User:Andrew Linden/Office Hours/2008 11 20
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Transcript of Andrew Linden's office hours:
[17:02] | Voice not available at your current location | |
[17:03] | Sindy Tsure: | hi andrew |
[17:03] | Jahar Aabye: | hey everyone |
[17:04] | Rex Cronon: | hello everybody |
[17:04] | Simon Linden: | Hi |
[17:04] | Sindy Tsure thinks the slurl needs +1 or so in the Z bit | |
[17:04] | Jahar Aabye: | including those who clearly haven't rezzed on my screen yet |
[17:04] | Jahar Aabye: | for some reason the map always puts me at a Z of 0 or whatever the lowest point it |
[17:04] | Jahar Aabye: | *is |
[17:04] | Sindy Tsure: | hi rez |
[17:04] | Simon Linden: | my original landmark put everyone inside on the 2nd floor |
[17:04] | Sindy Tsure: | *x |
[17:04] | Rex Cronon: | is there something wrong with the logins? |
[17:05] | Sindy Tsure: | hm.. are you a brit? is that the 2nd floor from the ground or the 3rd? |
[17:05] | Andrew Linden: | I'm going to go leave a little reminder at the old location. |
[17:05] | Andrew Linden: | BRB |
[17:06] | Jahar Aabye: | yeah, you guys gave us a taste of 1.25 and then took it away, like giving the kids a puppy for xmas and then taking it back to the pound |
[17:06] | Arawn Spitteler: | Oh, did you hear of the Hug Bug, on 1.25.1? |
[17:06] | Arawn Spitteler: | It's not Christmas, yet. |
[17:06] | Simon Linden: | The good news with 1.25 is that most of the problems weren't with the simulator itself, but the other back-end software |
[17:06] | Jahar Aabye: | oh, it felt like it at Pure Combat |
[17:07] | Simon Linden: | What was the hug bug? |
[17:07] | Rex Cronon: | i copied and paste, so i couldn't possibly make a mistake |
[17:07] | Arawn Spitteler: | Andrew is White, instead of Cloudy |
[17:07] | Sindy Tsure: | sadly, the puppy wasn't doing really well.. it's best to be taken away and made better |
[17:07] | Jahar Aabye: | for a few hours, bullet collisions were working perfectly |
[17:07] | Simon Linden: | oooh, that's good to hear |
[17:07] | Jahar Aabye: | hehehe, the only downside was I got killed a lot faster |
[17:08] | Andrew Linden: | Yeah, what is the hug bug? |
[17:08] | Arawn Spitteler: | The Hug Bug is where you ask to hug someone, and your attachment gets perms, and procedes, regardless of whether Bridey Linden really consented or not. |
[17:08] | Jahar Aabye: | yeah, that would have been a huge problem, potentially....since "deformers" work by triggering special animations |
[17:08] | Sindy Tsure: | prospero listed that one as the reason to back out 1.25 |
[17:08] | Jahar Aabye: | you could have walked into a sim and deformed every av in there with that bug |
[17:08] | Andrew Linden: | Uh... it is a permissions bug in LSL. |
[17:08] | Sindy Tsure: | yep |
[17:09] | Andrew Linden: | So some things other than hugs might be affected. |
[17:09] | Jahar Aabye: | hopefully not debit perms |
[17:09] | Sindy Tsure: | SVC-3436 |
[17:09] | Simon Linden: | I saw that one, or something similar with permissions, on our list this morning. I think someone in the UK office is taking it |
[17:09] | Arawn Spitteler figures the servers would revert, faster than he could hand out "I refuse to give thousands to that damned beggar," Buttons | |
[17:09] | Sindy Tsure: | oh.. more than just animate permissions?? |
[17:10] | Sindy Tsure eeps! | |
[17:10] | Jahar Aabye: | well, fortunately any transactions are logged, so even in worst case scenarios, things could be remedied |
[17:11] | Sindy Tsure: | the jira just says animations.. |
[17:11] | Sindy Tsure: | probably would have moved it to sec if it was also debit |
[17:11] | Arawn Spitteler: | I don't think we tested llGiveMoney |
[17:11] | Andrew Linden: | Easier said than done I'm sue, Jahar. |
[17:12] | Sindy Tsure: | sued! |
[17:12] | Sindy Tsure: | hi ella |
[17:12] | Andrew Linden: | My big headache in server-1.25 is SVC-3408 |
[17:12] | Arawn Spitteler: | I don't understand, or see any documentation for, the objection to accepting the Misfeature |
[17:12] | Jahar Aabye: | hehehe, I really think that one's going to be a headache no matter what you do, best to just keep things simple with llSetLinkPrimitiveParams() and make a new function |
[17:13] | Sindy Tsure: | mentioned you in the description.. ouch.. |
[17:13] | Arawn Spitteler: | Is Darling on line? |
[17:13] | Andrew Linden: | unfortunately the very long MONO release has allowed the large linkability distnces of avatars durng llSetPrimParams() into a misfeature |
[17:13] | Sindy Tsure: | yep |
[17:14] | Rex Cronon: | u could do that before mono |
[17:14] | Andrew Linden: | arg... either my wireless keyboard needs baterries, or I've got bad reception to the bluetooth transmitter |
[17:14] | Jahar Aabye: | the thing is, and correct me if I'm wrong, the only two misfeatures that have ever actually been grandfathered in were megaprims and invisiprims....and the former are still headache-inducing |
[17:14] | Andrew Linden: | no Jahar, there have been many misfeatures |
[17:14] | Andrew Linden: | some of them just look like features now |
[17:14] | Jahar Aabye: | ah |
[17:14] | Jahar Aabye: | ok |
[17:15] | Sindy Tsure: | i think invisiprims are an actual feature.. no? |
[17:15] | Arawn Spitteler: | I don't see any problems with Megaprims, and llSetLinkPrimitiveParams for Avies is a notorious misfeature. |
[17:15] | Andrew Linden: | currently megaprims and linkability of avatars are two that are only partially supported |
[17:15] | Jahar Aabye: | the thing is, some of the things proposed for llMoveSeatedAvatar() sound like they could lead to some really cool content |
[17:15] | Andrew Linden: | er... partially broken |
[17:15] | Jahar Aabye: | some of which goes above and beyond what would be possible with llSetLinkPrimitiveParams() |
[17:15] | Andrew Linden: | and supported as far as they are at LL chagrin |
[17:17] | Sindy Tsure looks at the minimap.. i think sidewinder has a megaprim encroaching onto this region.. | |
[17:17] | Jahar Aabye: | llSetLinkPrimitiveParams() just strikes me as a rather ungainly way to do it....I use it fairly frequently for changing properties of linked prims, for instance in attachments, but since it's really not intended for moving avatars around, a new feature would have the ability to fine tune it to that function |
[17:17] | Sindy Tsure: | AR him, simon!! |
[17:18] | Arawn Spitteler: | First, invite him over, so you can see his face, at the AR |
[17:18] | Sindy Tsure: | lol |
[17:18] | Andrew Linden: | I'm somewhat sad to report that I probably know of a way to make the retirement of the excessive llSetLinkPrimitiveParams() misfeature much more gently... |
[17:18] | Andrew Linden: | but it means more work for me |
[17:18] | Simon Linden: | good point, although he might be doing that in an attempt to get us to work on megaprims |
[17:19] | Andrew Linden: | one moment... going to replace the batteries in my keyboard to see if it helps... |
[17:19] | Jahar Aabye: | I'll remain silent on the subject of megaprims to avoid using expletives |
[17:19] | Arawn Spitteler: | One problem I run into, is that we can no longer set our teleporters by touch. I think it interferes with seating, as well |
[17:20] | Andrew Linden: | ok, it's working so far. |
[17:20] | Simon Linden: | That's due to the AV link distance? |
[17:20] | Arawn Spitteler: | Different issue, but I think it was borked in H4. Is there still an H1 sim, in Beta Grid? |
[17:21] | Jahar Aabye: | well, I think there's more here than just teleporters....llSetLinkPrimitiveParams() offered the ability to move the avatar around, to move the seated av more than once, and while I think llSetLinkPrimitiveParams() is not the best way to do it, it's an ability that is definitely needed, albeit in a fully supported and fully documented function that can be fine-tuned to that use |
[17:21] | Andrew Linden: | I'm thinking I should reintroduce the misfeature, implement llMoveSittingAvatar(), then make overreaching llSetLinkPrimitiveParams() calls actually call llMoveSittingAvatar() under the hood |
[17:21] | Andrew Linden: | this would break some content, but not all |
[17:21] | Simon Linden: | I don't think so ... there were a few security issues that have cropped up since H4 where we don't want to leave old regions running |
[17:22] | Jahar Aabye: | hmmmm, could be an interesting solution |
[17:23] | Jahar Aabye: | llMoveSittingAvatar() can have some really cool uses....I was thinking about your proposed ability to move an av from one object to another, that could be really cool for having a plane rez an ejection seat, and then move the av over to it, for instance |
[17:23] | Andrew Linden: | yeah sorta... but the way it was proposed it would have to actually move the avatar to a spot outside of linkability |
[17:23] | Arawn Spitteler: | I recall something, that force our viewers to upgrade, resulting in many failed smoke tests of Windlight, but Security can be lighter, on the Aditi, can't it? |
[17:24] | Andrew Linden: | perhaps the call should take an integer that can unlink the avatar without causing it to stop sitting. |
[17:24] | Andrew Linden: | so it woudl be sitting in the air |
[17:24] | Andrew Linden: | hrm... |
[17:24] | Sindy Tsure: | sortofa move-then-unsit? |
[17:24] | Andrew Linden: | actually it would be better if the ejection seat could take the avatar with it |
[17:24] | Jahar Aabye: | ah, I had thought you meant like being able to transfer an avatar from sitting on one object to sitting on the other |
[17:25] | Andrew Linden: | that is, the ejection seat could make the call that pulls the avatar off |
[17:25] | Andrew Linden: | yes jahar, however I think the example you describe would be difficult to do under the current design |
[17:25] | Arawn Spitteler: | I wanted to link the avatar to my ivory soap, then unlink the soap from the rezzer, but had to settle, for making the agent reach for the soap |
[17:26] | Andrew Linden: | the unlink/relink is automatic, and requires the avatar to move into an unlinkable position |
[17:26] | Jahar Aabye: | ok |
[17:26] | Andrew Linden: | hrm... |
[17:27] | Jahar Aabye: | actually, that'd probably be doable too, move the avatar up high enough and have the plan dive to the ground, or something like that |
[17:27] | Jahar Aabye: | they'd just have to move the avatar far away |
[17:27] | Jahar Aabye: | dunno |
[17:27] | Jahar Aabye: | it was just one application I'd thought of |
[17:27] | Andrew Linden: | I haven't thought the implementation all the way through. |
[17:28] | Andrew Linden: | it might be possible to allow a second object to pull the avatar off the first |
[17:28] | Andrew Linden: | rather than have the first push the avatar out of reach |
[17:28] | Jahar Aabye: | ok |
[17:28] | Andrew Linden: | however, that violates one of the design criteria |
[17:28] | Jahar Aabye: | yeah, and causes some issues in terms of abuse, don't want anyone to be able to pull you off an object |
[17:29] | Andrew Linden: | and could allow for two sloppily written scripts to fight over the avatar |
[17:29] | Andrew Linden: | each one pulling the avatar back and forthe |
[17:29] | Jahar Aabye: | hehehe |
[17:29] | Jahar Aabye: | oh, Darling would probably script it to do that on purpose, I'd guess |
[17:29] | Sindy Tsure: | lol |
[17:29] | Andrew Linden: | well... the design would require that the second object have the same owner as the first |
[17:29] | Jahar Aabye: | makes sense |
[17:29] | Andrew Linden: | and you'd have to manually decide to sit in the first place |
[17:29] | Jahar Aabye: | well, there's the rub |
[17:30] | Andrew Linden: | and you could stand up anytime |
[17:30] | Arawn Spitteler: | For an ejector seat, you'd simply place the avatar out of the plane, and attach the seat. |
[17:30] | Jahar Aabye: | there are devices that rez transparent prims with left-click sit around an avatar |
[17:30] | Jahar Aabye: | so I don't know that it's safe to assume that sitting is always voluntary |
[17:30] | Jahar Aabye: | that's how llSetLinkPrimitiveParams() came to be abused in the first place |
[17:31] | Andrew Linden: | oh I see, it would let you sit and then deposit you somewhere very far away? |
[17:31] | Jahar Aabye: | yeah |
[17:31] | Arawn Spitteler: | I don't know that llSLPP hass ever been abused. Is there a Jira on that? |
[17:31] | Jahar Aabye: | when llSetLinkPrimitiveParams() had no limit at all, that "somewhere" was at max integer altitude |
[17:32] | Jahar Aabye: | yeah, I can look it up if you want |
[17:32] | Jahar Aabye: | that was actually what led to it being set back to the link distance |
[17:32] | Jahar Aabye: | there were a large number of "H4 orbiters" out there that used it |
[17:33] | Arawn Spitteler: | That just made them more powerful than Sit Target Orbitters. |
[17:33] | Sindy Tsure: | set to transparent and touch-to-sit.. seen people drop those at my place.. :( |
[17:33] | Andrew Linden: | perhaps the first object must flag itself to allow a second object to pull the avatar off |
[17:33] | Andrew Linden: | after which it could no longer call llMoveSittingAvatar() |
[17:34] | Jahar Aabye: | now, obviously one option is to limit what could be done with the new function....but if instead we had something like a permissions request, then there would be less need to limit what the new function can do |
[17:34] | Andrew Linden: | meh... I'm just thinking out loud |
[17:34] | Sindy Tsure: | wouldn't llAttachToAvatar help with some of this? that already exists.. |
[17:34] | Andrew Linden: | Permissions request just seems like a pain. |
[17:34] | Sindy Tsure: | rather than passing avatars from one object to another |
[17:34] | Andrew Linden: | A pain for the server-side implementation |
[17:34] | Jahar Aabye: | ah, ok |
[17:34] | Andrew Linden: | and also a pain for the scripter |
[17:34] | Andrew Linden: | and the user |
[17:35] | Jahar Aabye: | well, from a scripting standpoint, it just means moving what you want to do over to the run_time_permissions() event |
[17:35] | Arawn Spitteler: | Blue Boxes show up over the minimaps, which is often a serious nuisance. |
[17:35] | Jahar Aabye: | I guess I"m just used to it since most of my scripts involve control() events |
[17:35] | Jahar Aabye: | but then again, I deal a lot with attachments that don't have to ask for permission |
[17:36] | Andrew Linden: | I wonder if the script engine is ready for new script calls... |
[17:36] | Jahar Aabye: | oh right, you guys haven't really tried adding new functions under Mono..... |
[17:36] | Sindy Tsure starts chanting 'llParcelSay' | |
[17:36] | Andrew Linden: | I thought we were going to wait for MONO to be fully entrenched before we added more. |
[17:37] | Sindy Tsure: | i thought the new touch functions came after mono arrived.. |
[17:37] | Sindy Tsure: | no? |
[17:37] | Jahar Aabye: | same time |
[17:37] | Andrew Linden: | what would llParcelSay() do? not propagate outside the parcel? |
[17:37] | Arawn Spitteler: | llTouch... has expanded |
[17:37] | Sindy Tsure: | exactly, andrew |
[17:37] | Arawn Spitteler'd like llDetectedTarget and llFollowObject | |
[17:37] | Sindy Tsure: | http://jira.secondlife.com/browse/SVC-1224 is the llparcelsay jira |
[17:38] | Arawn Spitteler: | Welcome back, Ellla |
[17:38] | Andrew Linden: | Hrm... I could probably add a low-level script warning whenever llSLPP() is used to send the avatar outside of linkability |
[17:39] | Jahar Aabye: | hmmm, not a bad idea |
[17:39] | Andrew Linden: | "This misfeature will be removed someday. Try not to rely on it." |
[17:39] | Jahar Aabye: | maybe even add in a short delay after the warning, like a half-second, so they could stand if they didn't want to be moved |
[17:39] | Arawn Spitteler: | What's a low level Script Warning? |
[17:39] | Sindy Tsure: | like a script error? |
[17:39] | Jahar Aabye: | oh, I thought you meant a warning that the avatar was about to be moved |
[17:39] | Andrew Linden: | well, there is a script error that pops up a little sprite above the affected script |
[17:40] | Andrew Linden: | if you click on it you can see the error log of the script |
[17:40] | Andrew Linden: | so it would go in there |
[17:40] | Sindy Tsure: | hi sajanai |
[17:40] | Saijanai Kuhn: | hey all |
[17:40] | Rex Cronon: | hi |
[17:41] | Arawn Spitteler: | I don't see a problem, with expanding linkability to a kilometer. Beyond that, I tended to lose control of sitting, but it's not an overwhelming distance, unless being used to grief. |
[17:41] | Sindy Tsure: | not sure that would have the effect you want andrew.. most people who see it would be the object owner, not the creator.. |
[17:41] | Arawn Spitteler: | Hi, Saijanai |
[17:41] | Simon Linden: | Hi Saijanai |
[17:41] | Sindy Tsure gets script errors all the time from things she owns - i ignore most of them | |
[17:41] | Arawn Spitteler: | Script warnings show up, regardless of who the owner is. |
[17:42] | Andrew Linden: | right Sindy, but new scriptors would see it when testing their products |
[17:42] | Sindy Tsure: | true |
[17:42] | Jahar Aabye: | well, it could be: "Please IM the creator of this object and tell them not to rely on misfeatures when scripting" |
[17:42] | Andrew Linden: | it might be a way to reduce the reliance on a misfeature |
[17:42] | Sindy Tsure: | too bad you couldn't do it at compile time.. |
[17:42] | Arawn Spitteler: | It's already a misfeature. |
[17:42] | Andrew Linden: | and it might also convince a few people to not use, update, or discard affectd objects |
[17:43] | Sindy Tsure would be fine with that :) | |
[17:43] | Andrew Linden: | Yes arawn, but if no one relied on it we could call it a bug and squash it... no one would care. |
[17:43] | Jahar Aabye: | I know....but if I had a dime for every time I've seen a Stack/Heap error and wanted it to also say "please IM the scripter of this and refer them to the scripting wiki" |
[17:43] | Sindy Tsure: | can you also add warnings to my neighbors spy crap scripts??? |
[17:43] | Sindy Tsure: | lol |
[17:44] | Arawn Spitteler: | It took me a long time, to identify the b.places hud, as the culprit, but that's a UI issue |
[17:45] | Andrew Linden: | Ok so Simon, is server-1.25 really blocked by a script give-permissions problem? |
[17:45] | Arawn Spitteler: | It's doing good, if that's the only problem. I noticed that siton click's been fixed. |
[17:45] | Simon Linden: | There's a variety of blockers |
[17:46] | Simon Linden: | Let me check the email... |
[17:47] | Sindy Tsure: | thought i read the central server sadness was due to 1.25.. |
[17:47] | Sindy Tsure: | that sounds like more than a permission bug |
[17:47] | Andrew Linden: | yes, I think it was |
[17:47] | Andrew Linden: | some of the blockers are not "simulator" issues, but problems in other servers in the system |
[17:48] | Andrew Linden: | a lot of changes piled up behind MONO in the server-1.25 branch |
[17:48] | Sindy Tsure: | 4 months worth? |
[17:48] | Jahar Aabye: | do the sims and backbone servers all have to be updated at the same time? |
[17:48] | Andrew Linden: | no jahar, and backbone also runs on some other servers (not just simulator hosts) |
[17:48] | Simon Linden: | There are a few of them : SVC-3436, SVC-3408, SVC-3379 |
[17:49] | Andrew Linden: | we call them "the centrals", but there is a small army of those |
[17:49] | Andrew Linden: | we can roll the centrals independently |
[17:49] | Sindy Tsure mumbles something about SVC-22 , since we're talking JIRA | |
[17:49] | Andrew Linden: | and it was after some of the central rolls that problems cropped up |
[17:50] | Jahar Aabye: | heh, SVC-1038 would be nice too, but I'd rather get 1.25 up and running first |
[17:50] | Sindy Tsure: | SVC-3379 is strange.. i'd expect a state change to always fire state_entry, even if it's the same state |
[17:51] | Andrew Linden: | no, I'd expect that trying to change to current state would just fail |
[17:51] | Sindy Tsure: | that would be ok, too |
[17:51] | Andrew Linden: | there is already a call for resetting the script right? |
[17:51] | Simon Linden: | I think the main criteria on a new version roll is any signficant regression. These, plus some of the back-end issues, made it fail |
[17:52] | Sindy Tsure: | though there's no return code from a state change.. hard to feedback that to the script |
[17:52] | Andrew Linden: | but that resets the whole thing, not the current state... |
[17:53] | Sindy Tsure just wants the wobbly camera fixed.. i seem to notice it more and more lately, probably because i know a fix is coming soon | |
[17:53] | Arawn Spitteler: | Is it the corner of Oslar and Vine, where SVC-22 really kicks up? |
[17:53] | Sindy Tsure: | oslar & vine? |
[17:54] | Sindy Tsure: | it's anywhere where there's a full parcel on the edge of a sim |
[17:54] | Sindy Tsure: | vehicles should be able to cross into the sim over that parcel but can't |
[17:55] | Arawn Spitteler: | I think I've gotten a few vehicles returned to lost and found, by that. |
[17:55] | Andrew Linden: | Sindy, I did briefly talk about the SVC-22 issues with Doug Linden when discussing what projects we'd work on in 2009Q1 |
[17:55] | Sindy Tsure: | oh? |
[17:55] | Sindy Tsure mostly just brings it up to torture you.. :) | |
[17:55] | Andrew Linden: | he brought up the notion that parcel prim accounting might be due for an overhaul |
[17:56] | Andrew Linden: | but we weren't actually listing projects... but listing the types of projects that we wanted to try to prioritize |
[17:56] | Andrew Linden: | that is, projects that would fix a pile of related bugs that have been bugging us all for a while |
[17:57] | Sindy Tsure: | so.. a bucket for 'sim crossing stuff' |
[17:57] | Jahar Aabye: | I'd think parcel prim accounting is something you'd want to handle very carefully from a political perspective, after the whole kerfluffle with the OpenSpace sims |
[17:57] | Arawn Spitteler: | Open Space might be a good excuse to redo the accounting. |
[17:57] | Andrew Linden: | Parcel prim accounting works pretty good, but there are the border crossing problems, and others. |
[17:58] | Andrew Linden: | I'm talking about whether the parcel accouting is _correct_ or not. |
[17:58] | Jahar Aabye: | ah |
[17:58] | Jahar Aabye: | ok |
[17:58] | Andrew Linden: | Not what the count limits should be. |
[17:58] | Jahar Aabye: | thought you meant changing how it's accounted for |
[17:58] | Sindy Tsure: | only if things are being counted wrong! |
[17:58] | Jahar Aabye: | I could just see the blog post: "Today we're happy to announce that we're changing how the prims on your parcel will be counted" |
[17:58] | Sindy Tsure: | which may (or may not) be what svc-22 is about |
[17:58] | Arawn Spitteler: | SVC seems a problem, that Prims wait for their riders, before being flagged as vehicles |
[17:59] | Andrew Linden: | actually, some LL devs have kicked around the idea of having some prims count for more than 1... |
[17:59] | Sindy Tsure carefully says nothing | |
[18:00] | Jahar Aabye: | hehehe, like those with an EPS in the 5,000 range |
[18:00] | Sindy Tsure: | eps? |
[18:00] | Jahar Aabye: | script events per second |
[18:00] | Andrew Linden: | for instance... suppose we introduced arbitrary meshes... there is a cost when packing a large pile of such prims in one spot... a higher cost (for rendering, at least) than a similar number of regular extruded prims. |
[18:01] | Simon Linden: | There's a huge range in the cost of prims and scripts |
[18:01] | Sindy Tsure: | so.. sculpties would coust more? |
[18:01] | Sindy Tsure: | *cost |
[18:01] | Arawn Spitteler: | So, if we had prims, where we could hollow at any angle, we might start counting anti prims? |
[18:01] | Jahar Aabye: | yeah, I tend to focus more on the cost from scripts to sim performance than rendering issues, since that's where most of the impact my products have on the sim comes from |
[18:01] | Andrew Linden: | yeah, well the sculpty issue is an argument against that... the complexity of sculpties already counts as one prim |
[18:01] | Arawn Spitteler: | Sculpties should be cheap, since they're viewer side. |
[18:01] | Sindy Tsure: | not when the sim has to pass out more textures.. |
[18:02] | Andrew Linden: | and Simon is right.. the complexity of scripted prims have a different meaning on the server... |
[18:02] | Andrew Linden: | a heavily scripted box should perhaps count more than a non-scripted vertex-heavy mesh |
[18:02] | Andrew Linden: | on the server, anyway |
[18:02] | Andrew Linden: | it is a tough system to change/enhance |
[18:03] | Sindy Tsure: | does it need to be changed? |
[18:03] | Jahar Aabye: | yeah, our stuff is as low-lag as we can make it, but I've seen other guns that can bring a sim to its knees in full auto....especially the ones that use multi-prim bullets and undiscriminated linked messages |
[18:03] | Andrew Linden: | the only way we could change it would be to simultaneoulsy expand the overall prim limits |
[18:03] | Andrew Linden: | I suspect |
[18:03] | Saijanai Kuhn: | the guy who did the original prim code way back when has some blog entries about prims |
[18:04] | Arawn Spitteler: | So, 30,000 boxes, to a simulation, or 10,000 interesting objects? |
[18:04] | Simon Linden: | It's pretty similar to AV costs ... this group has a pretty wide range in rendering load :) |
[18:04] | Jahar Aabye: | I can just see the blog post now: "We're happy to announce that prim limits have been raised....but that bling is gonna cost you now" |
[18:04] | Jahar Aabye: | Yeah, I know my ARC score is probably high, even without looking, since I'm holding two alpha-primmed guns |
[18:04] | Arawn Spitteler: | Bling is viewer side |
[18:04] | Andrew Linden: | I think Saijanai is talking about Avi Bar-Zeeve, the developer who wrote the prim extrusion code? |
[18:04] | Saijanai Kuhn: | right |
[18:05] | Sindy Tsure: | unless the particles are being chagned a lot, arawn.. then it's a full object update |
[18:05] | Simon Linden: | Andrew's the all-time winner in the golf-game of rendering costs |
[18:05] | Jahar Aabye: | ah, mine's not as bad as I'd feared, since Falco used sculpties to make these with only 59 prims, as opposed to the usual 150-250 |
[18:05] | Simon Linden: | Actually Saijanai is 1 as well |
[18:05] | Jahar Aabye: | one sec, lemme toss on my MP7s |
[18:06] | Andrew Linden: | Well, I've love to talk more but I've got soooooo much work to do. This hour is up and I'm going to have to get back to it. |
[18:06] | Sindy Tsure: | cya, andrew! |
[18:06] | Simon Linden: | I have to run too ... thanks everyone for coming |
[18:06] | Sindy Tsure: | bye, simon! |
[18:06] | Saijanai Kuhn: | http://www.realityprime.com/articles/how-sl-primitives-really-work |
[18:06] | Sindy Tsure runs off, too.. cyas! | |
[18:06] | Rex Cronon: | bey everybody |
[18:07] | Sindy Tsure ties an empty beer can to arawns tail and goes poof | |
[18:07] | Simon Linden: | bye |
[18:07] | Jahar Aabye: | bye everyone, I guess |
[18:07] | Jahar Aabye: | is this the normal time and place for Andrew's office hours? |
[18:07] | Andrew Linden: | yes this is the new location, same time |
[18:08] | Andrew Linden: | also on Tuesdays (11-12) |