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return prims
10-22-2014, 11:52 PM
Post: #2
RE: return prims
How would this be conceptually any different than setting the Range?

Points to ponder:

*) the suggested prim would only work when the cat is actively walking/running. When the cat is not waling/running, it's not physical, so no collision detection would occur, even through it appears to be 'moving' (ie., sitting, standing, laying, rolling around).

*) for this to work, the cat MUST NOT be allowed to touch the collision-script prim under normal conditions. So you'll need two prims, a non-collision-script floor and the scripted floor, So consider error modes such as 'forgot floor' and 'floor below detector.'

*) consider the case where Home is inside or close to the scripted prim. This leads to a high-speed collision/teleport loop.

*) consider a thin prim. The cat can still wiggle through by stopping (becoming non-physical) and rolling around a bit,

*) consider a sim with stalls using these prims, and, say, 1,000 cats. At some point all 1000 will be awake, walking on the prim, causing 20 collisions/sec/per cat. What are the lag implications of 20,000 collision events per second? Is there a throttle? Is so, the system fails because some cats won't collide and will still fall through the prims.
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Messages In This Thread
return prims - Beth Marama - 10-22-2014, 10:51 PM
RE: return prims - Tad Carlucci - 10-22-2014 11:52 PM
RE: return prims - Beth Marama - 10-24-2014, 02:59 PM
RE: return prims - Tad Carlucci - 10-24-2014, 04:52 PM



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