llCastRay
SprSrsNoFun brought up an aspect of the llCastRay():llCastRay seems to not function properly once you get to a certain velocity.
The object with the script that executes llCastRay() starts to return somewhat random results once it reaches a certain speed. This is one of those real time problems that involve timing of the script, server, and physics engine. Since the server’s script and physics engines are asynchronous they are not in lock step. So, when the script fires the function may be in a different frame than when the physics engine sees it fired. One may not get the results they expect.
Simon Linden said it this way, “Well, your llGetPos() might execute on one frame, and the ray cast on another, after things have moved.”
Andrew answered, “SprSrsNoFun, the problem you’re seeing is that the script engine is running asynchronously with the physics engine. That is to say, the moments your script gets to run is spotty, and not necessarily synched with the physics engine.



