Comments on SL Pathfinding a Potential "Tsunami" (If We're Not Prepared)TypePad2012-05-17T18:01:17ZSLHamlethttps://nwn.blogs.com/nwn/tag:typepad.com,2003:https://nwn.blogs.com/nwn/2012/05/sl-pathfinding-potential-problems/comments/atom.xml/RainO Tenk commented on 'SL Pathfinding a Potential "Tsunami" (If We're Not Prepared)'tag:typepad.com,2003:6a00d8341bf74053ef0167691eef3c970b2012-08-07T17:14:37Z2012-08-07T17:14:37ZRainO Tenkits been rolled out PF on and i immideately did disable it if anyone needs info about how to just...<p>its been rolled out<br />
PF on and i immideately did disable it<br />
if anyone needs info about how to <br />
just IM me about<br />
RainO</p>Ciaran Laval commented on 'SL Pathfinding a Potential "Tsunami" (If We're Not Prepared)'tag:typepad.com,2003:6a00d8341bf74053ef016766a7c5b1970b2012-05-21T20:03:22Z2012-05-21T20:03:22ZCiaran Lavalhttp://sl.governormarley.com/@Any Gynoid, there's no hand wringing going on, I've been testing pathfinding. The glorious future, as hinted at by Linden...<p>@Any Gynoid, there's no hand wringing going on, I've been testing pathfinding. The glorious future, as hinted at by Linden Lab, involves rigging mesh to animated armatures and development of object skeletal animations. </p>Gonzo Thompson commented on 'SL Pathfinding a Potential "Tsunami" (If We're Not Prepared)'tag:typepad.com,2003:6a00d8341bf74053ef016305b29552970d2012-05-21T16:02:06Z2012-05-21T16:02:06ZGonzo ThompsonWhile I am certain teaching Pathfinding is a great idea... as is the idea itself... I am distressed to see...<p>While I am certain teaching Pathfinding is a great idea... as is the idea itself... I am distressed to see namecalling and egotism raising up in the teacher. </p>
<p>If you want to be a great teacher, be secure in what you know, don't put down those who haven't your exact knowledge set and preconceived notions.</p>
<p>"Handwringing" to you may indeed show "serious bugs" to a developer.</p>
<p>And there is simply no reason to call fellow SL-ers names of any sort. We're all in the same boat.</p>foneco zuzu commented on 'SL Pathfinding a Potential "Tsunami" (If We're Not Prepared)'tag:typepad.com,2003:6a00d8341bf74053ef016305b26fdc970d2012-05-21T15:26:30Z2012-05-21T15:26:30Zfoneco zuzuLets hope that on this one at least the Lab will make it seamless and easy to adapt!<p><br />
Lets hope that on this one at least the Lab will make it seamless and easy to adapt!<br />
</p>Any Gynoid commented on 'SL Pathfinding a Potential "Tsunami" (If We're Not Prepared)'tag:typepad.com,2003:6a00d8341bf74053ef01676697c91c970b2012-05-19T01:05:54Z2013-02-23T19:44:12ZAny Gynoidhttp://profile.typepad.com/anygynoidI cannot validate your concern Ciaran. Haven't you heard about llSetLinkPrimitiveParamsFast which is a wonderfully powerful new architecture for linkset...<p>I cannot validate your concern Ciaran. Haven't you heard about llSetLinkPrimitiveParamsFast which is a wonderfully powerful new architecture for linkset animation (linkset is a set of linked prims), you don't need a script in every prim anymore, it's all doable from the root prim... </p>
<p>But wait there's more... you don't even have to write LSL to animate prims... just use Ferd's Super Prim Animator Script ( <a href="http://tiny.cc/tu5iew" rel="nofollow">http://tiny.cc/tu5iew</a> )... Put this script in a linkset critter and Touch it... self explanatory... easier to learn prim animation than using an early MAC imho... </p>
<p>And guess what, when you do this in combination with Pathfinding and chatbots and other LSL capabilities... the possibilities are awesome... It's really too simple; that's why I'm teaching this new class on Pathfinding Artificial Intelligence (scroll up on this page for time/date/SLURL).</p>
<p>Hand-wringing does lead anywhere. If you need more help with prim animations, I will hold your hand in my class until we will cross together into this brave new future… to create… prim animated… pathfinding … zero lag… artificial life forms. Which will proliferate throughout SL, once enough people see the light.</p>Ciaran Laval commented on 'SL Pathfinding a Potential "Tsunami" (If We're Not Prepared)'tag:typepad.com,2003:6a00d8341bf74053ef0168eb98755c970c2012-05-18T19:30:05Z2012-05-18T19:30:05ZCiaran Lavalhttp://sl.governormarley.com/NPC's aren't going to happen much until we get improvements to the way we can animate prims. There some potentially...<p>NPC's aren't going to happen much until we get improvements to the way we can animate prims.</p>
<p>There some potentially horrendous issues, as outlined, but it's still in the testing process.</p>shockwave yareach commented on 'SL Pathfinding a Potential "Tsunami" (If We're Not Prepared)'tag:typepad.com,2003:6a00d8341bf74053ef01676695fcee970b2012-05-18T16:26:40Z2012-05-18T16:26:40Zshockwave yareach@Ajax -- the sense is, LL has finally realized what so many have been saying for a long time. That...<p>@Ajax -- the sense is, LL has finally realized what so many have been saying for a long time. That SL is a recreational venue for most people. And while there are a number of professional builders and scripters in SL, even among them very few are making a living doing anything in SL. </p>
<p>There are a number of possibilities opened up by having games which you are persued, or are the pursuer. Or with NPCs in a more traditional MMO setting. Basically a person can create their own miniGame within SL itself! Why would anyone want to, you ask? Imagine you are a DM in a D&D game. Now imagine not only are you able to create new games every week for your friends, but visualize them in SL and turn what was a board and dice game into an actual video game, with new adventures every week or two. And if you charge a small amount for people to play the adventure on your sim to cover the costs of the sim...</p>
<p>It enables the builders in SL to create videogames within SL itself. It improves upon SL's interactivity and adds some game elements to the mix; stuff we've been sorely needing for half a decade. This is hardly the same thing as bots sitting in chairs to make the sim look full. </p>Nalates Urriah commented on 'SL Pathfinding a Potential "Tsunami" (If We're Not Prepared)'tag:typepad.com,2003:6a00d8341bf74053ef0168eb978013970c2012-05-18T15:16:29Z2012-05-18T15:16:29ZNalates Urriahhttp://blog.nalates.net/Falcon and Lorca corrected several points in my explanation to Hamlet. I've updated those in #SL Pathfinding Update Week 20...<p>Falcon and Lorca corrected several points in my explanation to Hamlet. I've updated those in #SL Pathfinding Update Week 20 = <a href="http://blog.nalates.net/2012/05/18/sl-pathfinding-update-week-20/" rel="nofollow">http://blog.nalates.net/2012/05/18/sl-pathfinding-update-week-20/</a></p>
<p>Any Gynoid & DBDigital have very different experiences of PF. As PF is released we'll see how many fall in which group. Overall I believe PF will improve grid performance. </p>
<p>After Falcon's explanations I doubt we will have the problems DBDigital ran into. Those are being fixed. But, for built out regions adoption of PF for use is going to be some work. New builders are going to run into problems.</p>Ajax Manatiso commented on 'SL Pathfinding a Potential "Tsunami" (If We're Not Prepared)'tag:typepad.com,2003:6a00d8341bf74053ef016766959fab970b2012-05-18T14:50:40Z2012-05-18T14:50:40ZAjax Manatisohttp://www.second-lives.comLL decided to outlaw scripted bots, but then created PF scripted "faux people". And the sense of this is ......??<p>LL decided to outlaw scripted bots, but then created PF scripted "faux people". And the sense of this is ......??</p>Any Gynoid commented on 'SL Pathfinding a Potential "Tsunami" (If We're Not Prepared)'tag:typepad.com,2003:6a00d8341bf74053ef01676694be41970b2012-05-18T10:47:47Z2013-02-23T19:44:12ZAny Gynoidhttp://profile.typepad.com/anygynoidSorry, I omitted date/place: Pathfinding AI Class, Tuesdays starting May 22nd, 2:30pm SLT, SLURL http://tiny.cc/2t2hew free. Prerequisites: Basic Building and...<p>Sorry, I omitted date/place: Pathfinding AI Class, Tuesdays starting May 22nd, 2:30pm SLT, SLURL <a href="http://tiny.cc/2t2hew" rel="nofollow">http://tiny.cc/2t2hew</a> free. Prerequisites: Basic Building and Basic Scripting.</p>Any Gynoid commented on 'SL Pathfinding a Potential "Tsunami" (If We're Not Prepared)'tag:typepad.com,2003:6a00d8341bf74053ef0168eb9676d7970c2012-05-18T10:37:50Z2012-05-18T10:38:35ZAny Gynoidhttp://profile.typepad.com/anygynoidChuckles! I'm glad hand-wringers are "playing" with PF. Movers and shakers are building an amazing PF future for SL. I'll...<p>Chuckles! I'm glad hand-wringers are "playing" with PF. Movers and shakers are building an amazing PF future for SL. I'll be teaching that course at NCI every week 2:30pm SLT: Pathfinding AI. PF is a major sea change for SL; transforming SL's vast lifeless regions into lively immersive experiences, teaming with life. Responsible use of PF will cause zero lag. I am stress testing right now on a complex region, 80 NPCs, no impact on Time Dilation or lag, Spare Time still 8 - 10 ms range, plenty! Falcon announced yesterday a 4ms/frame throttled max time for cutting the navimesh. Don't fear the future.</p>Marianne McCann commented on 'SL Pathfinding a Potential "Tsunami" (If We're Not Prepared)'tag:typepad.com,2003:6a00d8341bf74053ef016305a0540a970d2012-05-18T08:03:05Z2012-05-18T08:03:05ZMarianne McCannhttp://marianne.secondlifekid.com/Guess that explains all those transparent boxes and cylinders all over the Wilderness, over every "collidable" bit of sculpt or...<p>Guess that explains all those transparent boxes and cylinders all over the Wilderness, over every "collidable" bit of sculpt or mesh content</p>Dave Bell commented on 'SL Pathfinding a Potential "Tsunami" (If We're Not Prepared)'tag:typepad.com,2003:6a00d8341bf74053ef016305a0156a970d2012-05-18T06:51:27Z2012-05-18T06:51:27ZDave BellAnd has anything from Linden Realms actually appeared yet? I can adjust my own stuff, I suppose, if the silly...<p>And has anything from Linden Realms actually appeared yet?</p>
<p>I can adjust my own stuff, I suppose, if the silly beggars ever take the trouble to tell their customers, but what of some purchased item that is No-Modify?</p>
<p>Worse, what of the stuff owned by dormant accounts, which is scattered across Mainland. And then there are the prims for the roads and bridges and volcanoes that the Lindens have scattered across the landscape.</p>
<p>This all seems entirely consistent with the idea that nobody looks at the big picture. Maybe somebody should ask the Boss Mole what he plans to do.</p>Little Lost Linden commented on 'SL Pathfinding a Potential "Tsunami" (If We're Not Prepared)'tag:typepad.com,2003:6a00d8341bf74053ef0168eb947923970c2012-05-18T01:27:38Z2012-05-18T01:27:38ZLittle Lost Lindenhttp://profile.typepad.com/thebotzoneHoly Moly!<p>Holy Moly!</p>Shug Maitland commented on 'SL Pathfinding a Potential "Tsunami" (If We're Not Prepared)'tag:typepad.com,2003:6a00d8341bf74053ef0163059e4bf3970d2012-05-17T22:58:49Z2012-05-17T22:58:49ZShug Maitlandhttp://ramblinginavirtualworldwithshug.wordpress.com/OMG! can you imagine a place like Omega Point resetting every prim in the build!!!<p>OMG! can you imagine a place like Omega Point resetting every prim in the build!!!</p>DBDigital Epsilon commented on 'SL Pathfinding a Potential "Tsunami" (If We're Not Prepared)'tag:typepad.com,2003:6a00d8341bf74053ef0163059e30a0970d2012-05-17T22:22:49Z2012-06-08T23:09:42ZDBDigital Epsilonhttp://profile.typepad.com/dbdigital1I have some first hand experience with the Pathfinding beta. Long story short we were placed in the beta by...<p>I have some first hand experience with the Pathfinding beta. Long story short we were placed in the beta by accident and the sims went from 1.00 to .50 time dilation (at best). And .20 at worse. If you jumped when you landed normally you hear a "thud" sound. But in this case it sounded like a machine gun going of THUD-THUD-THUD-THUD for several seconds. When we finally figured out what was going on the sims were revered to the normal SL Server. And I figured it was likely due to the different physics engine and when I was jumping I was landing on prims instead of ground.</p>
<p>But here is the really interesting part. Afterward we find out that apparently if the prims on your sim are not set to "obstacles" or aka "non moving" they cause lag. So the fix is to *cough* set all your prims to non-moving or "obstacles". Now keep in mind in a empty sim or new build sure no problem. But in a old build who in the world is going to go though and set 12,000+ prims PER SIM to "obstacle"?</p>
<p>I can't imagine why LL is not setting that by default? Most objects don't move, some do yes, but not most. And therefore their thinking is totally backwards. I can only imagine they have only been developing on ground instead of on top of builds (which most of us in SL do). If this beta is released with its current methodology I can tell you that a lot of estates are going to close rather than try to go though and fix the mess.</p>Shug Maitland commented on 'SL Pathfinding a Potential "Tsunami" (If We're Not Prepared)'tag:typepad.com,2003:6a00d8341bf74053ef0163059d8d13970d2012-05-17T18:55:44Z2012-05-17T18:55:44ZShug Maitlandhttp://ramblinginavirtualworldwithshug.wordpress.com/I wonder how this will impact the mainland, where LL is the Estate Manager. There is every possibility of a...<p>I wonder how this will impact the mainland, where LL is the Estate Manager. There is every possibility of a double-whammy for us. </p>shockwave yareach commented on 'SL Pathfinding a Potential "Tsunami" (If We're Not Prepared)'tag:typepad.com,2003:6a00d8341bf74053ef01676691509c970b2012-05-17T18:27:41Z2012-05-17T18:27:41Zshockwave yareachI would have thought a simple additional command (llSetPathfinding) so that ONLY prims actually coded to be pathfinding would run...<p>I would have thought a simple additional command (llSetPathfinding) so that ONLY prims actually coded to be pathfinding would run it was planned. You're saying that any and all devices that move will be running the pathfinding code whether I want it to or not?</p>
<p>I think I'd better find a pathfinding sandbox and experiment.</p>