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Proposal: Being able to stand on moving objects (bandwidth-miserly algorithm) (Wishlist)
Proposal: Being able to stand on moving objects (bandwidth-miserly algorithm) // Wishlist
Aug 27, 2001, 3:59pm
Suggestion: Avatars being able to move with moving objects!
I know you get this suggestion a lot, but forward this to the programmers
anyway because I am including some novel suggestions on how to make it
possible.
I am a computer programmer too, so I am going to make this suggestion unique
by suggesting an algorithm to make it possible without increasing data
traffic. I know you get this suggestion a lot, but a possible programming
algorithm could be the following:
Avatar movement is currently recorded using world coordinates and vector
movement. My suggested solution is to instead make coordinates relative to
the object you're standing on, and leave it to the PC's responsibility to
keep the avatar attached to the object at 30 frames per second (even if
position updates only occur every 1 second)
(1) Whenever an avatar steps onto a moving object (rotating or sliding), the
avatar is "flagged" as being attached to that object. The avatar's XYZ
co-ordinates and vector motion would be locked to the object.
(2) No frequent avatar position updates would be required. Once the server
broadcasts the avatar's new "attachment" to a moving object, it would just
transmit one set of coordinates RELATIVE to the moving object itself (not
the world).
(3) It would be the personal computer's responsibility to keep the avatars'
position continually updated in realtime, based on the last time the server
broadcast an avatars' attachment to a specific object, and the position
co-ordinates relative to origin of object. Thinking of it another way,
it's as if the object would have its own set of "world coordinates". That
way, the server does not have to constantly retransmit co-ordinates of
avatars everytime the avatar is moving along with the object.
(4) This would only work with synchronous moving objects, for obvious
reasons (since everybody must be seeing the same object in the same
position)
(5) Server will just periodically rebroadcast avatar position, vector
movement data would be relative to the origin and orietniation of the moving
object. The position broadcasting can be just as infrequent as 0.5 to 1
second, as it currently does now. This does not increase data traffic at
all!
(6) Avatar affilation with a moving object will only occur with gravity
contact (that is, firmly standing on the moving object - not contacting the
side of a moving object, or bumping into it while flying)
(7) Server will broadcast when the avatar steps on the moving object, or
steps off the moving object.
(8) Since moving objects can consist of multiple synchronized moving
objects, stepping from one moving object to another can be tricky. I leave
this exercise to your own discretion, but you could simply just recommend
world builders to make one moving object into a single model, for
simplicity.
Imagine it...! Moving buses, trolleys, boats, monorails. Even cruise ships
with 100 people on them, perfectly stationary on its deck with intermittent
movements. As if a cruse ship was a separate world in itself, i.e. a moving
world (boat) within a stationary world (water).
Thanks,
Mark Rejhon
Citizen #6831
http://www.marky.com
marky at ottawa.com
Aug 27, 2001, 9:48pm
this has been asked for but if you move a little
bit on a moving object youll move with it :o)
[View Quote]mark rejhon wrote:
>
> Suggestion: Avatars being able to move with moving objects!
>
> I know you get this suggestion a lot, but forward this to the programmers
> anyway because I am including some novel suggestions on how to make it
> possible.
>
> I am a computer programmer too, so I am going to make this suggestion unique
> by suggesting an algorithm to make it possible without increasing data
> traffic. I know you get this suggestion a lot, but a possible programming
> algorithm could be the following:
>
> Avatar movement is currently recorded using world coordinates and vector
> movement. My suggested solution is to instead make coordinates relative to
> the object you're standing on, and leave it to the PC's responsibility to
> keep the avatar attached to the object at 30 frames per second (even if
> position updates only occur every 1 second)
>
> (1) Whenever an avatar steps onto a moving object (rotating or sliding), the
> avatar is "flagged" as being attached to that object. The avatar's XYZ
> co-ordinates and vector motion would be locked to the object.
>
> (2) No frequent avatar position updates would be required. Once the server
> broadcasts the avatar's new "attachment" to a moving object, it would just
> transmit one set of coordinates RELATIVE to the moving object itself (not
> the world).
>
> (3) It would be the personal computer's responsibility to keep the avatars'
> position continually updated in realtime, based on the last time the server
> broadcast an avatars' attachment to a specific object, and the position
> co-ordinates relative to origin of object. Thinking of it another way,
> it's as if the object would have its own set of "world coordinates". That
> way, the server does not have to constantly retransmit co-ordinates of
> avatars everytime the avatar is moving along with the object.
>
> (4) This would only work with synchronous moving objects, for obvious
> reasons (since everybody must be seeing the same object in the same
> position)
>
> (5) Server will just periodically rebroadcast avatar position, vector
> movement data would be relative to the origin and orietniation of the moving
> object. The position broadcasting can be just as infrequent as 0.5 to 1
> second, as it currently does now. This does not increase data traffic at
> all!
>
> (6) Avatar affilation with a moving object will only occur with gravity
> contact (that is, firmly standing on the moving object - not contacting the
> side of a moving object, or bumping into it while flying)
>
> (7) Server will broadcast when the avatar steps on the moving object, or
> steps off the moving object.
>
> (8) Since moving objects can consist of multiple synchronized moving
> objects, stepping from one moving object to another can be tricky. I leave
> this exercise to your own discretion, but you could simply just recommend
> world builders to make one moving object into a single model, for
> simplicity.
>
> Imagine it...! Moving buses, trolleys, boats, monorails. Even cruise ships
> with 100 people on them, perfectly stationary on its deck with intermittent
> movements. As if a cruse ship was a separate world in itself, i.e. a moving
> world (boat) within a stationary world (water).
>
> Thanks,
> Mark Rejhon
> Citizen #6831
> http://www.marky.com
> marky at ottawa.com
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Aug 27, 2001, 11:11pm
Only for horizontal moving objects.
[View Quote]
> this has been asked for but if you move a little
> bit on a moving object youll move with it :o)
>
[View Quote]
Aug 28, 2001, 4:20am
works for vertical too theres an elevator in the
worlf flagg003 that works if you move while its
moving :o)
[View Quote]eep wrote:
>
> Only for horizontal moving objects.
>
> the derek wrote:
>
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Aug 28, 2001, 4:37am
Er, it must be moving fairly slow then because avs can only move up .5m max vertical.
[View Quote]
> works for vertical too theres an elevator in the
> worlf flagg003 that works if you move while its
> moving :o)
>
[View Quote]
Aug 28, 2001, 5:09am
yeah just a little :P
[View Quote]eep wrote:
>
> Er, it must be moving fairly slow then because avs can only move up .5m max vertical.
>
> the derek wrote:
>
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Aug 31, 2001, 5:22pm
how interesting mark! I have avs that move on my boats in edonna, I just
gave them the same command that i gave the object ie moving jet ski with a
person on it. the problem though is that on the return trip they are going
backwards lol. Do you know of a way to make them go in the reverse
direction without going backwards? Donna :)
[View Quote]"mark rejhon" <newsreplies at marky.com> wrote in message
news:3b8a8a9c$1 at server1.Activeworlds.com...
> Suggestion: Avatars being able to move with moving objects!
>
> I know you get this suggestion a lot, but forward this to the programmers
> anyway because I am including some novel suggestions on how to make it
> possible.
>
> I am a computer programmer too, so I am going to make this suggestion
unique
> by suggesting an algorithm to make it possible without increasing data
> traffic. I know you get this suggestion a lot, but a possible programming
> algorithm could be the following:
>
> Avatar movement is currently recorded using world coordinates and vector
> movement. My suggested solution is to instead make coordinates relative
to
> the object you're standing on, and leave it to the PC's responsibility to
> keep the avatar attached to the object at 30 frames per second (even if
> position updates only occur every 1 second)
>
> (1) Whenever an avatar steps onto a moving object (rotating or sliding),
the
> avatar is "flagged" as being attached to that object. The avatar's XYZ
> co-ordinates and vector motion would be locked to the object.
>
> (2) No frequent avatar position updates would be required. Once the
server
> broadcasts the avatar's new "attachment" to a moving object, it would just
> transmit one set of coordinates RELATIVE to the moving object itself (not
> the world).
>
> (3) It would be the personal computer's responsibility to keep the
avatars'
> position continually updated in realtime, based on the last time the
server
> broadcast an avatars' attachment to a specific object, and the position
> co-ordinates relative to origin of object. Thinking of it another way,
> it's as if the object would have its own set of "world coordinates". That
> way, the server does not have to constantly retransmit co-ordinates of
> avatars everytime the avatar is moving along with the object.
>
> (4) This would only work with synchronous moving objects, for obvious
> reasons (since everybody must be seeing the same object in the same
> position)
>
> (5) Server will just periodically rebroadcast avatar position, vector
> movement data would be relative to the origin and orietniation of the
moving
> object. The position broadcasting can be just as infrequent as 0.5 to 1
> second, as it currently does now. This does not increase data traffic at
> all!
>
> (6) Avatar affilation with a moving object will only occur with gravity
> contact (that is, firmly standing on the moving object - not contacting
the
> side of a moving object, or bumping into it while flying)
>
> (7) Server will broadcast when the avatar steps on the moving object, or
> steps off the moving object.
>
> (8) Since moving objects can consist of multiple synchronized moving
> objects, stepping from one moving object to another can be tricky. I
leave
> this exercise to your own discretion, but you could simply just recommend
> world builders to make one moving object into a single model, for
> simplicity.
>
> Imagine it...! Moving buses, trolleys, boats, monorails. Even cruise
ships
> with 100 people on them, perfectly stationary on its deck with
intermittent
> movements. As if a cruse ship was a separate world in itself, i.e. a
moving
> world (boat) within a stationary world (water).
>
> Thanks,
> Mark Rejhon
> Citizen #6831
> http://www.marky.com
> marky at ottawa.com
>
>
>
>
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Aug 31, 2001, 5:53pm
Avs (real people controlling them, not just the objects) won't move unless they're moved by the person controlling them or by warp commands.
[View Quote]
> how interesting mark! I have avs that move on my boats in edonna, I just
> gave them the same command that i gave the object ie moving jet ski with a
> person on it. the problem though is that on the return trip they are going
> backwards lol. Do you know of a way to make them go in the reverse
> direction without going backwards? Donna :)
[View Quote]> "mark rejhon" <newsreplies at marky.com> wrote in message
> news:3b8a8a9c$1 at server1.Activeworlds.com...
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