There may be more optimal ways to handle explosions but irregardless it shouldn't cause region crashes. So its a good test case for the region code in addition to physics. Looked like there was some "jostling" going in between bricks as well so some of it might be many collisions being reported where some tuning would yield better results.

Irregardless it's an awesome start and an important test framework for the region server as well as a baseline for physics experiments. Great job!

Mike


On 4/14/15 9:39 AM, Mister Blue wrote:
Excellent testing!!

Using individual bricks will cause a lot of network traffic as the protocol will send position updates for every individual brick. Most games do explosions with an 'explosion' effect that happens on the client so all the updates don't have to go over the network. This mass of updates could also be what causes the crashes where there are multiple avatars as every brick movement must be sent to every avatar.

== mb

On Tue, Apr 14, 2015 at 6:33 AM, Michael Emory Cerquoni <nebadon2...@gmail.com <mailto: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
    <mailto: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 <tel:%28407%29%20242-0209>

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-- Michael Emory Cerquoni

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