It may be possible to use their technology in Cyan's server side software.
Totally different model. It's just not applicable to URU. I did have a good laugh over how that avatar moves however.

It may be possible to use their technology in Cyan's server side software.
greendragoon wrote:The may be tricks to reducing lag. For instance an avatar way on the other side of the courtyard doesn't need as many polys as a person right next to you. I'm by no means saying that this would be easy to implement, but I'm sure there are others ideas out there.
Nadnerb wrote:greendragoon wrote:The may be tricks to reducing lag. For instance an avatar way on the other side of the courtyard doesn't need as many polys as a person right next to you. I'm by no means saying that this would be easy to implement, but I'm sure there are others ideas out there.
Uru already does this. If you notice when you look at the avatar files, there a multiple copies of the mesh, each with less polys. Uru enables and disables each level of detail based on how far the avatar is from the camera. (as a random side note, in MOUL there was an interesting bug where it would sometimes show all of the LOD levels at the same time. Fail.)
teedyo wrote:Right. What I'm suggesting is that there needs to be a method employed which lets the client know that those avatars are irrelevant. Most likely, it would have to be something server-side like other MMOs.
Nadnerb wrote:[…snip…] SL's "technology" is in no way applicable to Uru. Plasma is vastly different from Linden Lab's ... software. I don't know what you've seen in SL that's convinced you that it is in any way compatible with Plasma, or that it can even do everything that Plasma can, but I've seen plenty that says it isn't, and can't. I could go on for pages describing the technical differences that make this impossible, but I won't, because you probably won't read or understand it, and would come back with various arguments on what 'could be done' (given infinite time and monkeys) to resolve them.
Instead, I'll focus on some more ideological differences. You made a post elsewhere about some of your reasoning behind wanting to see all "virtual worlds" integrated under one roof. You mentioned wanting to be able to bring your avatar and "stuff" into Uru. Here's a question for you: what if we don't WANT that coming into Uru? Assuming for a moment that any of this is even remotely possible, do you realize how terrible that would be for immersion? Do we allow people to walk into Uru with their enormous dragon-avatars? Even without allowing attachments, SL avatars look vastly different from all the possible Uru avatars. Uru has a consistent, detailed, somewhat realistic style, and it's very easy to break. Granted, fan ages are going to break it, but those can't just walk into the city. (unless you have one of those funky paging issues)
Nalates wrote:In another thread it is pretty well nailed down that no one outside Cyan seems to know that much about what Plasma can or can’t do or how well. At this point only Cyan has the source code (version 2 – which Chogon says is nothing like v1 ala UU). Whatever either’s limits are, they have to accomplish the same things, render a virtual world and keep track of avies and moving things and get that info to all the players. So, I consider them very similar and the technologies related. Ideas are interchangeable even if coded in different languages.
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