#SL Pathfinding Wk17 & Wk18

A little catching up… RL work has interfered with my making a couple of User Group meetings. One of the Lindens was kind enough to send me transcripts for the meetings I missed.

Land Impact

The Lindens were testing the modified Land Impact system in week 17. They were using the algorithm that set a cap on Streaming/Download Weight of 1 on all non-mesh-prims.

Also, the Script Factor of increasing Server Weight by 0.5*prim_count for unscripted-prims and scripted was switched to 0.5*prim_count + (0.25*number_of_scripts) with a cap of 2. Rounding is done on linksets. The Lindens believe that change would only cause the Land Impact cost of existing objects to decrease.

While one could probably prove the deceasing cost belief mathematically, on a practical level bugs tend to add chaos to and invalidate clean logical proofs. So, they test.

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#SecondLife Land Impact Costs to Change

Friday Falcon Linden made a late appearance at the Sever/Scripting User Group meeting. He announced with the coming of Pathfinding we will see a change in the costs associated with Land Impact. In no small part the change is being influenced by PATHBUG-69.

The Brain behind Torley?

PATHBUG-69llVolumeDetect(TRUE) is broken. According to the wiki:

If detect is TRUE, VolumeDetect is enabled, physical object and avatars can pass through the object. This works much like Phantom, but unlike Phantom, VolumeDetect objects trigger collision_start and  collision_end events when interpenetrating. Collision events will trigger in any script in the object.

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#SecondLife News Week 16

I’ve been busy with other things, so I’m a bit behind. Also, while there is news, there isn’t that much exciting news. But, here is what’s up.

Pathfinding

Andrew Linden was busy enough with Pathfinding fixes, creation, and changes he could not make the Sever/Scripting User Group (UG). I suppose that is a good sign.

Content Creation

Falcon Linden is supposed to have a new UG up tomorrow, Thursday, April 19. It will meet in the Pathfinding sandboxes at 4 PM PDT/SLT in ADITI. There is a Pathfinding Project Viewer. It is probably a good idea to use it if you attend the meeting.

Falcon has not added an office hour/user group entry to the wiki. So, I doubt many new faces will be there. Plus the 4 PM time in ADITI is going to cause problems for those of us attending Andrew and Simon Linden’s Server/Scripting group that runs from 3 to 4. It will take some time to log off AGNI and into ADITI. So, lots of late arrivals.

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PathFinding Update Week 14

There is stuff happening in Pathfinding. This past week has seen several changes roll out. A new Project Viewer and another version of the Pathfinding server code made it to the Pathfinding regions in ADITI, the preview grid.

New Pathfinding Stuff

In the PATHTEST1,2,3, and 4 sandboxes in ADITI one can see how Pathfinding works without having to program and build their own characters. You can visit and click the big box shown in the image above. You can get all characters for the different Pathfinding behaviors; Evade, Pursue, Patrol, Wander, etc.

Region owners can sign up to be a beta tester in AGNI. Contact Lorca Linden to volunteer.

Map Bug

You may notice that the Pathfinding regions’ World Map tiles are messed up. It’s only a cosmetic problem. The Lindens already have a fix in QA.

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#SL Pathfinding Moves Beta to AGNI

Today we found out the Lindens are moving the Pathfinding server code to the main grid. It will only be running on selected sandbox regions and in the Premium sandboxes. Pathfinding is still in Open Beta. Changes are coming quickly. If I understood correctly, the newest server code will appear on ADITI.  A slightly older version will be running in AGNI sandboxes.

Oskar Linden has opened the Alpha Pathfinding as Beta Pathfinding and placed the code in AGNI sandboxes. You can get more details here: Pathfinding Public Beta.

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#SL Pathfinding Tools in Beta

Pathfinding is advancing. Tuesday Lorca Linden visited the Server/Sim/Scripting User Group and updated us on Pathfinding.

New Pathfinding Viewer Tools

Lorca told us the Pathfinding Viewer Tools need testing. The tools are built into the viewer and interact with the SL Servers. The system is ready for Open Beta testing. Of course one needs a viewer with the tools. You can now get that at: Second Life Alternate Viewers.

Next one needs a place where the tools work. The place is ADITI in the Path Test regions. Use the World map once in ADITI to find them.

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Second Life PathFinding Tutorial

I’ve wanted to take time to play with the new Pathfinding feature now in alpha testing on the ADITI grid, also known as the Preview Grid. I took the time this weekend. I learned a few things. As you may imagine the documentation is incomplete at this stage. Not much point in writing lots of information that may change.

My First Pathfinding Bot

I’ll explain some of the problems I ran into with Pathfinding and then get into the script and how I fixed the problems. This is not a beginning tutorial for scripting. I am assuming you know about basic scripting with the Linden Scripting Language.

Simple

Writing Pathfinding scripts is way way simple compared to what was previously needed to create similar behavior. My first try was to create a follower. I have a Serge inspired character I made for OSGrid and decided to use that. My little bot is made from two prims and a sculpty. Because of the sculpties work I have to scale it to make it look right. That wacks the bounding box, which I was not over concerned with when I made it. Someday I’ll need to redo it in mesh.

The sculpty gave me my first challenge.  I needed to rebuild my bot here in SL. I rezzed the spheres I needed and put him together. Then wrote the script and tried him out. He promptly fell over on his side…  Continue reading