Projectiles Frozen

Creating scripts
User avatar
Gusher Castaignede
Posts: 275
Joined: Tue Mar 17, 2015 10:03 pm
Has thanked: 316 times
Been thanked: 266 times

Projectiles Frozen

Post by Gusher Castaignede »

Am studying this opensimulator gun script here and like others
like this one the projectiles just freeze in midair, though it works
fine in SL... any ideas? Tested both on kitely and local sandbox
with same issues..
http://digigrids.free.fr/wiki/index.php?title=Gun
Image
"lnteractivity, Variety, Ease of Use"
Visit my store at Country Manor
User avatar
Gusher Castaignede
Posts: 275
Joined: Tue Mar 17, 2015 10:03 pm
Has thanked: 316 times
Been thanked: 266 times

Re: Projectiles Frozen

Post by Gusher Castaignede »

I asked chatgpt ai regarding the issue and gave me this res :D ponse...
Image
Image
"lnteractivity, Variety, Ease of Use"
Visit my store at Country Manor
Graham Mills
Posts: 1314
Joined: Sun Dec 23, 2012 2:26 pm
Has thanked: 1134 times
Been thanked: 1143 times

Re: Projectiles Frozen

Post by Graham Mills »

That's odd as it works OK for me with default physics engine (ubODE).
User avatar
Gusher Castaignede
Posts: 275
Joined: Tue Mar 17, 2015 10:03 pm
Has thanked: 316 times
Been thanked: 266 times

Re: Projectiles Frozen

Post by Gusher Castaignede »

Did you test on BulletSim too? ...ubODE is what I was testing on...
Which world type? Starter or Standard World?
Graham Mills wrote: Fri Oct 13, 2023 9:20 pm That's odd as it works OK for me with default physics engine (ubODE).
Image
"lnteractivity, Variety, Ease of Use"
Visit my store at Country Manor
User avatar
Ilan Tochner
Posts: 6816
Joined: Sun Dec 23, 2012 8:44 am
Has thanked: 5406 times
Been thanked: 4749 times
Contact:

Re: Projectiles Frozen

Post by Ilan Tochner »

The physics engine that your world uses (ODE, UbODE, or BulletSim) will effect how script functions behave. The world type (Starter, Standard, Advanced or Dedicated Server) will effect performance but not scripts behavior.
User avatar
Gusher Castaignede
Posts: 275
Joined: Tue Mar 17, 2015 10:03 pm
Has thanked: 316 times
Been thanked: 266 times

Re: Projectiles Frozen

Post by Gusher Castaignede »

So odd, cannot figure out whar's causing it.... tried ubODE and BulletSim
on kitely.... both give different results.... ubODE shoots nothing while
BulletSim shoots but projectiles frozen in midair...

Ilan Tochner wrote: Fri Oct 13, 2023 11:11 pm The physics engine that your world uses (ODE, UbODE, or BulletSim) will effect how script functions behave. The world type (Starter, Standard, Advanced or Dedicated Server) will effect performance but not scripts behavior.
Image
"lnteractivity, Variety, Ease of Use"
Visit my store at Country Manor
User avatar
Gusher Castaignede
Posts: 275
Joined: Tue Mar 17, 2015 10:03 pm
Has thanked: 316 times
Been thanked: 266 times

Re: Projectiles Frozen

Post by Gusher Castaignede »

For now just testing by dropping a physics enabled cube over avatar or objects... :D
Image
"lnteractivity, Variety, Ease of Use"
Visit my store at Country Manor
Graham Mills
Posts: 1314
Joined: Sun Dec 23, 2012 2:26 pm
Has thanked: 1134 times
Been thanked: 1143 times

Re: Projectiles Frozen

Post by Graham Mills »

The scripts worked OK with all three physics engines. I'm no expert but my feeling was that ubODE gave the smoothest experience, not necessarily lifelike but conforming more to expectation. I was rezzing large cylinders as projectiles into the sun and I could reproducibly hit them with new projectiles when they landed and send them skidding around and rebounding off one another. ODE introduced a certain randomness into trajectories and projectiles bounded off the terrain. Bulletsim was somewhere between the two, less randomness but still a lot of bounding off the terrain.

I was using a Premium world but, as Ilan says, that shouldn't make a difference.
User avatar
Gusher Castaignede
Posts: 275
Joined: Tue Mar 17, 2015 10:03 pm
Has thanked: 316 times
Been thanked: 266 times

Re: Projectiles Frozen

Post by Gusher Castaignede »

Graham, Thanks for the info!
I tested this on both starter plan and local on my PC with 32gb memory but still
get same results, so maybe am guessing might be a setting on my viewer perhaps..
Will investigate more along the way...

Does your PC use Intel CPU or AMD?
Graham Mills wrote: Sat Oct 14, 2023 3:53 pm The scripts worked OK with all three physics engines. I'm no expert but my feeling was that ubODE gave the smoothest experience, not necessarily lifelike but conforming more to expectation. I was rezzing large cylinders as projectiles into the sun and I could reproducibly hit them with new projectiles when they landed and send them skidding around and rebounding off one another. ODE introduced a certain randomness into trajectories and projectiles bounded off the terrain. Bulletsim was somewhere between the two, less randomness but still a lot of bounding off the terrain.

I was using a Premium world but, as Ilan says, that shouldn't make a difference.
Image
"lnteractivity, Variety, Ease of Use"
Visit my store at Country Manor
Graham Mills
Posts: 1314
Joined: Sun Dec 23, 2012 2:26 pm
Has thanked: 1134 times
Been thanked: 1143 times

Re: Projectiles Frozen

Post by Graham Mills »

Gusher Castaignede wrote: Sat Oct 14, 2023 4:26 pm Graham, Thanks for the info!
I tested this on both starter plan and local on my PC with 32gb memory but still
get same results, so maybe am guessing might be a setting on my viewer perhaps..
Will investigate more along the way...

Does your PC use Intel CPU or AMD?
It's a fairly old Dell laptop with Intel i7.
Post Reply