Physics Meeting

February 5, 2010

Falcon, Andrew, and Simon Linden sat in on a meeting today covering Physics. Falcon was the main person speaking about upcomming changes, and directions he would like to go with it.

One of the interesting things is with vehicles. They want us to be able to specify which prims are non- physical. Things like the dashboard, steering wheel, and such don’t really need to be physical. A vehicle would be able to have more than 32 prims, but only 32 of them would be flagged as being physical. Many vehiles could use just the frame to be physical, and to have a lot of detail with static objects.

Falcon continued to stress that physics objects should be simple, convex shapes and a collection of such shapes.

A side note, phantom objects were confirmed as better for physics, but are still have a physical representation when interacting with the land. Phantom objects collide with terrain only.

Andrew pointed out that Falcon was working on Havok 7 with a projected date to be released on the server (1.40) sometime in the late spring.

posted by Dedric Mauriac on Denby using a blogHUD : [blogHUD permalink]

Region Object Bonus Factor

February 5, 2010

Kate Linden demonstrates the effects of Region Object Bonus Factor (ROBF) on a homestead. She filled up a large parcel, and then gave us a bonus factor of 2. Even though we had more objects that we could rez on the parcels, the region was full. Kate took off some of her prims and we could rez more objects on the parcel.

Our next test was to see whose objects would disappear when you start to reduce the bonus factor. The test didn’t work out so well, as we didn’t have a definitive answer. It appeared that both newer and older prims disappeared.

With a few more tests, it appears that the newest objects disappear first.

posted by Dedric Mauriac on Plain Plains using a blogHUD : [blogHUD permalink]

Dedric Mauriac Bear 2.0

February 3, 2010

I decided it was time to upgrade the look of my bear to reflect my current appearance. I often walk around in a tuxedo with blue hair, a blue bowtie, one blue shoe, and a special hat (Prescience of Mind) from Tuna Oddfellow.

I was able to mockup some representations of the different aspects of my appearance and even learned a thing or two about creating hair. The prim hair on the bear is composed of 32 prims. I’ll see if I can knock it down a bit before I start handing them out.

I often give these bears away to any Linden who sends me a bear. I previously named them “Dedric Mauriac Brrr…“, but I’m changing the name to Bear. It would be easier to find in general if they are searching for bears in their inventory.

If you have a resident or Linden bear that represents you, I would be more than happy to add it to my own collection in exchange for a copy of my bear.

posted by Dedric Mauriac on Nowhereville using a blogHUD : [blogHUD permalink]

The Comment Box

January 10, 2010

The comment box was perhaps one of my first big projects in Second Life. The earliest copy that I have in my inventory is from January 1st, 2006. I was making something that could hold notes from visitors and let people see the titles.

Over the years, the comment box has had many changes and updates. Zakk Starr asked me if I had any updates since version 1.9 that he got a few years ago. I handed him a copy of 1.13. I was curious myself and took a look at the newer version.

Oddly enough, I was unfamiliar with a ton of new features that I had put into it. This feeling is the same with most projects that I work on in real life and the virtual world. I move onto so many things very quickly that I forget what I have done.

It’s now smaller in height, but anyone can resize it. The newest model only uses 3 prims instead of 7. Two of them are sculpties. You can choose different textures for the box itself that change both the text and color. A technique has been used so that each individual texture actually contains 16 images, so there is one texture for each color, but all images have the same text. There is only 1 script instead of four. Scripts are compiled in mono. You can adjust privacy settings so that people may or may not see titles of note cards, or get the notecard itself. An access list allows you to control who else may adjust the settings on the comment box as well. Improvement in determining who dropped in a note card, rather than looking at the creator of the note card alone. The owner is sent an instant message as new notes are dropped along with the name of the person, note, and a slurl.

The comment box has come a long way since it’s inception. Previous the the comment box, there was an art easil that I made to display my real life artwork. The earliest copy that I can find of it is version 1.3 from December 31st. I’m sure I made a few before that. The easil is closely related due to how it was able to read the information from note cards and images, display that information as hovertext, and give out note cards. It also cycled through the paintings on it’s own.

posted by Dedric Mauriac on Applewood using a blogHUD : [blogHUD permalink]

Emotions With Less Effort

December 31, 2009

I took a look at the Emotional HUD and started working on an update. The first thing to do was to compile all the scripts in Mono. This decreased the time from an average of 0.027 down to 0.021. It’s about a 22% increase in performance. I went ahead and started using UV touch mapping to detect which picture the end-user clicked. This allowed me to remove 5 prims as well as 5 scripts. I also moved all of the touch commands from the pictures and arrows into the root prim, allowing me to remove two additional scripts (back/next). The overall performance is now setting at an average of 0.011 (almost 60% increase in performance), with less prims (7 prims instead of 12). There are additional features comming to LSL script that would help me out in reducing the overall number of scripts used – specifically llSetLinkPrimitiveParams and the new properties for PRIM_TEXT (SVC-5168). Still, an object only using 0.011 is very light weight. I may eventually change the look of the object as well. Currently it’s a pretty significan’t size as a HUD attachment. Anyone can resize it, but I’m thinking more or less a way to make it easier to use in general.
posted by Dedric Mauriac on Nowhereville using a blogHUD : [blogHUD permalink]

A Little Speed Boat

December 27, 2009

I was having difficulty understanding how to sail a flying Tako. I had made a note to myself to just build a speed boat so that driving would be a bit more simpler since I wouldn’t need to worry about wind direction. I created a mockup of the motorboat with just 20 prims. Again, it’s got that blue and white theme to it that I always like to use. Now I just need to script the sitting positions and give it an engine to propel it forward.
posted by Dedric Mauriac on Nowhereville using a blogHUD : [blogHUD permalink]

Same web texture for multiple prims

December 27, 2009

Earlier, I had though that the viewer was creating a separate texture for each prim that displayed a web page. After looking a bit closer – specifically at a page that keeps generating random content, I found that the same web texture is generated once and mapped to all prims. This helps out on client-side resource usage since only one browser instance is used. I am a little concerned about why my viewer crashed on a page that had 9 frames. One of the benefits of a web page on a prim is that it is constantly updated/animated with any javascript timers. For example, the XStreet page keeps changing the featured itmes that are displayed on its own. This introduces the ability for me to display a single product image, with overlayed information regarding the price, description, creator, permissions, etc. I think I’ll avoid frames overall and stick with just multiple images and text on a single web page.
posted by Dedric Mauriac on Nowhereville using a blogHUD : [blogHUD permalink]

%d bloggers like this: