Posted by
Joshua Gargus-2 on
Feb 02, 2007; 7:10pm
URL: https://forum.world.st/Re-Croquet-vs-Secondlife-regarding-future-development-some-thoughts-to-share-tp125565p125580.html
On Feb 2, 2007, at 10:49 AM, deadgenome -.,.-*`*-.,.-*`*- wrote:
> I know, and to solve this nicely requires really intelligent
> distance/priority lodding done before download, so that the client
> only requests stuff to the detail level that it wants to display it. I
> have been looking at a couple of mechanisms for achieving this based
> on analysing meshes as though they are waveforms and then using
> amplitude and frequency to give mesh data a priority level. I don't
> know if there are any engines that do this already but it seems to me
> a better way of doing it than tile based systems.
The sort of LOD that you describe seems orthogonal to whether a tile-
based system is used; the tiling is a strategy for deciding which sim
is responsible for which land area, but says nothing about how any
given sim and client negotiate what needs to be downloaded. I
believe (without having studied the code) that SL already does
something like what you describe; it might not be smart enough to
stream a particular LOD down, but it gives a higher priority to
nearer objects. There is no reason that this couldn't be extended to
be LOD-aware.
The particular approach to analyzing the mesh is a separate matter.
The infrastructure that I mention above will work whether you use a
fancy algorithm like you suggest, or if you set an intern to the task
of manually annotating the meshes with metadata about what LOD to use
at what distance.
Josh
>
> On 2/2/07, Joshua Gargus <
[hidden email]> wrote:
>> The biggest yadda that you didn't mention explicitly is that in Quake
>> the world doesn't change in the middle of a deathmatch. All of the
>> textures and models that you need are already there. In contrast, in
>> SL, the software has no idea what sort of user-created content you
>> might stumble across and therefore have to download on the fly.
>> That's a really big yadda :-)
>>
>> BTW, have any of the people in this discussion built the open source
>> SL client? How did that go?
>>
>> Josh
>>
>>
>> On Feb 2, 2007, at 4:53 AM, deadgenome -.,.-*`*-.,.-*`*- wrote:
>>
>> > My issue with SL is that I used 2 play online CTF in quake in
>> '98 on
>> > ISDN with a 4MB matrox card and find that SL is appalling in
>> > comparison in terms of laggyness and rendering quality. I know
>> that it
>> > is a vast world, hi poly avatars, yadda, yadda, yadda, but I still
>> > feel that it should be a lot better given the hardware I am
>> running it
>> > on, the speed of my connection and the 9 years that have passed
>> since
>> > my first foray into online multiplayer environments.
>> >
>> > Croquet looks very promising and although it has some serious
>> > deficiencies at the moment, is still heavily in beta, so I don't
>> feel
>> > I can judge it too harshly yet. I haven't used any of the others
>> > (multiverse, etc.) and would be interested to know what people
>> think
>> > of them.
>>
>>