User:Andrew Linden/Office Hours/2008 06 17

From Second Life Wiki
Jump to navigation Jump to search

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 :)