. |
[11:34] | Andrew Linden: | It would be nice to have a slow-fast-slow approach model, and also a linear speed move model |
[11:34] | Gaius Goodliffe nods. | |
[11:35] | Johan Laurasia: | the linear speed would be nice, but I've more or less coded my way around it |
[11:35] | Andrew Linden: | Ok, anybody have new issues or questions for the table? |
[11:36] | Johan Laurasia: | any idea on how long before shadows get released? The demo torley showed was really neat |
[11:36] | Andrew Linden: | Shadows do look great, but that is totally experimental. |
[11:37] | Andrew Linden: | I'd suspect it would be a month at least before they were an option in a release-candidate SL client |
[11:37] | Andrew Linden: | The right person to ask is Runitai Linden |
[11:37] | Ilsa Munro: | Out of curiosity will the shadows be detectable by a script? |
[11:37] | Andrew Linden: | but I'll try to ask him should I see him |
[11:37] | Andrew Linden: | No they would be totally client-side |
[11:38] | Ilsa Munro nods | |
[11:38] | Andrew Linden: | Ilsa, do you mean... script can detect when hit by a shadow? or script can detact when some avatar is using shadows in their client? |
[11:38] | Creem Pye: | Andrew, last week you mentioned somebody's request for lower latency on avatar movement. I thought about it a bit, and maybe he's asking for more avatar movement prediction in the client. That would be possible, I think, if the client had a crude physics engine working to predict how sim-side physics would react |
[11:39] | Andrew Linden: | Sigh Ceem... |
[11:39] | Ilsa Munro: | I guess either though thinking about it I can see where the former would be really tought to do |
[11:39] | Creem Pye: | of course with H4 you probably can't copy the physics engine to the viewer |
[11:39] | Andrew Linden: | Creem.. that is exactly what I was talking about... yes he was asking for client-side prediction |
[11:40] | Teravus Ousley looks at CPU usage with no physics engine.. | |
[11:40] | Andrew Linden: | however my *point* was that client-side prediction doesn't make sense unless you first tighten the avatar response on the server |
[11:40] | Andrew Linden: | everybody asks for client-side prediction |
[11:40] | Teravus Ousley: | not that it's *that* cpu intensive to simulate a tori, a heightfield and a few surrounding objects. |
[11:41] | Creem Pye: | I'd expect collisions between the avatar and static prims would be difficuolt to replicate 100% as well, unles the physics engines used almost the exact same code |
[11:41] | Andrew Linden: | here's a little tidbit... Qarl said he was working on some ray-trace vs LLVolume collision query code in the SL client |
[11:42] | Teravus Ousley: | ray ---> triangle derived plane? |
[11:43] | Andrew Linden: | if he were to complete that then it might be useful for a few features... including, perhaps, helping with client-side avatar motion prediction when hitting obstacles and stairs |
[11:43] | Andrew Linden: | LLVolume is the C++ class that holds the geometry info for the various primitives in SL clietn |
[11:43] | Creem Pye: | that would be nice as an LSL function too, something like a narrow sensor that tells you the UUID of the first object the beam "hits" |
[11:44] | Andrew Linden: | well, server side we use the Havok engine for ray-trace tests |
[11:44] | Teravus Ousley: | yeah, I'll bet it's a lot faster :D. |
[11:44] | Jillian Callahan: | Is there a chance we'll get a little of that in LSL? |
[11:44] | Teravus Ousley: | I wrote an OBB raycaster for rezzing things in OpenSimulator. |
[11:45] | Teravus Ousley: | .. it's fast, except in our case.. I re-get the OBB each time.. instead of caching it. |
[11:45] | Teravus Ousley: | .. so that means decomposing the object over and over again. |
[11:45] | Andrew Linden: | OBB = Object Bounding Box |
[11:45] | Teravus Ousley: | Oriented Bounding Box |
[11:45] | Andrew Linden: | oh right |
[11:46] | Andrew Linden: | as opposed to Axis Aligned Bounding Box (AABB) |
[11:46] | Teravus Ousley: | right. |
[11:46] | Andrew Linden: | what are you using the OBB ray-cast test for? |
[11:46] | Teravus Ousley: | rezzing and DuplicateOnRay... (Copy Selection) |
[11:47] | Teravus Ousley: | .. when you rez, you have to offset the prim based on the raycast |
[11:47] | Andrew Linden: | Ah. I think we use GLPick for most rez casting |
[11:47] | Andrew Linden: | but I think there are inacuracies with the methods we use |
[11:48] | Gaius Goodliffe: | Half the time it tells me "unable to rez". |
[11:48] | Andrew Linden: | And Qarl was talking about GLPick vs his ray-cast, so perhaps the improved ray cast will replace some of the GLPick cases |
[11:48] | Creem Pye: | yeah, it's worse when you try to rez on megaprims too - usually in that case I find myself needing to reposition the camera to face the floor megaprim I'm trying to rez an object on |
[11:48] | Andrew Linden: | but yes, his cat hits the various triangles of the shape... |
[11:49] | Andrew Linden: | he transforms the ray into the local space of the primitive geometry |
[11:49] | Teravus Ousley: | .cool :D |
[11:49] | Gaius Goodliffe: | I often find I can create a new box just fine, then drag the object I want to rez onto the box. |
[11:49] | Johan Laurasia: | I do the same |
[11:49] | Johan Laurasia: | my platfom is made from 20x20's so I have a 10x10 just to rez onto |
[11:49] | Andrew Linden: | Did someone say megaprims don't work quite right? |
[11:49] | Gaius Goodliffe: | Rezzing onto. |
[11:50] | Creem Pye: | well, rezzing objects on top of 20x20m megaprim platforms |
[11:50] | Dahlia Trimble: | seems easier since H4 |
[11:50] | Andrew Linden: | hrm... I need more sarcasm sprinkles for my chat |
[11:50] | Gaius Goodliffe: | I get the same errors, though, even when there are no megaprims involved. |
[11:50] | Teravus Ousley: | hehe |
[11:50] | Johan Laurasia: | heh |
[11:50] | Gaius Goodliffe: | hehe |
[11:51] | Teravus Ousley: | </sarcasm> |
[11:51] | Andrew Linden: | The hour was going so sell and then someone brought up megaprims |
[11:51] | Johan Laurasia: | lol |
[11:51] | Ilsa Munro laughs | |
[11:51] | Andrew Linden: | just kidding... I wish I could work on megaprims |
[11:52] | Andrew Linden: | but all these little emergencies keep showing up |
[11:52] | Johan Laurasia: | running around putting out first eh Andrew? |
[11:52] | Teravus Ousley: | hehe |
[11:52] | Dahlia Trimble: | delegate ;) |
[11:52] | Johan Laurasia: | fires* |
[11:52] | Teravus Ousley: | fireman! |
[11:52] | Andrew Linden: | wow, my typo rate is terrible with this keyboard |
[11:52] | Gaius Goodliffe: | Andrew needs his own fire brigade. :) |
[11:52] | Johan Laurasia: | lol |
[11:52] | Teravus Ousley has a friend.. who says.. Physics is hardn' stuff. | |
[11:53] | Johan Laurasia: | Physics is Phun |
[11:53] | Gaius Goodliffe: | Physics is a very dynamic field. :) |
[11:53] | Teravus Ousley: | Phun is only 2D physics though ..... |
[11:53] | Simon Linden: | Sorry to cut and run ... gotta go early. Bye everyone |
[11:53] | Johan Laurasia: | adios Simon |
[11:53] | Ilsa Munro: | By eSimon |
[11:53] | Teravus Ousley: | ok, take care Simon |
[11:53] | Creem Pye: | seeya Simon |
[11:53] | Dahlia Trimble: | bye :) |
[11:53] | Andrew Linden: | So Simon, you going to run the office hours on Thursday and next week? |
[11:54] | Andrew Linden: | Ooff, he logged off |
[11:54] | Creem Pye: | there's your answer, maybe =P |
[11:54] | Andrew Linden: | I mentioned earlier, but should re-iterate for those who may have showed up late... |
[11:54] | Rex Cronon: | what happened? |
[11:54] | Gaius Goodliffe: | Hopefully he can show up. We need *someone* to harass. ;) |
[11:54] | Andrew Linden: | I won't be able to attend these office hours on Thursday, and all of next week. |
[11:55] | Andrew Linden: | However Simon is going to try to remember to show up. |
[11:55] | Rex Cronon: | i had silent crash:( |
[11:55] | Teravus Ousley: | :D yes.. taking a needed break from avatar control. |
[11:55] | Teravus Ousley: | :D |
[11:55] | Andrew Linden: | Someone should send him an IM about one hour before the meetings |
[11:55] | Andrew Linden: | or maybe at the beginning of the meetings |
[11:55] | Jillian Callahan: | Remind him google calendar can send reminder e-mails =^.^= |
[11:56] | Creem Pye: | Andrew, out of curiosity, do you and Simon work from an office? |
[11:56] | Teravus Ousley finds it irritating that Linux/windows/max need different Angular Motor tensors to keep the avatar capsule standing up in oDE.. | |
[11:56] | Andrew Linden: | Creem, I work in the SF office. Simon works out of Davis |
[11:56] | Teravus Ousley: | max-mac |
[11:57] | Andrew Linden: | Every two weeks or so Simon shows up in SF |
[11:57] | Andrew Linden: | and I go to Davies once in a while... once every few months. |
[11:57] | Andrew Linden: | Davis |
[11:57] | Johan Laurasia: | Davis is where? |
[11:57] | Creem Pye: | ah I htought you worked from Seattle for some reason |
[11:57] | Andrew Linden: | Davis, CA |
[11:58] | Creem Pye: | but SF is where most of the real work gets done, eh? =) |
[11:58] | Andrew Linden: | SF is the biggest office, however we are focusing hiring in the remote offices |
[11:58] | Andrew Linden: | SF is out of room |
[11:58] | Ilsa Munro: | Ugh, speaking of which I have to get back to reality myself |
[11:58] | Andrew Linden: | Boston, UK, and Mountain View are where we're hiring |
[11:58] | Gaius Goodliffe: | Any plans for a Minneapolis office? :) |
[11:59] | Ilsa Munro: | Thanks so much Andrew, and have a great vacation |
[11:59] | Andrew Linden: | and Davis. |
[11:59] | Johan Laurasia: | I'm all about the Cleveland office :) |
[11:59] | Teravus Ousley: | :D Yes have a great vacation. |
[11:59] | Andrew Linden: | You're welcome Ilsa, good luck. |
[11:59] | Rex Cronon: | have fun:) |
[11:59] | Ilsa Munro waves | |
[11:59] | Jillian Callahan: | Ciao |
[11:59] | Rex Cronon: | bye everybody |
[11:59] | Andrew Linden: | Heh... we might have a Chicago office in another year or two |
[12:00] | Gaius Goodliffe: | Cool |
[12:00] | Andrew Linden: | I think we've got two people in Chicago |
[12:00] | Johan Laurasia: | argh, Cleveland is better :) |
[12:00] | Johan Laurasia: | great location |
[12:00] | Teravus Ousley: | :D |
[12:00] | Gaius Goodliffe: | Minneapolis would be best. People want to stay inside and work on code more. :) |
[12:00] | Dahlia Trimble: | lol |
[12:01] | Teravus Ousley: | k, time for me to head out. Have a good time, Andrew. See you in ~2 weeks :D |
[12:01] | Andrew Linden: | If we hired anotheh two or three people in Chicago then it would make sense to provide them with a central office |
[12:01] | Dahlia Trimble: | bye :) |
[12:01] | Andrew Linden: | We'd have to find a few people in Cleveland before we opened the office there. |
[12:01] | Johan Laurasia: | uh huh |
[12:01] | Andrew Linden: | laters Teravus |
[12:01] | Dahlia Trimble: | bye all :) |
[12:02] | Johan Laurasia: | Well, enjoy your vacation Andrew, hard earned I'm sure |
[12:02] | Andrew Linden: | any last minute issues or questions before we adjourn? |
[12:02] | Andrew Linden: | Thanks Johan. |
[12:02] | Gaius Goodliffe: | Thank you Andrew. Have fun :) |
[12:03] | Creem Pye: | thanks for your time!\ |
[12:03] | Andrew Linden: | alright, thanks for coming everyone. |
[12:03] | Johan Laurasia: | k, see ya when u get back :) |
[12:03] | Andrew Linden: | yup |
[12:03] | Johan Laurasia: | we'll hold the fort down while you're gone :) |