Pathfinding Update Week 24

We are getting close to seeing a version of Pathfinding move to a release channel. Lorca Linden says the plan is to have Pathfinding in a release channel by mid July.

Pathfinding User Group

People are starting to try a back door approach to get an arrival date on the main grid. Their question is: How long does it take to go from RC to main channel? The Linden answer is: “Depends.” I’ve seen releases go from their first arrival in RC to the main channel a week later. I’ve also seen the Multi-Threaded Region Crossing code arrive in RC in February and just make it to the main channel this week. So, ‘depends’ is the only realistic answer.

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Pathfinding Update Week 23

This was an interesting meeting. I met Horatio, a tiny polar bear AI character. I think Horatio is an excellent example of what Pathfinding can do. He/she is an awesome little polar bear.

Cute Horatio

Horatio will obey commands like ‘come’ and ‘sit.’ Plus Horatio is soooo cute. This is one of Motor Loon’s creations if I understood correctly.

ADITI

Lorca Linden says they have had a few bugs in the ADITI Pathfinding packages during week 23.

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#SL News Week 22

PATHBUG-136

PATHBUG-136llSetRot() completely broken in RC PF 12.05.10.256473. This is a problem only on the Pathfinding (PF) enabled servers/regions.

Andrew Linden thinks he has this one fixed and believes the fix for that was deployed yesterday, Thursday. I’m not sure if he meant to AGNI or ADITI and didn’t think to ask him at the time.

Andrew has moved on to fixing Keyframe bugs in the Pathfinding.

Server Scripting Meeting

Rebake the Navmesh

There was a problem where rebaking the Navmesh would go into a perpetual pending state. Falcon Linden thinks he has that fixed. The change rolled to the AGNI (I think) PF Test Regions Friday morning. Falcon wants you to report if that happens again. Include the time and region name in your report.

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#SL Pathfinding Update Week 20

The Lindens were not overly happy with my explanation of Pathfinding (PF) to Hamlet (see: SL Pathfinding a Potential “Tsunami” (If We’re Not Prepared)). I didn’t expect it to get quoted when I wrote it. So, I took less time with it than I would have if I knew it would appear on Hamlet’s blog. Hamlet ask if he could quote me after I wrote it, which is OK. I could have rewritten some of it to be more accurate and more geeky. But, I didn’t. So, I got some stuff right and some stuff wrong and it got out there.

PathFinding I
Editing Pathfinding Attributes

Whatever… The Linens got busy in Thursday’s PFUG meeting and explained which parts were right and wrong. We got lots of good information. The technical corrections are easy. The most disagreement was on how much drama there will be. I have no doubt there will be some drama. There always is.

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#SL Pathfinding Update Week 19

There are lots of interesting bits of news on the Pathfinding topic this week.

In an odd start just as the Pathfinding User group (PFUG) meeting was starting the region was rolled to a new version. I just assumed my viewer had crashed and relogged. By the time I could restart and login, the region was back up. That is a pretty fast restart, but it is ADITI.

The new version is (or may be was by the time you read this) DRTSIM-100D 12.05.10.256426.

Pathfinding User Group

Navmesh Height

If you know region owners that are in the Pathfinding (PF) Beta, let them know the Lindens need user input on what value the community would like for a default HEIGHT for Navmesh. The Lindens will soon have to make a decision and implement it.

This height is the default character height the Pathfinding system assumes for Pathfinding calculations.

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#SL Land Impact Update Week 19

Since my last update on Land Impact Costs changing there has been a decision on how the Lindens will handle sculpties.  In the recent Pathfinding (PF) User Group (PFUG) meeting Falcon Linden reminded us of the new equation for figuring Land Impact Cost.

As Falcon put it, “…sculpts will be capped at 2.0 streaming cost, not 1.0. (Note, that’s a CAP, so if they were less than 2.0 in new accounting before, they’ll still be less than 2.0).”

Ardy Lay asked, “What was jacking up the streaming cost?”

Falcon’s response, “It wasn’t a bug, it was just a formula that, upon further consideration, we decided was not appropriate, i.e., when it was first implemented, it was actually calculating a triangle-based render weight, which for meshes is a good measure of streaming cost, but not for prims.

Yuzuru Jewell asked, “Is the new cost applied to all the objects?

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