User:Andrew Linden/Office Hours/2009 01 03

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Transcript of Andrew Linden's office hours:

[10:57] Rex Cronon: hi andrew
[10:57] Andrew Linden: Hey Rex, have you perhaps settled on your final avatar?
[10:58] Andrew Linden: You haven't changed in a while.
[10:58] Rex Cronon: i think so
[10:58] Andrew Linden: Funny how that works right?
[10:58] Rex Cronon: i kind of like it
[10:58] Andrew Linden: Eventually you get comfortable in something.
[10:59] Andrew Linden: Probably happens when you get lazy or busy with other stuff and wear one too long.
[10:59] Wolfhaven Teleportation HUD v3.0 is Ready
[10:59] Rex Cronon: why don't u try some outfits:)
[10:59] Andrew Linden: That is what happened with me and my purple and white uniform.
[10:59] Kitto Flora: Hello
[10:59] Rex Cronon: hi kitto
[10:59] Andrew Linden: Hi Kitto.
[11:00] Andrew Linden: I got an inventory offer from you yesterday Kitto with a report about a lost railcar.
[11:00] Kitto Flora: Yes
[11:00] Andrew Linden: I havent' looked into it yet, but maybe today.
[11:00] Rex Cronon: try some outfits from marvel:)
[11:00] Kitto Flora: Is the sim log probably gone again?
[11:01] Andrew Linden: Actually, I would conciously try to not wear a copyrighted outfit, since I'm a Linden
[11:01] Andrew Linden: there are some Lindens who do so anyway
[11:01] Rex Cronon: lol
[11:01] Rex Cronon: what i am wearing, is perfectly legal:)
[11:01] Andrew Linden: however, I know that the IronMan movie had some marketing in SL and there are some officially sanctioned IronMan suits here.
[11:02] Kitto Flora: For how long does the sim keep the log?
[11:03] Andrew Linden: The sim's logs are kept for 7 days right now.
[11:03] Kitto Flora: Good, then there's time
[11:04] Andrew Linden: Yeah. I made a note, and will try to investigate.
[11:04] Andrew Linden: But right now I'm in the middle of getting our maint-server-5 branch ready for mergeback -- it passed the first QA hurdle.
[11:05] Andrew Linden: Nothing very interesting in maint-server-5 -- I don't think we talked about most of the stuff in maint-server-5.
[11:05] Andrew Linden: Just some cleanup and a few minor bugs.
[11:05] Kitto Flora: How minor? :)
[11:05] Kitto Flora: Hi Simon
[11:06] Andrew Linden: Well, I'll actually look at the list and see what is on it.
[11:06] Andrew Linden: It won't get deployed until 1.26 anyway.
[11:06] Simon Linden: Hi
[11:06] Rex Cronon: hiii
[11:06] Andrew Linden: Ok so in maint-server-5 is...
[11:07] Andrew Linden: SVC-476
[11:08] Andrew Linden: huh... that is the only public bug in the list
[11:08] Andrew Linden: there is a crash fix for some admin option
[11:08] Eliza Cabassoun: can you teleport?
[11:08] Andrew Linden: some metrics were added for improved understanding of what LSL functions are taking up time
[11:09] Squirrel Wood: Hellos!
[11:09] Rex Cronon: hiii
[11:09] Andrew Linden: a little bit of script usage balancing for attached scripts... dunno what was actually changed there
[11:09] Andrew Linden: Yeah, that is about it worth mentioning. Not too exciting, but is what I'm working on right now.
[11:10] Squirrel Wood must warn you. My terraformer is up for sale now :p
[11:10] Andrew Linden: Simon, got any announcements to make?
[11:10] Andrew Linden: Why would that require a warning Squirrel?
[11:10] Squirrel Wood: 4k scripts.
[11:10] Rex Cronon: congrats squirrel:)
[11:11] Andrew Linden: uh... 4k on one object?
[11:11] Squirrel Wood: 4k in 4k objects
[11:11] Simon Linden: No, not much happening ... cleaning up some loose ends from the holidays
[11:11] Simon Linden: ouch - how long does it take to rez that?
[11:11] Andrew Linden: ok thanks for the heads-up Squirrel. I can only hope we someday make those 4k scripts run really fast.
[11:11] Rex Cronon: u should put a warning: use caution on some sims:)
[11:11] Squirrel Wood: couple minutes due to the grey goo thing
[11:12] Squirrel Wood: those 4k scripts DO run fast ^^
[11:12] Rex Cronon: you could go around that squirrel:)
[11:12] Andrew Linden: How does one go around the Grey Goo Fence Rex?
[11:13] Squirrel Wood: Rex, I have done some experiments with rezzing. Its best to stay just onder the grey goo trigger barrier
[11:13] Rex Cronon: u want me to say that in public chat?
[11:13] Kitto Flora: Well the griefers seem to know how
[11:13] Arawn Spitteler'll have to check the transcript, when he might understand it.
[11:13] Andrew Linden: Based on Squirrel's experimental results I must conclude that the GGF is working as designed.
[11:14] Kitto Flora: Who here would use such knowledge to cause problems?
[11:14] Andrew Linden: hrm... perhaps Rex, or if you think there is a security/grief issue that can be fixed then you could tell me in IM
[11:15] Rex Cronon: kitto, usually andrew puts up the transcripts:)
[11:15] Kitto Flora: Oh, that would not be so good
[11:15] Andrew Linden: correct, I do very little editorial adjustments to the transcripts.
[11:15] Rex Cronon: i never grief:(
[11:15] Squirrel Wood: I fix grief in the sims where I can do so
[11:16] Andrew Linden: Ok, well feel free to send me an email describing the problem if you think it should be fixed.
[11:16] Andrew Linden: The GGF is definitely something in which I'm interested.
[11:16] Kitto Flora: Anyone know much about prim count/limit problems with the 1.2 prim multiplier for regions?
[11:16] Arawn Spitteler notes that Rex's Turban has mutated into a Witch's Hat: The Ultimate Griefer, is the guy with no sense of Humor. I was sitting at a rather defeatist healling, yesterday, and it was almost Funny.
[11:16] Rex Cronon: sometimes i might have a script or two that creates havok or little while but not on purpose. is easy to make logic errors in your code:(
[11:17] Andrew Linden: Kitto, what 1.2 prim multiplier are you refering to?
[11:17] Andrew Linden: What regions?
[11:17] Andrew Linden: I've done a lot of work on prim limit stuff.
[11:17] Kitto Flora: I'm building in a region where the 1.2 prim bonus was set
[11:18] Andrew Linden: ah ok, yes I'm a good candidate for answering questions about that
[11:18] Kitto Flora: 'Object Bonus' ?
[11:18] Rex Cronon: lol. you thought was turban:)
[11:18] Kitto Flora: The region is...
[11:18] Arawn Spitteler: The fence around this deck is still a grey wall.
[11:19] Kitto Flora: Underground
[11:19] Andrew Linden: Yeah, the feature is called "Object Bonus"
[11:19] Simon Linden: ugh, texture pipeline problems ... I've done a little work there recently
[11:19] Andrew Linden: and is located in WorldMenu-->Region/EstateOption-->RegionTab-->ObectBonusDial
[11:20] Kitto Flora: The region owner says that since he set it the prim counts are not reported correctly, and he dare not turn the thing off as many parcels appear to be 'full' and he is scared of having stuff returnrned
[11:20] Arawn Spitteler's heard there was a server side problem, fixed in the next release.
[11:20] Andrew Linden: Prim counts are not reported correctly? That would be a real bug.
[11:21] Andrew Linden: Prim limits not being honored... that would not be as surprising.
[11:21] Kitto Flora: Prim count and rez blocking seems to be quite shaky
[11:21] Andrew Linden: Hrm... Arawn may be right. I fixed a bug about prim counts a while ago... it might be in 1.25.
[11:21] Kitto Flora: In Wish sim there is only one parcel, and no Bonus. Its simply 15000 for the whole place
[11:22] Squirrel Wood: temp rezzers to exploit prim limits...
[11:22] Kitto Flora: The prim count seems to wander a lot.
[11:22] Arawn Spitteler: When I was struggling, with maintaining a sandbox, in the same corner of a sim as a temp rezzer, it looked like the total prim for sim count was just for seperate quarters.
[11:22] Andrew Linden: Where ObjectBonus causes problems is when you set it but don't also allocate some parcels for being empty.
[11:22] Kitto Flora: Huh?
[11:23] Kitto Flora: If you change it is there something else you have to do?
[11:23] Andrew Linden: That is, the ObjectBonus factor was introduced because we had some regions that had some large parcels that were being used for open space
[11:23] Andrew Linden: while there were a few small parcels used to hold the content
[11:23] Andrew Linden: the owners of the small parcels wanted to use the full prim budget of the region
[11:24] Kitto Flora: Ah - so the total region count limit is still 15000?
[11:24] Andrew Linden: so the prims/parcel density is multiplied by the ObjectBonus
[11:24] Simon Linden: Right, 15000 is the limit
[11:24] Andrew Linden: yes, but the region still has a prim limti of 15k
[11:24] Kitto Flora: Maybe region owner does not realise that
[11:24] Andrew Linden: so if you are a region owner and you set the ObejctBonus to 2
[11:24] Kitto Flora: The region is prettu much built up
[11:25] Andrew Linden: then you should make sure that at least half the region is taken up by parcels that should be mostly empty
[11:25] Kitto Flora: OK
[11:25] Arawn Spitteler: I think I reall reading, tat it's 16,000, but a thousand is reserved for Temp rez and vehicles. I think it might be 16k, with a few leeft over for Primatars and the sims themselves.
[11:26] Simon Linden: The temp rez objects are counted differently
[11:26] Andrew Linden: No Arawn, it is 15k for regular prims, and temp-on-rez is limited on a per-parcel basis
[11:26] Arawn Spitteler: At 1.2, yo'd want abut 20% empty
[11:26] Kitto Flora: Well at 15000 content, rezzing a cube gets blocked
[11:26] Andrew Linden: er wait... there may actually be a global limit on temp-on-rez
[11:26] Andrew Linden: I can't remember. Arawn may be right.
[11:26] Squirrel Wood: I think its 10% of the prims allowed on the parcel or 500. whichever is lower for temp
[11:26] Simon Linden: I think there was some overhead past 15k for them
[11:26] Squirrel Wood: At least that's what I remember
[11:27] Squirrel Wood: there must be some overhead.. at least memory wise
[11:27] Kitto Flora: Problem in wish is that with 50 prims spare, a 25 prim object cannot enter, or be rezzed.
[11:27] Squirrel Wood: then again a sim has only so much ram available
[11:27] Kitto Flora: Temp On Rez is a real problem because off the lag it introduces. For regular regions I suggest owners ban the use.
[11:28] Kitto Flora: Good for bullets only.
[11:28] Squirrel Wood: temp on rez has its uses. But unfortunately there are plenty of abuse cases
[11:28] Simon Linden: agreed - adding stuff in-world is really slow. It's one of the causes of little frame-rate drops
[11:28] Kitto Flora: And train crashes :)
[11:28] Arawn Spitteler: I think there was talki of Object Preload, to reduce the rez-lag
[11:29] Squirrel Wood: over the past two years rezzing speed has slowed down considerably
[11:29] Arawn Spitteler: I think it's mostly a recent slow.
[11:29] Kitto Flora: Rez from Inv? I'd agree with that
[11:29] Simon Linden: It got significantly slower with Havok4
[11:29] Squirrel Wood: general rezzing.
[11:30] Simon Linden: .. at least the step of adding somethig to the sim's world
[11:30] Arawn Spitteler: Asset Server Problems, of some sort, but I don't know much about the Anatomy of Comparable Realities.
[11:30] Kitto Flora: I can rez a cube quick. Rez from my Inv - depends on AssetServer
[11:30] Squirrel Wood: back when SL was still somewhat small you could fly across multiple sims and things would rez before you. Nowadays things rez way behind you
[11:30] Arawn Spitteler: They seem to rez collidability, before appearence.
[11:31] Kitto Flora: That cause they are 2 diff things
[11:31] Andrew Linden: The collision properties are alreayd there. The visibility must be streamed
[11:31] Arawn Spitteler wonders if Andrew's taken his advice on a road trip, recently.
[11:31] Andrew Linden: but yeah, the streaming is not working so well
[11:31] Andrew Linden: it needs some work
[11:31] Kitto Flora: 'rez collidably' ... theres no such thing
[11:31] Andrew Linden: No Arawn, I haven't tried to make a road trip across many regions.
[11:31] Kitto Flora: The sim figures the collide - its internal
[11:31] Arawn Spitteler: What you call it, when you fly into a chamber, with four walls.
[11:32] Kitto Flora: rez - is stuff appearing on client screen - thats slow
[11:32] Andrew Linden: Well, there are at least two menings to "rez" being used here
[11:32] Andrew Linden: (1) to creat an object
[11:32] Arawn Spitteler: So, collisionness rezzes when the Primatar enters the sim.
[11:33] Andrew Linden: (2) an object "appears" before you when its data is finally streamed to your client
[11:33] Andrew Linden: visibly the two are nearly identical
[11:33] Kitto Flora: Trues andrew, but in the case of flying cross a sim (1) does not apply
[11:33] Kitto Flora: The objects are already in the sim
[11:33] Andrew Linden: Kitto is correct.
[11:34] Arawn Spitteler: But an entire sim would still have to rez, for the avatar to be handed off.
[11:34] Andrew Linden: No Arawn, the region exists and the avatar is rezzed in it.
[11:34] Simon Linden: There's been some problem with the streaming order or viewer drawing for a while ... I regularly log into this region, and see stuff in the distance before the house or roof are drawn
[11:34] Kitto Flora: flying inside a hollow object is usully caused by the Av body rezz in the next sim inside the object
[11:34] Simon Linden: I showed it to our QA about 2 months ago, and a bug was filed
[11:35] Andrew Linden: Simon, Doug and I actually saw the code responsible a month or two ago.
[11:35] Rex Cronon: i think it happens in other sims too
[11:35] Simon Linden: great!
[11:35] Kitto Flora: Simon - that 'while' has been what ... 6 years and counting? :)
[11:35] Arawn Spitteler: To Resolve is relative, you or something would resolve into some frame of consideration.
[11:35] Andrew Linden: However... to fix it would involve an overhaul of the interestlist.
[11:35] Squirrel Wood: Could the client keep track of which sims you visit on a regular basis and "pre-load" those sims "content" for faster rendering ?
[11:35] Andrew Linden: We will probably try to tackle that in the first half of 2009
[11:35] Andrew Linden: hopefully
[11:36] Simon Linden: Yeah, I didn't think it would be simple
[11:36] Andrew Linden: Squirrel, it kinda is supposed to work that way already, but the cache is not very big
[11:36] Simon Linden: There is a lot of data that's cached locally on your viewer ... some experiments there could possibly make that better
[11:36] Andrew Linden: and it is probably buggy
[11:36] Squirrel Wood: the client cache needs a total overhaul
[11:36] Squirrel Wood: perhaps use something like sqlite
[11:36] Arawn Spitteler thinks documentation would hbe popular: Waht is an Interest List, and who might be interested?
[11:36] Andrew Linden agrees with Squirrel
[11:37] Simon Linden: The interest list is the code on the sim that sends the updates around
[11:37] Simon Linden: It's what your AV is interested in
[11:37] Kitto Flora: I remember long long time ago, Philip saying how the Interest list should work. "Nearby stuff first". But it never did work tha tway.
[11:37] Andrew Linden: Everything you can see would be in the list of things of interest.
[11:37] Simon Linden: So it's key to getting updates and keeping sim performance up
[11:38] Andrew Linden: Kitto, it once worked that way, then someone rewrote it and broke that idal.
[11:38] Andrew Linden: s/idal/ideal/
[11:38] Kitto Flora: Oh
[11:38] Arawn Spitteler: Interest List Optimizations would be an attractive feature on Third Party Viewers.
[11:38] Kitto Flora: Must ahve been a long time back
[11:38] Andrew Linden: Yes it was.
[11:38] Squirrel Wood: populate the interest list based on an increasing draw distance up to the client set distance ?
[11:39] Andrew Linden: There were good reasons for the overhaul, unfortunately the project was not correctly finished.
[11:39] Kitto Flora: Yeah, but its in the sim, not the client
[11:39] Simon Linden: Right - it's a 'push' model for the updates
[11:39] Arawn Spitteler: Client should tell the Sim what and how fast, at least.
[11:39] Kitto Flora: Maybe your client has esp :)
[11:40] Simon Linden: I would like to see better ability for the client to request a re-send of info. So like when you get some object and it's grey, no textures, you could force an update somehow
[11:40] Squirrel Wood: my camera vier is such and such. my draw distance is x. What can I see?
[11:40] Andrew Linden: Simulator should categories to which the client can subscribe, and then the client should be able to subscribe or not.
[11:40] Kitto Flora: Simone Indeed!!!
[11:40] Kitto Flora knocks off an e
[11:40] Rex Cronon: yes simon
[11:40] Squirrel Wood: could the sim send all "permanent" textures to the client in one package?
[11:41] Simon Linden: It's totally a viewer-side feature, however. Also adding more UI is tough
[11:41] Rex Cronon: like a extra menu item on the pie menu, that says reload:)
[11:41] Arawn Spitteler wants to see Female Avies, Skin and Tats first...
[11:41] Kitto Flora: udp needs a slow verification wrapper
[11:42] Rex Cronon: it shouldn't be that hard to add an sub menu to the pie:)
[11:42] Squirrel Wood: sim: I have x, y and z information for you. Which do you want?
[11:42] Andrew Linden: A "working" sub menu item, Rex
[11:42] Arawn Spitteler: UDP should have verification added, but I understand that's been lost in the design philosophy.
[11:42] Squirrel Wood: I cannot log in to SL from work
[11:42] Squirrel Wood: it fails where it tries to connect to the sim
[11:43] Squirrel Wood: because that https connection must go through a proxy.
[11:43] Kitto Flora: Well UDP, as such, specifically has none.
[11:43] Squirrel Wood: which SL dows not support :(
[11:43] Arawn Spitteler: Do yu know the difference betwen Money and Coinage?
[11:43] Kitto Flora: papaer
[11:44] Squirrel Wood: coin.
[11:44] Rex Cronon: if u put that question to the open source community there might be one or people jumping for it:)
[11:44] Rex Cronon: or more*
[11:44] Squirrel Wood: ^^
[11:44] Rex Cronon: lol. raining gold:)
[11:44] Arawn Spitteler: Money is te Metal, of which Bullion has been QAed for Quality; Coinage is Bullion which's been QAed for Quantity.
[11:45] Arawn Spitteler: You can do business in raw money, just as you can run a service with UDP, but you have t do your own QA
[11:45] Squirrel Wood: In a semi busy sim most of the collisions do not play their sound
[11:45] Andrew Linden: the 1.25 deploy is now scheduled to start on the 12th, and complete around the 19th
[11:45] Squirrel Wood: cool!
[11:46] Andrew Linden: or maybe the 19th is when it final deploy starts...
[11:46] Andrew Linden: in which case it would complete 2 days after that
[11:46] Andrew Linden: well, that is the internal schedule... probably not announced yet, dunno
[11:46] Andrew Linden: it can slip, as you know
[11:46] Squirrel Wood: Don't rush it :)
[11:48] Andrew Linden: here's a question... suppose I had time to start a big overhaul project (this is totally hypothetical -- I have no such time yet, but if I did...)
[11:48] Andrew Linden: should I work on region crossings? or interest list?
[11:48] Simon Linden: Can we throw out other ideas?
[11:48] Andrew Linden: How would you prioritize those two projects?
[11:48] Kitto Flora: Theres more complaints about region crossing, than interest list
[11:49] Andrew Linden: Well... sure Simon if they are similarly scale projects.
[11:49] Arawn Spitteler: Interest List would take less Philosophy.
[11:49] Squirrel Wood: region crossing... but only because some avatars literally carry megabytes of data around with them in the form of lsl scripts
[11:49] Rex Cronon: whoever has ever used a vehicle would say region crossing
[11:49] Andrew Linden: But since those were two that we talked about today, I was wondering how they would get sorted.
[11:49] Simon Linden: Hmm, it's probably larger, but I'd go for the Big Ass Regions so people can set up sailing or racing without region crossings
[11:49] Rex Cronon: builders would like the other things
[11:50] Squirrel Wood: bookmark http://www.youtube.com/watch?v=wRlUD0tb9z4 for later watching ^^
[11:50] Andrew Linden: Big regions would reduce region-crossing problems... however you cannot implement that without working in the region crossing code anyway
[11:50] Kitto Flora: BiggAss Regions will never fix it
[11:50] Squirrel Wood: aren't region dimensions hardcoded?
[11:50] Andrew Linden: Yes Squirrel
[11:51] Kitto Flora: Route 8 crosses a dozen+ sims and I can ride a railcar along it that far - many region crossing
[11:51] Simon Linden: Yes, and the world grid is very fundamental to the architecture
[11:51] Arawn Spitteler: If you're doing Crossings, you might just attack the hardcode; allowing larger Open-Spaces.
[11:51] Kitto Flora: Same for SLRR
[11:51] Andrew Linden: Ok, so Region Crossings wins that contest
[11:51] Simon Linden: Between the two, I'd also vote for region crossing
[11:51] Kitto Flora: Sadly, hands-down I think
[11:52] Kitto Flora: I mean - almost no one complains about the 'order of appearance' of stuff. They just put up with it
[11:52] Rex Cronon: i guess nobody like their vehicle to crash on crossing:)
[11:52] Squirrel Wood: punish data heavy avatars with a long transition time I say :p
[11:52] Arawn Spitteler: People jsut don't know much about Interest List, but an Open Grid Design Program would be interested.
[11:52] Simon Linden: BTW, if you get to that, I have some ideas ... there are some optimizations we can do if the two sims can confirm they are running the same version of code
[11:52] Andrew Linden: Actually, now that I think about it... Region Crossing seems like a bigger/harder project than interestlist
[11:53] Andrew Linden: Region Crossings can probably be broken up into some smaller pieces too.
[11:53] Arawn Spitteler: Open Grid Region Crossings will be a challenge, in its own right.
[11:53] Andrew Linden: Sub projects that can be done and delivered before the other pieces are complete.
[11:54] Squirrel Wood: ^^
[11:54] Squirrel Wood: Little milestones ^^
[11:54] Arawn Spitteler'd like to shut Physics down, between leaving a Sim-Space, and the changed event.
[11:55] Kitto Flora: Andrew do you think Region crossing could be done with early phantoming on the destination grid?
[11:55] Andrew Linden: Kitto, could you rephrase that question? I cannot parse it.
[11:55] Arawn Spitteler: Early Phantoming, like putting avatars on the interest lists of neighboring sims?
[11:56] Andrew Linden: Ah, that is already done I think.
[11:56] Kitto Flora: Idea is - when an object gest close to a border, a copy of it is instantiated on the next grid, but not yet activated.
[11:56] Andrew Linden: If you can see into a region, then you have an interestlist there.
[11:56] Kitto Flora: When the boundary line is crossed the old region switches off, the new one activates
[11:56] Simon Linden: yes, when you're next to another region, you're getting updates from two different sims
[11:56] Andrew Linden: The only way to do "early" interestlists would be to interpolate avatar velocity and start setting up data for where you're going to be in a few seconds.
[11:57] Arawn Spitteler: Sensor could use that feature, but we aren't handed off instantly.
[11:57] Simon Linden: The hand-off has a few steps which can add up to the delay - serialize all the object data and state (including script engines)
[11:57] Andrew Linden: We probably wouldn't do such pre-loading. Instead we woudl try to make the interestlist much more efficient so you can travel quickly and the important stuff is streamed first.
[11:57] Simon Linden: send it to the next sim
[11:57] Simon Linden: add it to the world on the next sim
[11:58] Andrew Linden: That was the original design, after all.
[11:58] Simon Linden: tell the viewer and old sim about the change
[11:58] Kitto Flora: OK.
[11:58] Squirrel Wood: some avatars, as I menioned before, contain literally megabytes of script data
[11:58] Squirrel Wood: like, this one here comes with close to 400 scripts in it
[11:58] Arawn Spitteler: Interest List should be apprised of the Velocity of the Avatar, as well as the location, Draw Distance, and speed of Rezzing, so the environment will happen arround where the avatar will be, when the environment happens.
[11:58] Rex Cronon: and sculpties:)
[11:58] Andrew Linden: Squirrel is right, that is a problem for region crossing.
[11:58] Simon Linden: the serialize and rez steps are the worst
[11:58] Kitto Flora: Present lag on sim crossing for a vehicle is 1 to 5 seconds
[11:59] Kitto Flora: 1 in 1000 or so, its infinte (Goes off world)
[11:59] Squirrel Wood: 150 scripts in the tail. I replaced them with one script that does exactly the same as all those scripts.
[11:59] Arawn Spitteler: During which, we fall through the floor.
[11:59] Andrew Linden: Oy. Alright, region crossing wins.
[11:59] Squirrel Wood: ^^
[11:59] Arawn Spitteler: I think Interest List should be opened, as part of Region Crossing, as for Sensor.
[11:59] Andrew Linden: Any last minute issues to bring up before the hour is over?
[12:00] Squirrel Wood: What's for lunch?
[12:00] Kitto Flora: Beens
[12:00] Andrew Linden: Burritos.
[12:00] Squirrel Wood: Yum!
[12:00] Simon Linden: sandwich
[12:00] Arawn Spitteler: Anyone rea Chimera, by Mary Rosenbaum? She seems to've described SL in 1993
[12:00] Kitto Flora avoids donkey
[12:00] Andrew Linden: No, I haven't seen that book yet.
[12:00] Kitto Flora: Too tough
[12:01] Squirrel Wood: I have an idea for a big SL event...
[12:01] Squirrel Wood: Virtual Domino Day
[12:01] Arawn Spitteler: Philllip might have.
[12:01] Squirrel Wood: the current world record is 4,345,027 domino pieces
[12:01] Arawn Spitteler: Wow, dedicatd Lag
[12:01] Rex Cronon: i think that lots of books, stories, in science fiction talked about similar things
[12:01] Kitto Flora: wil la falling domino here trigger across a region border?
[12:02] Kitto Flora: I think no
[12:02] Squirrel Wood: it should
[12:02] Andrew Linden: It depends.
[12:02] Kitto Flora: Well as it falls its center must cross region
[12:02] Arawn Spitteler: It depends on whether it crosses the boundary, befor it needs to hit the next piece
[12:02] Andrew Linden: Right, it will only work if the center crosses over before it "collides".
[12:02] Kitto Flora: and actually materialise for collision before it hits next piece
[12:02] Simon Linden: But if you have an object whose center is in region A, but extends into B, it won't be physically represented in B
[12:02] Kitto Flora: For the standard size ones, I doubt it would
[12:03] Simon Linden: Andrew fixed a floor problem due to that a while ago at one of the welcome centers
[12:03] Kitto Flora: 4 mill / 15 k?
[12:03] Arawn Spitteler wonders if it would work for Megaprim Dominoes.
[12:03] Squirrel Wood: lots of sims ^^
[12:03] Kitto Flora: 24+ regions
[12:04] Kitto Flora: And - who could see it all happen?
[12:04] Andrew Linden: I think taht 4M record was already broken virtually in that movie "Robots"
[12:04] Simon Linden: I can only guess at the size of the simulation island and how many fps the physics engine would run at
[12:05] Arawn Spitteler: You'd have to set the dominoes up, for a vehicleto watch, and have the prims rez befor the audience sees them collide.
[12:05] Andrew Linden: Ok everyone, thanks for coming. I'm going to have to go.
[12:05] Squirrel Wood: Have a great day ^^
[12:05] Squirrel Wood: and week
[12:05] Simon Linden: Thanks for coming ... see you next time
[12:06] Rex Cronon: bye everybdoy
[12:06] Squirrel Wood: cyas