Re: [ogpx] Limits to interoperability of scripted objects

Carlo Wood <carlo@alinoe.com> Tue, 10 November 2009 20:12 UTC

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Date: Tue, 10 Nov 2009 21:11:57 +0100
From: Carlo Wood <carlo@alinoe.com>
To: Joshua Bell <josh@lindenlab.com>
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Subject: Re: [ogpx] Limits to interoperability of scripted objects
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On Tue, Nov 10, 2009 at 09:19:33AM -0800, Joshua Bell wrote:
> sketched out drafts or forms a part of an as-yet unidentified draft? It sounds
> like much of it is captured by the use case: clients are able to manipulate
> simulation state for avatars and other objects.

I'd also like to ask some attention for synchronization:

Apart from vehicles (which totally don't work for me in SL due to lag)
there are lots of cases where a desync could be avoided by having
the client calculate (locally) what is the position of that what
it's avatar interacts with.

Most common example: hugging another avatar. Right now avatars are
clumpsy bumping into eachother in an attempt to "sync" the distance
and then stick an arm straight to their friends stomach, or attempt
to hug the air completely.

Assuming client-side scripting, I hope there will be SOME way to
make animated hugs (or any couple animations) really work (with
effort). In my mind this would mean that two (or more?) viewers
negotiate what couple (or multi-) animation they want to play
and then ask the server for a mere 'start signal', after which
each client plays all the animations for all the avatars involved
locally, until the server says: ok, animation terminated.

-- 
Carlo Wood <carlo@alinoe.com>