Re: [vos-d] Physics Braindump

2007-02-28 Thread Karsten Otto
In all this discussion I am not quite clear about the nature of the physics simulation. Do you expect that all sites adhere to the same simulation system (the VOS physics)? Or are sites allowed to handle physics in their own individual ways (site physics), or even not at all? If you

Re: [vos-d] Physics Braindump

2007-02-28 Thread Reed Hedges
On Tue, Feb 27, 2007 at 10:14:51PM +0100, Benjamin Mesing wrote: On Tue, 2007-02-27 at 11:03 -0500, Peter Amstutz wrote: On Tue, Feb 27, 2007 at 09:03:44AM -0500, Reed Hedges wrote: Each object should be internally responsible for deciding how it responds to physical forces (messages

Re: [vos-d] Physics Braindump

2007-02-28 Thread Reed Hedges
I don't think we'd force everyone to use the same exact simulation engine implementation. But certainly any given sector or world or group of objects should be operating on the same model of physics. In designing it we ought to keep in mind some wiggle room for differences in implementations,

Re: [vos-d] Physics Braindump

2007-02-27 Thread Reed Hedges
Ken Taylor wrote: Peter Amstutz wrote: Since VOS was originally conceived as a peer-to-peer system, we had this idea that we could do client-based physics, but that idea quickly breaks down when you have more than one client applying force to a single object. So it will probably end up being

Re: [vos-d] Physics Braindump

2007-02-27 Thread Peter Amstutz
On Tue, Feb 27, 2007 at 09:03:44AM -0500, Reed Hedges wrote: Each object should be internally responsible for deciding how it responds to physical forces (messages requesting movement), I think. This would be ideal, at least. It allows you to distribute physics computation load by just

Re: [vos-d] Physics Braindump

2007-02-27 Thread Peter Amstutz
On Tue, Feb 27, 2007 at 10:14:51PM +0100, Benjamin Mesing wrote: On Tue, 2007-02-27 at 11:03 -0500, Peter Amstutz wrote: On Tue, Feb 27, 2007 at 09:03:44AM -0500, Reed Hedges wrote: Each object should be internally responsible for deciding how it responds to physical forces (messages

Re: [vos-d] Physics Braindump

2007-02-27 Thread Ken Taylor
Peter Amstutz wrote: On Tue, Feb 27, 2007 at 10:14:51PM +0100, Benjamin Mesing wrote: On Tue, 2007-02-27 at 11:03 -0500, Peter Amstutz wrote: On Tue, Feb 27, 2007 at 09:03:44AM -0500, Reed Hedges wrote: Each object should be internally responsible for deciding how it responds to

Re: [vos-d] Physics Braindump

2007-02-26 Thread Peter Amstutz
Yes, the UDP-based transport protocol is documented here: http://interreality.org/cgi-bin/moinwiki/moin.cgi/VipDocumentation I don't expect this to change much, although the implementation may need to be cleaned up and documented more thoroughly. On Mon, Feb 26, 2007 at 02:31:49PM +0900, chris

Re: [vos-d] Physics Braindump

2007-02-25 Thread chris
Do you have UDP implemented? I imagine the physics would require fast client-server UDP link, chris On 2/26/07, Peter Amstutz [EMAIL PROTECTED] wrote: Since VOS was originally conceived as a peer-to-peer system, we had this idea that we could do client-based physics, but that idea quickly

Re: [vos-d] Physics Braindump

2007-02-25 Thread Ken Taylor
Peter Amstutz wrote: Since VOS was originally conceived as a peer-to-peer system, we had this idea that we could do client-based physics, but that idea quickly breaks down when you have more than one client applying force to a single object. So it will probably end up being something like

[vos-d] Physics Braindump

2007-02-22 Thread Ken Taylor
For some reason I got physics on the brain this week, so I kinda went crazy and added a bunch of thoughts to http://interreality.org/cgi-bin/moinwiki/moin.cgi/PhysicsInVos ... mostly about client-side prediction, intended-movement representation, and using access control permissions to enforce a