![]() ![]() ![]() To get a better idea of what I'm talking about, Untick - Develop Menu (any viewer) > Network > Velocity Interpolate Objects and go for a wander on a few of your favourite sims. do you really want to be playing a twitch based FPS game at 4 -15 (variable) fps and not being able to trust your own aim because no one is where you think they are and your bullets lagging even further behind? Your local frame rate has nothing to do with anything in this world. It will be identical between all the TPV projects. Again, this is all done server side and is very dependant on region conditions, it could easily be that your bullet gets added much later than you hope and the target avatar is no where near where you see them anyway.Īll viewers work this way and the code that does all this is pretty core stuff. Weapons in SL tend to work by rezzing a 'bullet' and then using physics to fling that forward and colliding it with an avatar. Rubber banding is when the viewer has guessed wrong and has to correct an avatars position. The viewer interpolates positioning updates from the server, so no one is ever quite where you think they are. The region updates the users (typically) 4 - 15 times a second depending on the region performance and load. Our focus is stability, usability, privacy and plenty of new original home grown features. Catznip: Catznip aims to refine and reinvent your window into Second Life. You press up on the keyboard, the viewer tells the region you did, the region decides what happens and then tells you and everyone around the outcome. Kokua aims to be the viewer of choice for RLV users who want Marine Kelley's original implementation with more bells and whistles than Marine's own viewer. The viewer is dumb as rocks, it only knows something because the server tells it directly. It really doesn't matter what viewer you use! ![]()
0 Comments
Leave a Reply. |