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	<title>Adam Frisby &#187; terrain</title>
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		<title>Vehicles, Sculpty Terrain, Megaregions</title>
		<link>http://www.adamfrisby.com/blog/2009/09/vehicles-sculpty-terrain-megaregions/</link>
		<comments>http://www.adamfrisby.com/blog/2009/09/vehicles-sculpty-terrain-megaregions/#comments</comments>
		<pubDate>Tue, 22 Sep 2009 06:37:22 +0000</pubDate>
		<dc:creator>Adam Frisby</dc:creator>
				<category><![CDATA[OSGrid]]></category>
		<category><![CDATA[OpenSim]]></category>
		<category><![CDATA[megaregions]]></category>
		<category><![CDATA[osgrid]]></category>
		<category><![CDATA[sculpty]]></category>
		<category><![CDATA[shiny]]></category>
		<category><![CDATA[terrain]]></category>
		<category><![CDATA[vehicles]]></category>

		<guid isPermaLink="false">http://www.adamfrisby.com/blog/?p=430</guid>
		<description><![CDATA[
Kitto Flora deserves some major kudos for recent developments with OpenSim vehicles. Not only do they work, but the revised car script I toyed with earlier today &#8211; was actually quite usable; and dare I say it? good. All of this is thanks to Kitto&#8217;s work refining and improving the vehicle functions and how they [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.adamfrisby.com/blog/wp-content/uploads/sculpty_terrain_megaregion3.jpg"><img class="alignnone size-thumbnail wp-image-431" title="Sculpty Megaregion Terrain" src="http://www.adamfrisby.com/blog/wp-content/uploads/sculpty_terrain_megaregion3-680x162.jpg" alt="Sculpty Megaregion Terrain" width="680" height="162" /></a></p>
<p>Kitto Flora deserves some major kudos for recent developments with OpenSim vehicles. Not only do they work, but the revised car script I toyed with earlier today &#8211; was actually quite usable; and dare I say it? good. All of this is thanks to Kitto&#8217;s work refining and improving the vehicle functions and how they interrelate with the internal ODE physics engine.</p>
<p>I could speculate here, and say if you were a decent vehicle coder &#8211; you could probably do some amazing things with OpenSim these days. So what happens if you combine these new vehicles, with Teravus&#8217;s recent mega regions code, and my sculpty terrain code (with mods from nebadon)? This. (<em>Recommend jumping to about 4:40</em>)</p>
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<p>(Edit: Added a new link to the video &#8211; 22/09/09)</p>
<p>I probably do not need to go into too much detail here &#8211; the above is a 3<sub>x</sub>3 megaregion, using 576 physical sculpts, Kitto&#8217;s latest ODE mods &amp; vehicle script &#8211; running on a home users cable connection; with several people driving around at once. Not only does it work &#8211; it suprisingly works well. I expect a more skilled texture artist could pull some amazing things off with the sculpty terrain code &#8211; the terrain is just a quick output from L3DT done by Nebadon.</p>
<p>The vehicle code isnt in trunk quite yet &#8211; but if you ask around in #osgrid, I&#8217;m sure someone can point you to the github account where you can get the ODE patches. I&#8217;m sure much like mega-regions, it will be in trunk soon enough.</p>
<p><a href="http://www.adamfrisby.com/blog/wp-content/uploads/sculpty_terrain_megaregion.jpg"><img class="alignnone size-thumbnail wp-image-432" title="Sculpty Megaregion Terrain" src="http://www.adamfrisby.com/blog/wp-content/uploads/sculpty_terrain_megaregion-680x205.jpg" alt="Sculpty Megaregion Terrain" width="680" height="205" /></a></p>
<p><strong>Credits:</strong> Kitto Flora (vehicles), Teravus (megaregions), Nebadon (video, hosting, testing, sculpty terrain), Bri Hasp &amp; Hiro Protagonist (hosting &amp; testing), Myself (sculpty terrain generator).</p>
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		<item>
		<title>OpenSim Megaregions</title>
		<link>http://www.adamfrisby.com/blog/2009/09/opensim-megaregions/</link>
		<comments>http://www.adamfrisby.com/blog/2009/09/opensim-megaregions/#comments</comments>
		<pubDate>Tue, 08 Sep 2009 10:40:21 +0000</pubDate>
		<dc:creator>Adam Frisby</dc:creator>
				<category><![CDATA[OpenSim]]></category>
		<category><![CDATA[megaregions]]></category>
		<category><![CDATA[terrain]]></category>
		<category><![CDATA[vehicles]]></category>

		<guid isPermaLink="false">http://www.adamfrisby.com/blog/?p=407</guid>
		<description><![CDATA[
One of the single most common requests for OpenSim has been &#8220;I want bigger regions&#8221; &#8211; coming originally from an ActiveWorlds background, I wholeheartedly agree.
Space is still a major constraint &#8211; and while OpenSim allows you to run multiple regions within a single simulator &#8211; it&#8217;s a poor comparison because crossing region borders, even within [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.adamfrisby.com/blog/wp-content/uploads/megaregion.jpg"><img class="alignnone size-thumbnail wp-image-410" title="Mega Region" src="http://www.adamfrisby.com/blog/wp-content/uploads/megaregion-653x500.jpg" alt="Mega Region" width="653" height="500" /></a></p>
<p>One of the single most common requests for OpenSim has been &#8220;I want bigger regions&#8221; &#8211; coming originally from an ActiveWorlds background, I wholeheartedly agree.</p>
<p>Space is still a major constraint &#8211; and while OpenSim allows you to run multiple regions within a single simulator &#8211; it&#8217;s a poor comparison because crossing region borders, even within the same machine are a complicated and error-prone process; requiring the client to disconnect and reconnect at least once. This preventing any kind of &#8220;instant&#8221; handoff on a technical level. Megaregions are a new bit of code that solves this problem by side-stepping it (a.k.a <em>cheating</em>).</p>
<p>Regions within the same simulator process can be &#8216;combined&#8217; via the new RegionCombinerModule; to the client all the regions that existed in the server previously become &#8216;neighbours&#8217; rather than full regions in their own right; while the original region takes authority over the combined original space. Objects get coordinates that no longer resemble 0,0-255,255, they now can reach values such as &#8220;1077,2099&#8243;, and likewise your avatar and any positional coordinates you see reflect this new larger domain.</p>
<p>The result is you can use these combined regions to make &#8216;megaregions&#8217; that exceed the original 256&#215;256 bounds. I personally have tested both 512&#215;512 and 2048&#215;2048 regions (comprised of 4 and 64 original regions respectively) and it is awesome. For vehicles I can see this being a very impressive and useful new feature &#8211; eliminating border crossings makes for bigger racetracks and faster speeds. Sailors can build oceans that aren&#8217;t equivilent to a lake-in-the-backyard, and if my estimate of 5MB per empty region holds true at scales larger than 64 regions in size; then it&#8217;d be possible to build a 4km x 4km ocean on a server with less than 2GB of RAM (equivilent to about 256 sims normally).</p>
<p>Pictures are of course essential for this post &#8211; the first picture below has me selecting a 65,536sqm parcel for comparison &#8212; everything you can see in the picture is but a small fraction of a single region. (11 cells are visible, of a total of 64)</p>
<p><a href="http://www.adamfrisby.com/blog/wp-content/uploads/megaregion21.png"><img class="alignnone size-thumbnail wp-image-406" title="megaregion2" src="http://www.adamfrisby.com/blog/wp-content/uploads/megaregion21-680x269.png" alt="megaregion2" width="680" height="269" /></a></p>
<p>&#8230;and a slightly larger picture of the same sim showing a few more cells at once.</p>
<p><a href="http://www.adamfrisby.com/blog/wp-content/uploads/megaregion3.png"><img class="alignnone size-thumbnail wp-image-409" title="OpenSim Megaregions" src="http://www.adamfrisby.com/blog/wp-content/uploads/megaregion3-680x411.png" alt="OpenSim Megaregions" width="680" height="411" /></a></p>
<p>Finally, I recorded <a href="http://www.youtube.com/watch?v=zftuoMO_R1U">some video of vehicles</a> playing around on one of these megaregions (from a slightly earlier version when the largest regions were a bit smaller). This is in OpenSim trunk now; however it does have some known issues &#8211; so I wouldnt do anything resembling production work on this code for a long while until it has been more properly tested. I&#8217;d like to do some more testing with this and vehicles at a later date however, as OpenSim/ODE&#8217;s support for vehicles has improved dramatically in the last few months.</p>
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