Hi! An excellent video on the physics of exploding grenades and the wall. On the OS Dev list Mister Blue has an excellent observation that the server crashes are due to the extreme amount of changes that have to be sent to every avatar. His idea of a client side solution might just be a good one. In the end is there any way that OpenSim can handle more events than that in it's present form? Is there any physics engine that can handle 240 moving scripted objects moving at once without lag? If we could get OS to the point that it would handle this load easily, we would have all our load issues solved!
Steve LaVigne On Tue, Apr 14, 2015 at 6:33 AM, Michael Emory Cerquoni < nebadon2...@gmail.com> wrote: > Could these test scripts be shared so testing against other engines can > occur as well, I would be interested to see how this same test goes against > ODE and BulletSim as well. > > On Tue, Apr 14, 2015 at 8:18 AM, Maxwell, Douglas CIV USARMY ARL (US) < > douglas.maxwell3....@mail.mil> wrote: > >> Good Morning, as you all know the MOSES developers are working on >> PhysX integration into the Open Simulator to support functionality >> currently not possible in the platform. We are a methodical group and a >> couple months ago I asked one of our interns to work with the developers to >> create a series of baseline physics behavior case studies. The first case >> study is a destructible wall caused by an explosive charge. This wall is >> composed of blocks that are tested at a high density and a low density to >> simulate different destruction effects. >> >> >> >> The goal here is to eventually have all of the prims in the sim loaded >> with the scripts needed to react to any type of random explosive charge set >> by the participants in the training scenario. >> >> >> >> The video can be found below: >> >> >> >> https://youtu.be/jSofWcwWi7g >> >> >> >> Your feedback is welcome. >> >> >> >> Observations: >> >> 1) Current limitations of the open simulator prevent us from expanding >> the tests beyond a simple wall. >> >> 2) The scripts exercise the engine well and expose limitations between >> the sim frame rate and the physics frame rate. >> >> 3) It is easy to crash the sim with this demonstration, especially if >> more than a handful of people are present (more than 3-4 client >> connections). >> >> >> Douglas Maxwell, MSME >> Science and Technology Manager >> Virtual World Strategic Applications >> U.S. Army Research Lab >> Human Research & Engineering Directorate >> Simulation & Training Technology Center >> (c) (407) 242-0209 <%28407%29%20242-0209> >> >> _______________________________________________ >> Opensim-dev mailing list >> Opensim-dev@opensimulator.org >> http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-dev >> >> > > > -- > Michael Emory Cerquoni >
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