Re: Opensim-dev Digest, Vol 13, Issue 13

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Re: Opensim-dev Digest, Vol 13, Issue 13

steve l
Thanks Ai!

It is interesting that we were doing this apparently really well 10 years ago! Apparently in so many ways we have to reinvent the wheel over and over!

Maybe we need to get ahold of these guys and see if they will share...

Steve LaVigne
A Dimension Beyond, Inc.

On Wed, Apr 15, 2015 at 5:00 AM, <[hidden email]> wrote:
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Today's Topics:

   1. Re: New MOSES Physics Video (Ai Austin)


Message: 1
Date: Wed, 15 Apr 2015 09:59:23 +0100
From: Ai Austin <[hidden email]>
To: [hidden email]
Subject: Re: [Opensim-dev] New MOSES Physics Video
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Content-Type: text/plain; charset="us-ascii"; format=flowed

I saw the suggestion that explosion "physical" effects like this
might be dealt with locally (e.g. in the same was as particle visual
effects) in each viewer and not as a shared phenomenon where the
position of all the parts are updated in everyone's viewer.

Snow and lighting visual effects often can be approximated and
everyone has roughly the same sort of shared experience, modulo the
allowable and supportable  graphical quality in each viewer..

I am reminded though of an exercise I took part in using the Forterra
OLIVE when that was still being actively developed (I think it got
sold to SAIC and I have not heard much aboit it since)...  it was a
training exercise for military staff manning a checkpoint, and I was
an observer through my avatar.  The military folks being trained were
to watch fro suspicious activity, but also treat all people at the
checkpoint well... and also to deal with the aftermath of an attack..
rescue helicopter coming in with dust clouds from the ground and
all... it was very realistic.  And I was very surprised, even though
my avatar was partially protected from the checkpoint area by a solid
wall, that an explosion injured me... the pieces flying hiring my arm
and me being rendered unconscious!  Viewer blurring over and me being
almost out of it.

This is an example of the use of virtual worlds where the shared
experience of what debris from an explosion goes and who it hits and
when is necessary.  And I think may be typical of the sort of thing
MOSES is seeking to achieve for realistic simulated
training.  Interestingly Forterra OLIVE was itself originally
developed on a project for the US Army also more than a decade ago.

Clearly there needs to be some consideration of the granularity of
physics and position updates across all users that are present in the
area and a consideration of how many parts of an exploding  object
can be made physical and updates sent and at what rate.  This could
be a simply enormous quantity of data and updates as others have
pointed out... so its not surprising that more avatars leads to
slower performance.  Crashes nonetheless indicates something that is amiss.


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