I want to share a use-case/concept for physic simulation where the client and sever wouldn't have to send object updates, or at least there wouldn't be as many updates needed to send from the sim to the client.
Given we can use general relativity more as a mutual agreement rather than assume it is the only way reality changes; we could further expend such mutual agreement between a server and client as they simulate physics. Now don't expect FTL changes for this, yet we can use the same analogy and define a limit. Let's use one that LL has already defined as max velocity an object moves through a sim. Now, let's say we have two objects. Object (A) is within 10m to an avatar. Another object (B) is 50m away for that avatar. Now, since object (A) is within a distance an object can move within a second of max velocity, the client can be given rights to simulate object (A), and the simulator wouldn't send any updates to the client if the client does such. Since object (B) is outside the distance of an object can move within a second at max velocity, the simulator would continue to send updates to the client about object (b) only if in view (as it does now). If object (A) and object (B) are static, as in they never move, then the client would fully control its position within that relative second of space and all physics. If the avatar bounces off the static object, the client doesn't need to send updates to the sim unless the object needs to know if it was touched. If the objects aren't static or if there are more avatars, then there are several negotiation and scenarios that could happen, yet let's not digress immediately away from the basic use-case/concept stated above. Bottomline, this should be negotiable. The sim may not allow it at all if if the sim needs full physics control. The avatar may want to only be in sims that don't take full control of physics. If the client simulates some objects then the sim is expect to simulate the same objects. The two simulations should be basically in sync, yet accuracy of being in sync should be negotiable also. Relative second of space can be quickly calculated, for example, ( max diameter of avatar + 1 second distance of max velocity ) * 3.333... (basically like pi r squared) =) _______________________________________________ Policies and (un)subscribe information available here: http://wiki.secondlife.com/wiki/OpenSource-Dev Please read the policies before posting to keep unmoderated posting privileges