Re: [Opensim-dev] database fields names

2013-10-25 Thread Adams, Robert
-1

As someone who has several external modules and knowing of several different 
external projects that directly access the database, the names should not 
change. I'd bad enough with Justin 'cleaning up' public interfaces of 
OpenSimulator classes.

While strange naming is irritating and would be cleaner if modified, don't 
change things just to make them prettier.

-- ra

From: opensim-dev-boun...@lists.berlios.de 
[mailto:opensim-dev-boun...@lists.berlios.de] On Behalf Of ssm2017
Sent: Friday, October 25, 2013 6:23 AM
To: opensim-dev@lists.berlios.de
Subject: [Opensim-dev] database fields names

hello
what do you think about the idea to take the opportunity for 0.7.8 to unify the 
database tables names ?
for example, the uuid of a user in UserAccounts is PrincipalID, in the Presence 
table, this is UserID and in auth (without capitalization) this is UUID...
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Re: [Opensim-dev] Feature Proposal: BulletSim GPU Acceleration via OpenCL

2013-09-10 Thread Adams, Robert
OpenCL libraries do provide speedups even on non-GPU systems. Designing the 
application for OpenCL causes data structures to be built to be parallelizable. 
Most processors have some form of wide instructions (SSE, etc) that can use the 
parallelizable data. Multi-threading can also be applied to the operations.

Even existing system could see some speedup.

-- ra

-Original Message-
From: opensim-dev-boun...@lists.berlios.de 
[mailto:opensim-dev-boun...@lists.berlios.de] On Behalf Of R.Gunther
Sent: Tuesday, September 10, 2013 10:36 AM
To: opensim-dev@lists.berlios.de
Subject: Re: [Opensim-dev] Feature Proposal: BulletSim GPU Acceleration via 
OpenCL

A quick reply, i see one problem. most of the servers (inlcudeing mine) dont 
have realy openCL support.
So not sure what benneifit you want to get from openCL if the GPU dont support 
it.

On 2013-09-10 19:30, Sean McNamara wrote:
 Hi, all.

 I think my proposal mostly speaks for itself, so I won't belabor the 
 point in this email. Suffice it to say, if you are interested in 
 performance of OpenSimulator, and in particular physical objects 
 performance, please check out my feature proposal here and provide 
 feedback, either by editing the page directly or replying to this 
 email.

 http://opensimulator.org/wiki/Feature_Proposals/BulletSim_OpenCL

 Thanks!

 Sean McNamara
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Re: [Opensim-dev] Feature Proposal: BulletSim GPU Acceleration via OpenCL

2013-09-10 Thread Adams, Robert
I (the main worker on BulletSim) will edit the proposal page but, I will say, 
the main reason I chose to work with Bullet was for its promise of having 
hardware acceleration. There have been versions of Bullet that use Cuda and 
OpenCL and I did some early testing. Erwin has been teasing Bullet 3 for a few 
years now which is supposed to have real OpenCL support.

While not stated explicitly anywhere, my wish is for eventual complete parallel 
physics support -- both multi-threading and OpenCL.

-- ra

-Original Message-
From: opensim-dev-boun...@lists.berlios.de 
[mailto:opensim-dev-boun...@lists.berlios.de] On Behalf Of Sean McNamara
Sent: Tuesday, September 10, 2013 10:31 AM
To: opensim-dev
Subject: [Opensim-dev] Feature Proposal: BulletSim GPU Acceleration via OpenCL

Hi, all.

I think my proposal mostly speaks for itself, so I won't belabor the point in 
this email. Suffice it to say, if you are interested in performance of 
OpenSimulator, and in particular physical objects performance, please check out 
my feature proposal here and provide feedback, either by editing the page 
directly or replying to this email.

http://opensimulator.org/wiki/Feature_Proposals/BulletSim_OpenCL

Thanks!

Sean McNamara
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Re: [Opensim-dev] I need a small favor - add bulletsim log to OpenSim.exe.config

2013-08-01 Thread Adams, Robert
If you would like the regular OpenSim.log entries for BulletSim to go into a 
different file or to happen at a different log level, there are examples for 
that in the existing bin/OpenSim.exe.config. Probably, an addition similar to:

logger name=OpenSim.Region.Physics.BulletSPlugin.dll
level value=DEBUG/
/logger

You can also add an appender-ref to this logger section to have the log 
messages go into a different file. So, extend the example you gave with another 
logger section that specifies the BulletSim DLL as the 'name'.

BulletSim has its own VERY DETAILED logging that outputs all the gritty details 
of operation to separate log files. This logging is enabled from your INI file 
with:

[BulletSim]
PhysicsLoggingEnabled = True
PhysicsLoggingDir = .  ; can be set to any directory
VehicleLoggingEnabled = False; set to 'True' to also get messages 
on vehicle computations

To understand the output of the detail log files, you will need to refer to the 
sources.

-- ra


-Original Message-
From: opensim-dev-boun...@lists.berlios.de 
[mailto:opensim-dev-boun...@lists.berlios.de] On Behalf Of OpenSimFan
Sent: Wednesday, July 31, 2013 5:50 PM
To: opensim-dev@lists.berlios.de
Subject: [Opensim-dev] I need a small favor - add bulletsim log to 
OpenSim.exe.config

I need a small favor. I want to add bulletsim log to OpenSim.exe.config as a 
separate logfile for debugging, but not sure how.. please help 

here is mine
OpenSim.exe.config
https://dl.dropboxusercontent.com/u/37745116/OpenSim.exe.config  

maybe add this as a .example  to git master...


Thank you..




-
_
Keep up the good work.!!! - OpenSimFan
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(Dutch, basic hardware/software help  windows, Mac, Linux) http://verwijs-pc.nl 
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Re: [Opensim-dev] Running BulletSim on osx

2013-04-03 Thread Adams, Robert
The BulletSim build process is to generate static Bullet libraries and then 
statically link these to create the BulletSim DLL/SO.  The CMake parameters I 
use are “-DBUILD_EXTRAS=on –DBUILD_DEMOS=off –DINSTALL_LIBS=on 
–DINSTALL_EXTRA_LIBS=on –DBUILD_SHARED_LIBS=off –DCMAKE_BUILD_TYPE=Release”.[1] 
The shared library build is ‘off’ to generate the ‘.a’ libraries to statically 
link with BulletSim.

If you come up with a similar build process for osx, I would like to add that 
to the BulletSim documentation so, when you are successful, please share the 
process.

A totally different approach would be to use the Bullet implementation that is 
all C#. This requires no machine dependent libraries at the cost of some 
performance. This other engine is turned on in your INI file by selecting the 
BulletSim physics engine and then specifying the XNA Bullet implementation:

   [Startup]
   physics = BulletSim
   [BulletSim]
   BulletEngine = “bulletxna”

-- ra

[1] BUILD.TXT for BulletSim in opensim-libs with recently updated with the 
CMake parameter examples.

From: opensim-dev-boun...@lists.berlios.de 
[mailto:opensim-dev-boun...@lists.berlios.de] On Behalf Of jon cundill
Sent: Tuesday, April 02, 2013 4:25 PM
To: opensim-dev@lists.berlios.de
Subject: [Opensim-dev] Running BulletSim on osx


Does anyone know what steps are needed to get this working?

I've been trying to enable BulletSim physics for osx. The dylibs aren't in git 
- so it doesn't work out of the box, but I've been playing around this evening 
trying to get this running on my mac.

I've managed to get the opensim-libs cmake working for osx lion (at least I 
think I have - cmake -DBUILD_SHARED_LIBS=ON -DFRAMEWORK=ON etc, gives me a 
bunch of promising looking shared libraries) and I've found the code that tells 
the bullet Physics config how to look for the appropriate dylib in lib/lib32, 
so I can fix that up as well.

However, nothing called libBulletSim.dylib seems to get built by the cmake 
files in opensim-libs, so I'm a bit confused as to what binaries I would need 
to copy into the opensim lib folder in order to make bulletsim happy.

Do I simply rename libbulletcollision or libbulletdynamics to libBulletSim, or 
is it a bit more involved than that?

Thanks

jonc

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Re: [Opensim-dev] Avination's Physics vs. BulletSim

2013-02-11 Thread Adams, Robert
I'm not totally sure the context for this. 

There are many pieces involved in physics. The last addition by Avination was 
the plumbing connecting the physics parameter dialogs in the viewer to the 
SceneObjectPart and eventually to the PhysicsActor. This included protocol, 
client stack and SOP code to get the friction that is set in the viewer dialog 
all the way to the physics engine. Since these additions, BulletSim has been 
updated to use the user set friction, etc values.

So, the changes made BulletSim even better and makes overall OpenSimulator 
better.

-- ra

-Original Message-
From: opensim-dev-boun...@lists.berlios.de 
[mailto:opensim-dev-boun...@lists.berlios.de] On Behalf Of drWhiet
Sent: Monday, February 11, 2013 8:01 AM
To: opensim-dev@lists.berlios.de
Subject: [Opensim-dev] Avination's Physics vs. BulletSim

Hi all,

I just wonder how Avinations decision to contribute their physics back to 
opensim affects the development of BulletSim. Will both exist next to each 
other ?
Mayby Adam
can say something about this ? 

Best regards,
Wordfromthe Wise

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[Opensim-dev] BulletSim office hours: Tueday January 29nd 8am PST

2013-01-28 Thread Adams, Robert
Bring your vehicle expertise and vehicles you would like to debug to the 
BulletSim Vehicles Office Hour which is held every Tuesday at 0800 PST (8:00am 
PST, 1600 UTC) in the BulletSim region in OSGrid[1].  The next one is tomorrow 
Tuesday January 29nd.

See you there.

-- ra

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Re: [Opensim-dev] Dynamic attributes

2013-01-26 Thread Adams, Robert
This implementation will work for physics. The physics engine cannot reference 
Scene (circular reference madness) so, on creation of the scene's physics 
instance, I will pass in the instance of DAMap (since it is defined in 
OpenSim.Framework) much the same way the asset request method instance is 
passed in.

I am +2 on this branch's inclusion into master.

-- ra

-Original Message-
From: opensim-dev-boun...@lists.berlios.de 
[mailto:opensim-dev-boun...@lists.berlios.de] On Behalf Of Justin Clark-Casey
Sent: Friday, January 25, 2013 5:14 PM
To: opensim-dev@lists.berlios.de
Subject: Re: [Opensim-dev] Dynamic attributes

On 25/01/13 08:40, Oren Hurvitz wrote:
 Ok, great. I hope all goes well and this will be added to master soon.

 What do you mean by put the code in for MSSQL? The code already 
 supports MySQL, MSSQL and SQLite.

Apologies - my brain stored the assumption that only MySQL had been added since 
that's the only one I remembered seeing in the commit summaries but I see that 
the MSSQL code is there.

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[Opensim-dev] BulletSim office hours: Tueday January 22nd 8am PST

2013-01-21 Thread Adams, Robert
Bring your vehicle expertise and vehicles you would like to debug to the 
BulletSim Vehicles Office Hour which is held every Tuesday at 0800 PST (8:00am 
PST, 1600 UTC) in the BulletSim region in OSGrid[1].  The next one is tomorrow 
Tuesday January 22nd.

I have started some BulletSim pages on the OpenSimulator Wiki. Checkout the 
listing of functions supported by BulletSim at 
http://opensimulator.org/wiki/BulletSim/Functionality where I will update what 
is working and not working in BulletSim along with some additional commentary 
on vagaries of the functions.

There have been improvements in vehicles. I have been creating test scripts and 
running them in SL and in OpenSim/BulletSim to compare the physical effects. 
This has led to some changes to the vehicle functions. For instance, vehicle 
turning is now different than ODE but more like SL. The vehicle functions that 
are not working yet are the angular functions (banking, vertical attraction, 
deflection, ...). Work is progressing thereon.

The new function osGetPhysicsEngineType() will return BulletSim for your 
scripts[2]. If 'os' functions are enabled in the region, this function will not 
throw an exception if permissions don't allow execution. It will just return an 
empty string. Be sure to lobby for 'os' functions to be enabled by default and 
for this function in particular to be enabled by default for all regions.

Some Manti have been closed:
Mantis 6481: BulletSim - llMoveToTarget does not work   
(http://opensimulator.org/mantis/view.php?id=6481)
   Fixed
Mantis 6473: bulletsim - avatar floats after standing up
   Fixed
Mantis 6040: Vehicle linear motor is projected onto the region global XY plane
   Fixed for BulletSim although ODE still has this problem.

-- ra

[1] My networking guys assure me that networking is really, really fixed this 
time.
[2] OpenDynamicsEngine is returned for ODE. It is actually returning whatever 
was in the INI file specifier physics = XXX.


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Re: [Opensim-dev] IRegisterInterface for extending scene entities

2013-01-18 Thread Adams, Robert
I have a need to add more attributes to an SOP (use specified 
center-of-gravity, user specified mass, rolling friction, ...) and the 
implementation of Justin's dynamic attributes is just what I need. It does not 
fulfill my other wishes of adding functionality to SOPs, but it does allow the 
dynamic addition of new and serialized objects attributes.

Can we Just Do It(r)(tm)(sm)? Some comments in the code suggesting a top level 
naming convention (prepend attribute names with your module name or some 
such) and an admonition to not store large things might be sufficient to 
control the use of a simple OSDMap.

What do you say? I am +1. How about everyone else? It is a start.

-- ra

-Original Message-
From: opensim-dev-boun...@lists.berlios.de 
[mailto:opensim-dev-boun...@lists.berlios.de] On Behalf Of Justin Clark-Casey
Sent: Friday, January 04, 2013 5:18 PM
To: opensim-dev@lists.berlios.de
Subject: Re: [Opensim-dev] IRegisterInterface for extending scene entities

No problem in making this e-mails, Robert - I think this is exactly the kind of 
discussion that we need.  These are the kind of decisions that we'll be stuck 
with for a long time so I think we need to think them through, both through 
discussion and review or proof-of-concept code.

I hadn't really properly considered that the JSONStore is close to this.  I 
suppose one other significant difference is that the current dynamic-attributes 
effectively stores data per part rather than through a single datastore for the 
whole region.

But even if it does use the blackboard pattern, there still has to be an 
underlying persistence store, which in this case would be a serialized JSON 
object that is functionally identical with the OSD Map (I've run out of time 
today to see if the JSON store enforces type safety in some way).  Really, the 
code could be very similar, though in terms of formats I would prefer if to 
avoid further schizophrenia over data storage in OpenSimulator.  If we stored 
as JSON, for instance, we end up transporting a JSON object in XML... :p

On 04/01/13 21:22, Adams, Robert wrote:
 I think adding a module allowing scripts to attach dynamic variables to SOPs 
 is the right level of functionality. Just adding a key/value store is way too 
 low a level.

 For instance, the JSONStore module 
 (http://opensimulator.org/wiki/JsonStore_Module) creates a dynamic variable 
 storage to share between scripts. Since it's made for sharing, a script can 
 request events when values are updated. The module adds, as one piece, 
 functionality for extension and communication between scripts.

 Does this attribute store enable such? Would a script want to know when one 
 of the key/value pairs changed? Is polling suitable? Does the usage case just 
 need static variable addition?

 As to the practical, implementation angle, yes, you are correct that adding 
 an OSD store on a scene object is simpler. This is an open source project, 
 after all, so this is just my opinion.

 -- ra

 -Original Message-
 From: opensim-dev-boun...@lists.berlios.de 
 [mailto:opensim-dev-boun...@lists.berlios.de] On Behalf Of Oren 
 Hurvitz
 Sent: Friday, January 04, 2013 11:22 AM
 To: opensim-dev@lists.berlios.de
 Subject: Re: [Opensim-dev] IRegisterInterface for extending scene 
 entities

 The typing problem is already solved since the dynamic attributes are 
 implemented using OSD.

 Your proposal is much more complicated than the currently proposed 
 attributes, and I don't want to suppress a good solution in favor of a 
 perfect solution that might never be implemented (I assume you're too 
 busy with BulletSim to do this...) Furthermore, it would prevent a 
 very exciting
 use-case: the ability to use dynamic attributes from a script, using OSSL.
 (Well, unless you add a module for that specific purpose, but in that 
 case you just added a layer of indirection around the key-value 
 store.)

 Oren



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Re: [Opensim-dev] multiple robust instances

2013-01-14 Thread Adams, Robert
 = OpenSim.Services.HypergridService.dll:UserAgentService
InGatekeeper = True

[Messaging]
OfflineMessageURL = http://beta.francogrid.org/grid/services/offline-messages
ForwardOfflineGroupMessages = true

***

2013/1/14 ssm2017 ssm2...@gmail.commailto:ssm2...@gmail.com
there is no stack trace and all the rest of the console output is clean and the 
grid is working :)
i only have one red line that is this one but maybe i have made a mistake in 
the robust configuration with my myltiple instances

2013/1/14 Adams, Robert robert.ad...@intel.commailto:robert.ad...@intel.com
If you are lucky, there is a stack trace after that error in the OpenSim.log 
file. Creating a Mantis entry with that stack trace would help pinpointing the 
error.

-- ra

From: 
opensim-dev-boun...@lists.berlios.demailto:opensim-dev-boun...@lists.berlios.de
 
[mailto:opensim-dev-boun...@lists.berlios.demailto:opensim-dev-boun...@lists.berlios.de]
 On Behalf Of ssm2017
Sent: Sunday, January 13, 2013 3:48 PM
To: opensim-dev@lists.berlios.demailto:opensim-dev@lists.berlios.de
Subject: [Opensim-dev] multiple robust instances

hello
using 0.7.5-rc1 under a debian 6 with mono 2.10.8.1
i have separated robut on 3 parts : grid/assets/inventory
following this procedure :
http://opensimulator.org/wiki/Configuration#Running_multiple_ROBUST_service_instances
everything looks working but i see a non blocking error when i start the grid 
robust instance :
Error loading plugin OpenSim.Services.Interfaces.IAssetService from 
OpenSim.Services.AssetService.dll. Exception: Object reference not set to an in
stance of an object
any idea about what it could be ?
if there are any errors on the wiki page, is it possible please to update it ?

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[Opensim-dev] BulletSim office hours: Tuesday Jan 14th 8am PST

2013-01-14 Thread Adams, Robert
[Resend since it didn't seem to go anywhere the first time. -ra]

Bring your vehicle expertise and vehicles you would like to debug to the 
BulletSim Vehicles Office Hour which is held every Tuesday at 0800 PST (8:00am 
PST, 1600 UTC) in the BulletSim region in OSGrid.

-- ra

Hopefully I have the networking issues resolved.

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Re: [Opensim-dev] IRegisterInterface for extending scene entities

2013-01-04 Thread Adams, Robert
Don't mean to be too much of a contrarian, but this has Bad Idea written all 
over it. I can see someone a year from now not finding that one wiki page which 
defines these conventions and just doing their own thing. Chaos ensues.

My proposal attached object instances to the SOPs. This has two advantages over 
a simple key/value store:
1) the variables and types are defined -- anyone knows what is there 
and what type they should be.  A key/value store will get into all the how do 
you store a float value issues (string? Float? Is the requestor wants a float 
and finds a string, should it be converted? Opps. Module A does the string to 
float conversion but Module B doesn't! Etc. Etc.)
2) there can be actions/methods on the attached instance -- functions 
like return the mesh representation of this object could be a call to the 
meshmerizer or a cache lookup or whatever. A key/value store would require all 
logic to be outside in another wrapper instance class that was associated with 
the SOP somehow.

The problem with attaching instances is serialization/deserialization. 
Serialization could be the job of the instance (must implement ISerializable or 
maybe even ISerializableSOPParasite). Deserialization would require finding the 
class definition. All that C# reflection magic allows searching for the DLLs 
and if the defining DLL is not there, well, the code that would be using that 
function couldn't work anyway.

Anyway, my vote is -1 for an arbitrary key/value store. Especially one that 
requires naming conventions and logic for understanding what's in that store 
scattered everywhere.

-- ra


-Original Message-
From: opensim-dev-boun...@lists.berlios.de 
[mailto:opensim-dev-boun...@lists.berlios.de] On Behalf Of Oren Hurvitz
Sent: Thursday, January 03, 2013 9:48 PM
To: opensim-dev@lists.berlios.de
Subject: Re: [Opensim-dev] IRegisterInterface for extending scene entities

For namespacing we can take a pointer from MIME types:
1. Keys used by core OpenSim will have no prefix, e.g. media or prop.attr.
2. Keys created outside core OpenSim will use the vnd. prefix, followed by 
the name of the creating entity. For example: vnd.acme.myprop.

We should stick to storing the data in a single field. Database access is much 
slower than in-memory string manipulation, so for any reasonable amount of data 
it would be faster to read and write it as part of the existing prims table 
rather than adding additional SQL operations on another table (primattr?). 
And of course, a separate table would be much more complicated to handle and I 
do like the simple life :)

I did consider a different change: replacing OSD with JSON, which I like 
because of its simplicity and ubiquity. But I decided that it wouldn't make 
much of a difference; certainly not worth rewriting working code.

Oren



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Re: [Opensim-dev] IRegisterInterface for extending scene entities

2013-01-04 Thread Adams, Robert
I think adding a module allowing scripts to attach dynamic variables to SOPs is 
the right level of functionality. Just adding a key/value store is way too low 
a level.

For instance, the JSONStore module 
(http://opensimulator.org/wiki/JsonStore_Module) creates a dynamic variable 
storage to share between scripts. Since it's made for sharing, a script can 
request events when values are updated. The module adds, as one piece, 
functionality for extension and communication between scripts.

Does this attribute store enable such? Would a script want to know when one of 
the key/value pairs changed? Is polling suitable? Does the usage case just need 
static variable addition?

As to the practical, implementation angle, yes, you are correct that adding an 
OSD store on a scene object is simpler. This is an open source project, after 
all, so this is just my opinion.

-- ra

-Original Message-
From: opensim-dev-boun...@lists.berlios.de 
[mailto:opensim-dev-boun...@lists.berlios.de] On Behalf Of Oren Hurvitz
Sent: Friday, January 04, 2013 11:22 AM
To: opensim-dev@lists.berlios.de
Subject: Re: [Opensim-dev] IRegisterInterface for extending scene entities

The typing problem is already solved since the dynamic attributes are 
implemented using OSD.

Your proposal is much more complicated than the currently proposed attributes, 
and I don't want to suppress a good solution in favor of a perfect solution 
that might never be implemented (I assume you're too busy with BulletSim to do 
this...) Furthermore, it would prevent a very exciting
use-case: the ability to use dynamic attributes from a script, using OSSL.
(Well, unless you add a module for that specific purpose, but in that case you 
just added a layer of indirection around the key-value store.)

Oren



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Re: [Opensim-dev] IRegisterInterface for extending scene entities

2012-12-28 Thread Adams, Robert
I agree with not reinventing the wheel.  And your valid concerns about the 
implementation are probably just the tip of the iceberg.

I have been toying with the architectural idea that OpenSim core only provides 
a basic framework. Functionalities are added as plugin modules rather than 
implemented as if's and tests imbedded in core. For instance, could linksets be 
implemented as a plugin module[1]? Or maybe entity physical representation 
(meshing)? 

I merely consider llSetKeyFrameMotion as a test case to expose needed core 
features which support plugin modules (Necessary events available? Correct 
data-structures exposed/hidden? ...)  Like you, I am pretty sure the ability to 
programmatically extend scene entities will be needed and is a Good Thing.

Since llSetKeyframeMotion has already been completed and will be incorporated 
soon, I'll look for another simple test case to exercise the requirements for 
full featured plugin modules.

-- ra

[1] Why would one want to do this? I've been thinking about fancy linksets 
where the joints are not fixed and static but could be parameterized and 
dynamic (hinges, sliders, 6DOF, ...). This could be used to support skeletons, 
doors with real hinges and/or weird and wonderful vehicles. Rather than 
mangling OpenSim core with lots of experimental code, it would be nice if I 
could build an ExtendedLinksets module that could be plugged in and 
experimented with.

-Original Message-
From: opensim-dev-boun...@lists.berlios.de 
[mailto:opensim-dev-boun...@lists.berlios.de] On Behalf Of Melanie
Sent: Friday, December 28, 2012 12:44 AM
To: opensim-dev@lists.berlios.de
Subject: Re: [Opensim-dev] IRegisterInterface for extending scene entities

Hi,

first off, extending scene entities is a Good Thing. I'll think a bit about the 
ins and outs of it and the caveats (for instance, module load order will have 
some hidden traps for the unwary) and serialization - well, there be dragons, 
you can't serialize module refs/interfaces since the destination may not have 
them.

llSetKeyfranedMotion can most likely not be implemented that way. We know, 
because we have implemented it. Also, there is no need to reinvent the wheel - 
llSetKeyframedMotion has been slated for core release for a while now, we just 
haven't found the dev time to extract it. So there is really no need for a 
second, competing implementation.

So, in summary

+1 on extension points for scene entities

-0 on a second implementation of llSetKeyframedMotion as a tested and working 
one already exists.

That's -0 because of you really want it I won't kee you from doing it - it's 
just a waste of effort.

Melanie

On 28/12/2012 08:38, Adams, Robert wrote:
 The discussion about the implementation of the llKeyframeMotion function 
 hinted at a need for region modules to be able to add data and functions to 
 existing scene items. Here is a modest proposal for discussion[1].
 
 Define a general module/interface registration interface to add to EntityBase 
 (and thus to SceneObjectGroup and ScenePresence).
 
 IRegisterInterface
Void RegisterInterfaceT(T iface);
Bool TryGetT(out T iface);
T GetT();
Void ClearRegisteredInterfaces();
 
 Any class that implements the IRegisterInterface interface would contain a:
Private DictionaryType, object m_registeredInterfaces 
 = new DictionaryType, object();
 
 'Scene' already has a RegisterModule interface which has a bunch of neat 
 features (like being able to register multiple instances of the same 
 interface type) but I'm not sure that is needed here (discussion?) 
 Particularly industrious changing could merge this proposed interface and the 
 existing 'Scene' functions.
 
 So, something like a llKeyframeMotion implementing region module could 
 register a KeyframeMotionState type structure on the SOG to save information 
 about the keyframe for that SOG. Other uses could be a uniform way for adding 
 classes of functionality to scene objects (get me the interface for 
 extracting the physical mesh for this SOG) or just adding limpet like code 
 to a scene entity.
 
 Not sure of the nuances of serialization. I believe that the registered 
 interfaces would just be serialized with the SOG (thus saving and restoring 
 the values in the registered interface instances) but I can't be totally sure 
 of that.
 
 Anyway, run your sword through this strawman.
 
 -- ra
 
 [1] This is similar to other interfaced proposed in the past (particularly 
 one by Adam Frizby).
 
 
 
 
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Re: [Opensim-dev] IRegisterInterface for extending scene entities

2012-12-28 Thread Adams, Robert
Sounds perfect. The reason I started this here was to get the discussion 
bouncing.

I'm interested in seeing past proposals. I searched around the OpenSimulator 
wiki looking for Adam's old proposal (Wiki's are just useless for finding and 
organizing things) but I could not find it.

-- ra

-Original Message-
From: opensim-dev-boun...@lists.berlios.de 
[mailto:opensim-dev-boun...@lists.berlios.de] On Behalf Of Melanie
Sent: Friday, December 28, 2012 10:59 AM
To: opensim-dev@lists.berlios.de
Subject: Re: [Opensim-dev] IRegisterInterface for extending scene entities

I suggest we bounce this about a bit and maybe cooperatively work on a test 
case/POC. That will certainly clarify issues. I could also pull out the prosal 
I did for ReX which deals with this

Melanie

On 28 Dec 2012, at 18:38, Adams, Robert robert.ad...@intel.com wrote:

 I agree with not reinventing the wheel.  And your valid concerns about the 
 implementation are probably just the tip of the iceberg.
 
 I have been toying with the architectural idea that OpenSim core only 
 provides a basic framework. Functionalities are added as plugin modules 
 rather than implemented as if's and tests imbedded in core. For instance, 
 could linksets be implemented as a plugin module[1]? Or maybe entity physical 
 representation (meshing)? 
 
 I merely consider llSetKeyFrameMotion as a test case to expose needed core 
 features which support plugin modules (Necessary events available? Correct 
 data-structures exposed/hidden? ...)  Like you, I am pretty sure the ability 
 to programmatically extend scene entities will be needed and is a Good Thing.
 
 Since llSetKeyframeMotion has already been completed and will be incorporated 
 soon, I'll look for another simple test case to exercise the requirements for 
 full featured plugin modules.
 
 -- ra
 
 [1] Why would one want to do this? I've been thinking about fancy linksets 
 where the joints are not fixed and static but could be parameterized and 
 dynamic (hinges, sliders, 6DOF, ...). This could be used to support 
 skeletons, doors with real hinges and/or weird and wonderful vehicles. Rather 
 than mangling OpenSim core with lots of experimental code, it would be nice 
 if I could build an ExtendedLinksets module that could be plugged in and 
 experimented with.
 
 -Original Message-
 From: opensim-dev-boun...@lists.berlios.de 
 [mailto:opensim-dev-boun...@lists.berlios.de] On Behalf Of Melanie
 Sent: Friday, December 28, 2012 12:44 AM
 To: opensim-dev@lists.berlios.de
 Subject: Re: [Opensim-dev] IRegisterInterface for extending scene 
 entities
 
 Hi,
 
 first off, extending scene entities is a Good Thing. I'll think a bit about 
 the ins and outs of it and the caveats (for instance, module load order will 
 have some hidden traps for the unwary) and serialization - well, there be 
 dragons, you can't serialize module refs/interfaces since the destination may 
 not have them.
 
 llSetKeyfranedMotion can most likely not be implemented that way. We know, 
 because we have implemented it. Also, there is no need to reinvent the wheel 
 - llSetKeyframedMotion has been slated for core release for a while now, we 
 just haven't found the dev time to extract it. So there is really no need for 
 a second, competing implementation.
 
 So, in summary
 
 +1 on extension points for scene entities
 
 -0 on a second implementation of llSetKeyframedMotion as a tested and working 
 one already exists.
 
 That's -0 because of you really want it I won't kee you from doing it - it's 
 just a waste of effort.
 
 Melanie
 
 On 28/12/2012 08:38, Adams, Robert wrote:
 The discussion about the implementation of the llKeyframeMotion function 
 hinted at a need for region modules to be able to add data and functions to 
 existing scene items. Here is a modest proposal for discussion[1].
 
 Define a general module/interface registration interface to add to 
 EntityBase (and thus to SceneObjectGroup and ScenePresence).
 
 IRegisterInterface
   Void RegisterInterfaceT(T iface);
   Bool TryGetT(out T iface);
   T GetT();
   Void ClearRegisteredInterfaces();
 
 Any class that implements the IRegisterInterface interface would contain a:
   Private DictionaryType, object m_registeredInterfaces 
 = new DictionaryType, object();
 
 'Scene' already has a RegisterModule interface which has a bunch of neat 
 features (like being able to register multiple instances of the same 
 interface type) but I'm not sure that is needed here (discussion?) 
 Particularly industrious changing could merge this proposed interface and 
 the existing 'Scene' functions.
 
 So, something like a llKeyframeMotion implementing region module could 
 register a KeyframeMotionState type structure on the SOG to save information 
 about the keyframe for that SOG. Other uses could be a uniform way for 
 adding classes of functionality to scene objects (get me the interface

[Opensim-dev] IRegisterInterface for extending scene entities

2012-12-27 Thread Adams, Robert
The discussion about the implementation of the llKeyframeMotion function hinted 
at a need for region modules to be able to add data and functions to existing 
scene items. Here is a modest proposal for discussion[1].

Define a general module/interface registration interface to add to EntityBase 
(and thus to SceneObjectGroup and ScenePresence).

IRegisterInterface
   Void RegisterInterfaceT(T iface);
   Bool TryGetT(out T iface);
   T GetT();
   Void ClearRegisteredInterfaces();

Any class that implements the IRegisterInterface interface would contain a:
   Private DictionaryType, object m_registeredInterfaces = new 
DictionaryType, object();

'Scene' already has a RegisterModule interface which has a bunch of neat 
features (like being able to register multiple instances of the same interface 
type) but I'm not sure that is needed here (discussion?) Particularly 
industrious changing could merge this proposed interface and the existing 
'Scene' functions.

So, something like a llKeyframeMotion implementing region module could register 
a KeyframeMotionState type structure on the SOG to save information about the 
keyframe for that SOG. Other uses could be a uniform way for adding classes of 
functionality to scene objects (get me the interface for extracting the 
physical mesh for this SOG) or just adding limpet like code to a scene entity.

Not sure of the nuances of serialization. I believe that the registered 
interfaces would just be serialized with the SOG (thus saving and restoring the 
values in the registered interface instances) but I can't be totally sure of 
that.

Anyway, run your sword through this strawman.

-- ra

[1] This is similar to other interfaced proposed in the past (particularly one 
by Adam Frizby).
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Re: [Opensim-dev] PRIM_PHYSICS_SHAPE_TYPE and PRIM_PHYSICS_SHAPE_CONVEX missing.

2012-12-26 Thread Adams, Robert
BulletSim uses convex hulls for all physical objects. It does not use the 
convex hull that may have been defined in the mesh but it generates an 
approximate convex hull using the HACD algorithm 
(http://codesuppository.blogspot.com/2011/05/hacd-hierarchical-approximate-convex.html).

What do you require of the convex hulls?

-- ra

From: opensim-dev-boun...@lists.berlios.de 
[mailto:opensim-dev-boun...@lists.berlios.de] On Behalf Of Dahlia Trimble
Sent: Friday, December 21, 2012 5:16 PM
To: opensim-dev@lists.berlios.de
Subject: Re: [Opensim-dev] PRIM_PHYSICS_SHAPE_TYPE and 
PRIM_PHYSICS_SHAPE_CONVEX missing.

standard opensim with ODE physics does not support convex hull collision 
shapes. I believe BulletSim does but I don't know if it's been extended into 
the LSL API.
On Fri, Dec 21, 2012 at 4:43 PM, R.Gunther 
ri...@rigutech.nlmailto:ri...@rigutech.nl wrote:
i just wanted to try a default example of llSetKeyframedMotion script on 
http://wiki.secondlife.com/wiki/LlSetKeyframedMotion
The Universal Hinged Motion in 8 Key Frames is useing

 llSetLinkPrimitiveParamsFast(LINK_THIS,  [PRIM_PHYSICS_SHAPE_TYPE, 
PRIM_PHYSICS_SHAPE_CONVEX]);

It seems opensim dopnt support [PRIM_PHYSICS_SHAPE_TYPE, 
PRIM_PHYSICS_SHAPE_CONVEX] as setting ?
Time to dig my own example script up

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[Opensim-dev] BulletSim missive re ApplyImpulse and Buoyancy

2012-12-26 Thread Adams, Robert
For people playing with the BulletSim physics engine, the latest version in 
master fixes llSetBuoyancy() and fixes/improves llApplyImpulse().

That's the short report. Now for WAY more detail than anyone but a few physics 
tweekers care about:

llSetBuoyancy now works for physical objects. The problem here was an oddity 
with how Bullet sets an object's gravity when the object is made physical. 
Today, buoyancy is implemented by changing the gravity effect on the individual 
object. Sometime in the future, buoyancy will be changed to apply an additional 
force to the physical object (like to push up and negate the effect of 
gravity). This will allow the setting of gravity for individual objects (a new 
SL feature that is not yet in OpenSim).

llApplyImpulse now works close to how it does in SL. I spent some time pushing 
around blocks in OpenSim and SL in order to get movement about the same.

Vehicle developers have mentioned that the implementation of llApplyImpulse has 
always been wonky and values from SL don't work in OpenSim. In digging into 
this, I've found some confusion in OpenSim's implementation of llApplyImpulse.

llApplyImpulse is defined as a simple mass/force transfer. That is, 
llApplyImpulse(V * llGetMass(), false) will set the object moving at velocity 
V.  The way forces are defined in physics engines is force per second. This 
means that for any individual simulation step (there are 11 per second in 
OpenSim), only part of the force is applied (forceAppliedThisStep = 
forcePerSecond * fractionOfSecondForThisSimulationStep). Since llApplyImpulse 
is an instantaneous push (it happens only once), to account for the reduction 
in the force based on the simulation step time, the impulse force can be 
multiplied internally in the physics engine driver to overcome this.

It seems this correction has been implemented haphazardly in OpenSim. For 
instance, ODEPrim.AddForce multiplies the force by a constant 100[1]. 
SceneObjectGroup.GrabMovement divides the force by a constant 10[2] before 
calling PhysicalActor.AddForce. There are various other multiplications and 
divisions by 10 scattered about. I presume the 10 is because it is close to 
the number of simulation steps per second (11) and would give results that 
would seem correcter.

The current resolution for BulletSim is to scale up the force specified to 
BSPrim.AddForce so the total force is applied the next simulation step. This 
makes llApplyImpulse work as it does in SL.  A similar change was made to 
BSCharacter.AddForce. Hopefully, some weapons people will tell me if this is 
good or bad.

Anyway, what users will notice is that llApplyImpulse is different with 
BulletSim and hopefully correct.

-- ra

[1] Why 100 I don't know as it is more than the 11 that would overcome the 
step time division. This could be for how ODE does sub-steps, but not sure.
[2] I presume this was to overcome the 100 in ODE and to get a multiplier 
closer to the step divisor of 11.

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Re: [Opensim-dev] OpenSim's direction after Linden cutting support, and the possibility of an official OpenSim viewer

2012-12-11 Thread Adams, Robert
The SL viewer model is an all in one application - viewer, editor, chat client, 
connection manager, ...

Maybe a way of attacking the problem is to separate the parts and not think 
about building one behemoth application that does everything.

Some projects (like Radegast or Lumiya) have made interesting progress on a 
viewer. Maybe content creation can be handled with Blender plugins? Maybe the 
chat/voice client could be one of the gaming services? Maybe the social 
connection/interaction framework could be Facebook (OK. No one would ever 
choose Facebook but any service is possible).

Then, of course, there is the problem of the client/server protocol. LLLP (my 
term for Linden Lab Legacy Protocol) grew organically and had different 
problems to solve (remember the days when SL worked over dialup modems?). An 
organized, partition-able protocol would go a long way toward making new 
clients (mobile or continuously connected or ...) and servers (distributed or 
dynamically reconfigurable or ...) possible. It's just a new OpenSimulator 
region module to talk a new language.

Anyway, just throwing that out there.

-- ra

From: opensim-dev-boun...@lists.berlios.de 
[mailto:opensim-dev-boun...@lists.berlios.de] On Behalf Of Mircea Kitsune
Sent: Tuesday, December 11, 2012 5:00 PM
To: opensim-dev mailing list
Subject: Re: [Opensim-dev] OpenSim's direction after Linden cutting support, 
and the possibility of an official OpenSim viewer

Ironically, Firestorm is one of the viewers I like least. It's actually 
starting to worry me how it's monopolizing all third-party viewers and being 
the only v3 fork getting any attention at this day. Earlier I read that the 
admin of the Teapot viewer isn't updating Teapot any more because he's now 
working for Firestorm too... ugh _ I do appreciate their team's effort of 
course, but I don't like that it's becoming the only alternative, and I'm not 
sure what else to find and use that I'm comfortable with.

But like I explained in the first email, I believe the SL code base is the only 
path we've got rather than a dead end. SL's system (which OpenSim primarily 
went with during those years) is a very complex thing. Implementing all of its 
features from scratch in a good and consistent way would be an effort so big 
there will likely never be anyone doing it when SL is already there. There was 
an original viewer once which could render avatars, terrain and objects, but 
that was about it.

The list of features and details is too big. The building tools with grid 
snapping, arrows to drag / rotate objects, texture position editing, etc. The 
avatar customization menu, where you customize worn shapes / skins / alpha 
masks / clothing. Avatar physics, such as clothing fluttering in the wind. The 
terrain editor with the raise / lower / flatten / smooth tools. The IM / chat / 
groups systems with all their sub-features. Voice chat support. Sculpt 
primitives and mesh rendering. Ability to play media on a prim and use HTML 
pages on object surfaces. The windlight sky and environment (which can also be 
set as a parcel property). Particles, sounds, spinning objects (llTargetOmega) 
and the many things you do with LSL scripts. Post-processing with bloom, depth 
of field, bump-mapping, etc.

All this and more would take beyond a decade to re-create from scratch, and I 
couldn't imagine a new viewer ever doing them all as well as Second Life. If 
anyone would ever get that done from zero as part of a FOSS viewer, I will 
consider them a scientist that deserves a job at NASA :) I'm actually surprised 
even LL did so much in just 8 years, but what was achieved is really 
impressive. Overall I just don't think it's a possible goal, and at the same 
time I don't believe OpenSim can expect other dev teams to maintain them a SL 
viewer (just what I think). With Firestorm taking up everything, I'm already 
having a hard time finding a viewer good for me to use, and I'd like to know 
what can be expected in the recent future.

Date: Tue, 11 Dec 2012 13:20:15 -0800
From: javajo...@gmail.commailto:javajo...@gmail.com
To: ri...@rigutech.nlmailto:ri...@rigutech.nl; 
opensim-dev@lists.berlios.demailto:opensim-dev@lists.berlios.de
Subject: Re: [Opensim-dev] OpenSim's direction after Linden cutting support, 
and the possibility of an official OpenSim viewer

Hmm, it's been Over Two Years since I wrote this on my old blog:
http://www.daniel.org/blog/2010/09/19/in-unity-a-way-forward/

I wonder what the state of the art is for any viewers based on Unity, WebGL, or 
something else?

The LL code base is an evolutionary dead end.  Firestorm does a great job of 
making the best of it, and it deserves to be the #1 viewer.  Ongoing Kudos to 
the FS team!  Having said that, no TPV (or LL) viewer is going to catch up to 
what is possible on a better foundation.

It would be great to see two things happen:
1)  TPV effort consolidate *even more* around Firestorm.. make it 

[Opensim-dev] BulletSim vehicles office hours

2012-12-10 Thread Adams, Robert
Much of BulletSim[1] development is being focused on vehicles with the goal of 
happy implementations for all of the virtual world vehicle types.

For hands-on communication between the BulletSim developers and vehicle 
creators, there will be BulletSim Vehicles Office Hour held in the OSGrid 
region BulletSim [2]. The office hour time is initially set tobe Tuesdays at 
0800 PST (1600 UTC) [3].

Bring your vehicle expertise and vehicles you would like to debug!

-- ra

[1] The new OpenSimulator physics engine based on Bullet 
(http://bulletphysics.org/) .

[2] The OSGrid regions BulletSim, BulletSim01, BulletSim10 and 
BulletSim11 are regions running the latest and greatest version of BulletSim 
and are there for vehicle and other physics testing. When you find things that 
need changing, file a Mantis, IM Robert Adams in OSGrid or find me as 
radams1 on the opensim-dev IRC channel.

[3] If there is a better time for the majority of vehicle developers, email me 
and we can discuss movement to a more convenient time.

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[Opensim-dev] PhysicalPrimMax numbers for BulletSim

2012-11-07 Thread Adams, Robert
There has been an ongoing discussion on physical prim maximum size. Lani Global 
did some testing and published a graph of her results at 
http://opensimulator.org/wiki/User:LaniGlobal#PhysicalPrimMax_Size_Testing . 
Her testing showed that, for ODE, a max size of 32m resulted in a livable frame 
rate degradation.

I performed the same tests with BulletSim and discovered that a single sphere 
(native physical shape) or a single torus (mesh/hull shape) did not reduce 
simulator frame rate no matter the size of the object.

So, I created a single, standalone region with lumpy terrain and dropped 
different quantities of large shapes. The resulting frame rates were:

 NumberNumber
SPHERE1   4   8  16  32TORUS[2] 1   4   8  32  64
   + +
10 | 55  55  55  55  55   10 | 55  55  55  55  55
S  20 | 55  55  55  55  55 S 20 | 55  55  55  26  13
i  32 | 55  55  55  55  55 i 32 | 55  55  40  16
z  64 | 55  55  55  49  49 z 64 | 55  50  20
e  100| 55  54  49  47  [1]e 100| 40  15

  [1] My setup wasn't large enough to hold 32 100m spheres.
  [2] The torus height is about one third of the width because I preferred the 
doughnut shape.

A few pictures of the experiments (one region with walls):
https://dl.dropbox.com/u/86260377/20121107_009.png
https://dl.dropbox.com/u/86260377/20121107_012.png
https://dl.dropbox.com/u/86260377/20121107_017.png
https://dl.dropbox.com/u/86260377/20121107_019.png
https://dl.dropbox.com/u/86260377/20121107_022.png
https://dl.dropbox.com/u/86260377/20121107_026.png

It looks like, for BulletSim, a physical object max size of 32m is acceptable 
and 64m would probably be OK.
The physics frame rate is a function of the number and size of large, physical 
prims.  The above numbers are for multiple of the same object. The next tests 
should be on large sized linksets (for instance, two 5m cubes that are 32m 
apart and linked and physical).

-- ra

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[Opensim-dev] BulletSim testing

2012-11-07 Thread Adams, Robert
I have been working on a Bullet based physics engine for OpenSimulator.  It is 
in a fairly stable state and works pretty well as a regular physics engine.

If you have the time and resources, I invite testing and stressing. The version 
checked into 'master' sources works on Windows and Linux both 32 and 64 bit. 
BulletSim is turned on my changing the physics engine selection in 
OpenSim.ini - change physics=OpenDynamicsEngine to physics=BulletSim. 
That's it!

Brakages should go into Mantis (Category: [REGION] Physics Engine, Physics 
Engine: BulletSim). I especially want vehicles to work - any input on what 
needs fixing or tuning would be great.

Thanks.

-- ra

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Re: [Opensim-dev] Whats best way to get more debug info on linux mono.

2012-10-04 Thread Adams, Robert
I'm very interested in getting some test vehicles. Is there a repository or 
sample physical vehicles I can fetch?

-- ra

P.S.: I emailed the gmail address from the header but received no reply.

-Original Message-
From: opensim-dev-boun...@lists.berlios.de 
[mailto:opensim-dev-boun...@lists.berlios.de] On Behalf Of Brianna
Sent: Tuesday, October 02, 2012 10:59 AM
To: opensim-dev@lists.berlios.de
Subject: Re: [Opensim-dev] Whats best way to get more debug info on linux mono.

Decided to run a train test .. Icy-Bridge 16gb running around a region edge.. 
on 0.7.5 dev / Suse 12.2 beta  64
CPU load averages: 0.00 (1 mins) , 0.01 (5 mins) , 0.05 (15 mins)  as 
seen, is a near no load CPU wise.

if you'd like a few Vehicles -- sailboats, cars or waypoint items (train) for 
Bullet... do chase me or Kitto.

Bri Hasp

-Original Message-
From: Adams, Robert
Sent: Tuesday, October 02, 2012 8:36 AM
To: ri...@rigutech.nl ; opensim-dev@lists.berlios.de
Subject: Re: [Opensim-dev] Whats best way to get more debug info on linux mono.

I'm working on the new Bullet based physics engine for OpenSim. I want to make 
it work for vehicles and a good stress test is something I could use.

Could you send me an email and we can see if there is some way to set up a test 
environment.

Thanks.

-- ra

-Original Message-
From: opensim-dev-boun...@lists.berlios.de
[mailto:opensim-dev-boun...@lists.berlios.de] On Behalf Of R.Gunther
Sent: Monday, October 01, 2012 3:57 PM
To: opensim-dev@lists.berlios.de
Subject: [Opensim-dev] Whats best way to get more debug info on linux mono.

Well i switched back to linux.
But my train is crashing the sim regulair sofar in 24 hours with stacktrace.
My train is a good stresstest. grin.

Maby i can get more intressting data for the devs.
Only need to keep a bit simple to get the data.

Useing opensuse.
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Re: [Opensim-dev] Whats best way to get more debug info on linux mono.

2012-10-02 Thread Adams, Robert
I'm working on the new Bullet based physics engine for OpenSim. I want to make 
it work for vehicles and a good stress test is something I could use.

Could you send me an email and we can see if there is some way to set up a test 
environment.

Thanks.

-- ra

-Original Message-
From: opensim-dev-boun...@lists.berlios.de 
[mailto:opensim-dev-boun...@lists.berlios.de] On Behalf Of R.Gunther
Sent: Monday, October 01, 2012 3:57 PM
To: opensim-dev@lists.berlios.de
Subject: [Opensim-dev] Whats best way to get more debug info on linux mono.

Well i switched back to linux.
But my train is crashing the sim regulair sofar in 24 hours with stacktrace.
My train is a good stresstest. grin.

Maby i can get more intressting data for the devs.
Only need to keep a bit simple to get the data.

Useing opensuse.
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Re: [Opensim-dev] Multi-region OAR format

2012-07-20 Thread Adams, Robert
I’m not sure I see the advantage of multiple regions in one oar file. Say I 
have a 3x3 set of regions saved in a backup oar file. I might want to restore 
one. That necessitates new command line parameters for selection, etc.

To handle multiple regions, another approach is to push the grouping up a level 
and add commands for loading and creating multiple oar files with one command. 
That keeps the existing oar file format but solve the grouping feature. Or how 
about if the target of a ‘load oar’ is a directory, it loads all of the oar 
files therein?

-- ra

From: opensim-dev-boun...@lists.berlios.de 
[mailto:opensim-dev-boun...@lists.berlios.de] On Behalf Of Oren Hurvitz
Sent: Friday, July 20, 2012 6:39 AM
To: opensim-dev@lists.berlios.de
Subject: Re: [Opensim-dev] Multi-region OAR format

On Fri, Jul 20, 2012 at 4:15 PM, Robert L martin [via opensim-dev] [hidden 
email]/user/SendEmail.jtp?type=nodenode=7578166i=0 wrote:
okay so if i wanted to make an OAR for Bad Wolf Island with a total
of nine regions it would have
row 1 (south) Southwest, South center , South East
row 2 (center) West Center, Center, East Center
row 3 (north) NorthWest , North Center, North east

and if i wanted to have a 2X4 region then it would be
row 1 (south) South West , South Center West, South Center East , South East
row 2 (north) North West, North Center West, North Center East, North East

and any region without data will create a hole in the sim

That's right.


if the server can be made to handle it i would suggest that a dummy
manifest be used to create blank regions (modes would be fixed
height, Blend or random)

If I understand you correctly, you're asking for the load-oar command to create 
regions where none existed before. It doesn't do that currently, and I don't 
intend to make it start doing so. There are other ways to create regions (see 
Regions.ini), and I don't intend to add to them as that's a different feature.



View this message in context: Re: Multi-region OAR 
formathttp://opensim-dev.2196679.n2.nabble.com/Multi-region-OAR-format-tp7578162p7578166.html
Sent from the opensim-dev mailing list 
archivehttp://opensim-dev.2196679.n2.nabble.com/ at Nabble.com.
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Re: [Opensim-dev] Question/Suggestion regarding *.ini files

2011-10-04 Thread Adams, Robert
If you want to create your own organization of ini files, OpenSimulator 
provides several mechanisms:

OpenSimDefaults.ini is always read on startup
OpenSim.ini is read after
Ini files that exist in the bin/config/ directory are read
There is an include mechanism (checkout out then architecture section of the 
stock OpenSim.ini for examples)
XML formatted configuration files can be read from an URL (using the include 
mechanism)

The possibilities are endless.

The downside to building your own ini files is that, as OpenSimulator adds and 
modifies new parameters, your configuration files become stale and it gets 
harder and harder to verify that your configuration is reasonable for the 
current OpenSimulator sources.

-- ra

From: opensim-dev-boun...@lists.berlios.de 
[mailto:opensim-dev-boun...@lists.berlios.de] On Behalf Of Markus Metzmacher
Sent: Tuesday, October 04, 2011 11:41 AM
To: opensim-dev@lists.berlios.de
Subject: Re: [Opensim-dev] Question/Suggestion regarding *.ini files

I do not speak about a paradigm change (OpenSim as is, is super and the 
progress you developer are showing, is tremendous) - i only speak about the 
possibility, to extract specific configuration sections into separate files. 
Maybe it is possible (you mentioned, that it can be done by the admin?!). 
Thats's all, what needed. Maybe only a hint to the explanation of this 
possibility and a how to is enough? As I said - maybe I missed something?

But, of course, I only speak for me and myself and that's only my outcome of my 
experience.

Markus




[cid:image001.jpg@01CC8296.1DC448D0]

Melaniemailto:mela...@t-data.com
4. Oktober 2011 19:58


The way the system is working now means the user can merge a working
configuration and then edit only a subset. There is no need for a
paradigm change because the goal is already achievable. It doesn't
do this out of the box but can easily be made to do it by the admin
of the system. Grids are too different from each other to
accommodate their hypothetical needs in the base distro.

Melanie
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[cid:image001.jpg@01CC8296.1DC448D0]

Markus Metzmachermailto:i...@secondlearning.de
4. Oktober 2011 18:24


Dear All,

I've a question regarding the OpenSim.ini, *Common.ini, etc. These ini files 
are heavily influenced by the implementations and developments you make. Some 
parameters never change (i.e. Database settings, Group settings etc.) but 
others do.

Is it possible, to inject the code, which is more static by including files? 
Example: the port, which is used for a region/simulation is configured in the 
[Network] section and never changes because, once it is running on this port, 
you will never change it - especially if you host regions on one server. I 
think, it might be a good idea to call a separate (static) file like 'include 
network_section path/network.ini' to inject the code like you do to 
distinguish between HyperGrid, Standalone, etc.

The user (Grid Admin or, if on another server and allowed by the Grid Admin, 
the region admin) then has only to enable/disable the features in the (new) 
OpenSim.ini without taking care about the settings, which depends on that 
specific region like database, port , groups, etc ...

In fact, this will reduce upgrade times needed for upgrading a full grid from 
day's to hours. Especially most tasks can be automated. Maybe this option is 
available today (i don't know) but if not, it might be a good idea to implement 
it? If I missed something, perhaps only a hint of this possibility is missing 
on opensimulator.org?

Also, I think, the possibilities of the switches within ROBUST.ini are not that 
good described. I do not know, if robust.ini is the file, which plays the only 
role for the asset/inventory/user. server environment. Does OpenSim.ini 
plays a role for robust server only as well? I think, others are puzzling 
exactly the same.

What do you think? Sorry - if there's a better place, to place my questions, 
please tell me.

With kind Regards
Markus
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[Opensim-dev] BulletSim in master

2011-08-30 Thread Adams, Robert
To accompany the other attempts at porting the Bullet physics engine into 
OpenSimulator, BulletSim has been merged into the master OpenSimulator branch.

It is nowhere near ready to replace ODE but it has basic physical object 
functionality, good performance and no crashes. Some of the current features:
The latest version of Bullet (2.78)
Use of Bullet native shapes for cubes and spheres (with any 
scaling)
Triangle meshes for static objects and automatically generated 
convex hulls for physical objects
Collision events for objects and terrain
Initial code for linksets (but debugging is needed)
Initial code for vehicles (but vehicles don't work yet)
Gettable and settable parameters ('physics' console command)
Efficient interface between the C# and C++ code

BulletSim is enabled by setting physics = BulletSim in OpenSim.ini. There are 
dll's for 32 and 64 bit Windows and so's for 32 and 64 bit Linux. (For 64 bit 
Windows, you need to copy BulletSim-x86_64.dll onto BulletSim.dll).

BulletSim consists of two parts: the C# module (which interfaces between 
OpenSimulator and the C++ code) and C++ code (which makes the calls to a 
statically linked Bullet physics engine). The C++ code is in the 'opensim-libs' 
repository 
(http://opensimulator.org/svn/opensim-libs/trunk/unmanaged/BulletSim/;) and 
the C# code is now in the OpenSimulator git 'master' branch 
(OpenSim/Region/Physics/BulletSPlugin/).

There is a lot of tuning and adaptation that needs to happen yet and anyone who 
wants to help feel free to jump in. I (radams1) am often on the IRC channels so 
let's talk.

-- ra


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Re: [Opensim-dev] Plugins

2011-08-11 Thread Adams, Robert
A longer answer is yes, but...

C# is a managed runtime environment so there are some hoops to jump through to 
add and interface to native/unmanaged C and C++ code. You create a C# 
OpenSimulator module which uses P/Invoke or equivalent to marshal and connect 
to your unmanaged C/C++ code. While doable (and I've done it a few times and 
it's not all that hard), the major problem is that the OpenSimulator build 
environment builds C# so you have a separate build environment for your C/C++ 
code and you end up distributing binary .dll's and .so's.

Thus the short answer. Unless you have some strange interfacing requirements or 
some extreme performance requirements, C# is very performant and it is 
OpenSimulator's native environment.

-- ra

-Original Message-
From: opensim-dev-boun...@lists.berlios.de 
[mailto:opensim-dev-boun...@lists.berlios.de] On Behalf Of Justin Clark-Casey
Sent: Wednesday, August 10, 2011 7:34 PM
To: opensim-dev@lists.berlios.de
Subject: Re: [Opensim-dev] Plugins

On 10/08/11 23:34, Tyler McMaster wrote:
 Is it possible to make a plugin for OpenSim in C or is it only C#?

Short answer, stick to C#.  Doing C would be complex and very suboptimal.

-- 
Justin Clark-Casey (justincc)
http://justincc.org/blog
http://twitter.com/justincc
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Re: [Opensim-dev] Built libbullet shared object libraries for Linux but this isn't what you wanted!

2011-06-30 Thread Adams, Robert
I got the same errors when I tried your Makefile -- it is odd that the MS 
compiler didn't catch some of these. A few simple changes, though, allows it to 
compile. I will have Dan check in the changes. I didn't have time to link and 
run it yesterday but I will give it a try today.

-- ra 

-Original Message-
From: opensim-dev-boun...@lists.berlios.de 
[mailto:opensim-dev-boun...@lists.berlios.de] On Behalf Of Justin Clark-Casey
Sent: Wednesday, June 29, 2011 4:51 PM
To: opensim-dev@lists.berlios.de
Subject: Re: [Opensim-dev] Built libbullet shared object libraries for Linux 
but this isn't what you wanted!

On 27/06/11 16:52, Adams, Robert wrote:
 Building Bullet itself is a start. Thanks Justin.

 The makefile should be fairly straight forward as there are just the two cpp 
 files and one .h file with the only dependencies being on the std library and 
 Bullet itself. As you now know, Bullet used CMAKE for its build/configuration 
 tool and I don't know if there is a way to link a BulletSim build into it 
 (put the Bullet directory under BulletSim and do a CMAKE which builds both 
 together).

 I'm setting up a Linux build environment so I should be able to help anyone 
 working on this by next weekend. I'm doing some stress testing this week and 
 then I will look into linksets again -- I want to get vehicles working.

I put in a scratch Makefile and fixed one definition issue in BulletSim.cpp.  
However, on make this still brings up the 
errors

BulletSim.cpp:38:14: error: 'gDeactivationTime' was declared 'extern' and later 
'static'
BulletDynamics/Dynamics/btRigidBody.h:29:17: error: previous declaration of 
'gDeactivationTime'
BulletSim.cpp: In member function 'int BulletSim::PhysicsStep(btScalar, int, 
btScalar, int*, EntityProperties***, int*, 
unsigned int**)':
BulletSim.cpp:107:79: error: cast from 'void*' to 'unsigned int' loses precision
BulletSim.cpp:108:79: error: cast from 'void*' to 'unsigned int' loses precision
BulletSim.cpp: In member function 'btCollisionShape* 
BulletSim::CreateShape(ShapeData*)':
BulletSim.cpp:405:61: error: no matching function for call to 
'BulletSim::AdjustScaleForCollisionMargin(btCollisionShape*, btVector3)'
BulletSim.h:469:7: note: candidate is: void 
BulletSim::AdjustScaleForCollisionMargin(btCollisionShape*, btVector3)
BulletSim.cpp:426:62: error: no matching function for call to 
'BulletSim::AdjustScaleForCollisionMargin(btCollisionShape*, btVector3)'
BulletSim.h:469:7: note: candidate is: void 
BulletSim::AdjustScaleForCollisionMargin(btCollisionShape*, btVector3)
BulletSim.cpp:432:61: error: no matching function for call to 
'BulletSim::AdjustScaleForCollisionMargin(btCollisionShape*, btVector3)'
BulletSim.h:469:7: note: candidate is: void 
BulletSim::AdjustScaleForCollisionMargin(btCollisionShape*, btVector3)
BulletSim.cpp: In member function 'SweepHit BulletSim::ConvexSweepTest(unsigned 
int, btVector3, btVector3, btScalar)':
BulletSim.cpp:1166:95: error: cast from 'void*' to 'unsigned int' loses 
precision
BulletSim.cpp: In member function 'RaycastHit BulletSim::RayTest(unsigned int, 
btVector3, btVector3)':
BulletSim.cpp:1209:70: error: cast from 'void*' to 'unsigned int' loses 
precision
make: *** [BulletSim.o] Error 1

It's a long time since I did any significant c/cpp (and then it wasn't on 
Linux) so I'm not sure why this is happening. 
  Maybe it's gcc specific.


 I was able to pull opensim-libs anonymously last week 
 (http://opensimulator.org/svn/opensim-libs). Has it broken since then?

Thanks Robert - I was trying the wrong url.  I put the information into the 
wiki.


 -- ra

 -Original Message-
 From: opensim-dev-boun...@lists.berlios.de 
 [mailto:opensim-dev-boun...@lists.berlios.de] On Behalf Of Justin Clark-Casey
 Sent: Sunday, June 26, 2011 4:48 PM
 To: opensim-dev@lists.berlios.de
 Subject: [Opensim-dev] Built libbullet shared object libraries for Linux but 
 this isn't what you wanted!

 Hi Robert.  I briefly putzed around with building shared object Bullet 2.78 
 under Linux tonight and popped the results
 in as commit 23bf773 on the bulletsim branch.

 However, I just realised that you weren't asking for the bullet libraries to 
 be built.  What you were really asking for
 in http://lists.berlios.de/pipermail/opensim-dev/2011-June/010271.html were 
 Linux/OSX makefiles to build your
 BulletSim.dll interfacing library in the opensim-libs svn repo (for which 
 anonymous access is unfortunately not
 currently working - this need to be fixed).

 That doesn't look too difficult but it's a little more involved for me since 
 it's a long time since I wrote a Makefile.
I don't know when I might get a slice of time to do that, so I think help 
 from anybody else would still be very much
 appreciated.



-- 
Justin Clark-Casey (justincc)
http://justincc.org/blog
http://twitter.com/justincc
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Re: [Opensim-dev] Built libbullet shared object libraries for Linux but this isn't what you wanted!

2011-06-27 Thread Adams, Robert
Building Bullet itself is a start. Thanks Justin.

The makefile should be fairly straight forward as there are just the two cpp 
files and one .h file with the only dependencies being on the std library and 
Bullet itself. As you now know, Bullet used CMAKE for its build/configuration 
tool and I don't know if there is a way to link a BulletSim build into it (put 
the Bullet directory under BulletSim and do a CMAKE which builds both together).

I'm setting up a Linux build environment so I should be able to help anyone 
working on this by next weekend. I'm doing some stress testing this week and 
then I will look into linksets again -- I want to get vehicles working.

I was able to pull opensim-libs anonymously last week 
(http://opensimulator.org/svn/opensim-libs). Has it broken since then?

-- ra

-Original Message-
From: opensim-dev-boun...@lists.berlios.de 
[mailto:opensim-dev-boun...@lists.berlios.de] On Behalf Of Justin Clark-Casey
Sent: Sunday, June 26, 2011 4:48 PM
To: opensim-dev@lists.berlios.de
Subject: [Opensim-dev] Built libbullet shared object libraries for Linux but 
this isn't what you wanted!

Hi Robert.  I briefly putzed around with building shared object Bullet 2.78 
under Linux tonight and popped the results 
in as commit 23bf773 on the bulletsim branch.

However, I just realised that you weren't asking for the bullet libraries to be 
built.  What you were really asking for 
in http://lists.berlios.de/pipermail/opensim-dev/2011-June/010271.html were 
Linux/OSX makefiles to build your 
BulletSim.dll interfacing library in the opensim-libs svn repo (for which 
anonymous access is unfortunately not 
currently working - this need to be fixed).

That doesn't look too difficult but it's a little more involved for me since 
it's a long time since I wrote a Makefile. 
  I don't know when I might get a slice of time to do that, so I think help 
from anybody else would still be very much 
appreciated.

-- 
Justin Clark-Casey (justincc)
http://justincc.org/blog
http://twitter.com/justincc
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[Opensim-dev] BulletSim added to OpenSimulator repository

2011-06-20 Thread Adams, Robert
A new branch ('bulletsim') has been added to the OpenSimulator repository. The 
branch contains BulletSim - a port of the latest Bullet physics engine for 
OpenSimulator.  Initial tests show that the Bullet physics engine simulates 
more physical objects and supports more avatars than ODE. For instance, 1900 
balls in a Galton box as opposed to 800 balls with ODE (running at simulator 30 
FPS).

BulletSim currently provides the basic functionality necessary for most 
simulations (avatar walking and flying, interaction of physical prims and 
collision events). We would like to bring BulletSim up to the level where it is 
at least functionally equivalent to ODE.

BulletSim consists of two parts: BulletSPlugin which is the C# module that 
interfaces to OpenSimulator (set 'physics = BulletSim' in the ini file). The 
other part is BulletSim.dll which is C++ code for the low level interface to 
the Bullet physics engine. The C++ code has been built and tested with Visual 
Studio for both 32 and 64 bit systems. What is desperately missing is the build 
scripts to compile and link this BulletSim module on Linux/Mono systems.

While BulletSim has the basic functionality, there are many things to be 
finished. As mentioned above, the most important is building and testing on 
Linux/Mono. Other items:
-- Fix folding up feet
-- Complete coding and debugging of linksets (partially implemented)
-- Improve marshaling (could be made much more efficient with pinned memory 
blocks)
-- Scale avatar capsule as avatar size is changed
There is a more complete list at the beginning of BSScene.cs.

I (radams1) am usually on #opensim-dev during the day (PDT). I am continuing 
development of BulletSim but, if anyone wants to help, feel free to jump in.

-- Robert Adams,  Intel Labs




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