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
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
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,
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
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
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
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
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
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
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
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
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