On Tue, Nov 10, 2009 at 09:19:33AM -0800, Joshua Bell wrote: > sketched out drafts or forms a part of an as-yet unidentified draft? It sounds > like much of it is captured by the use case: clients are able to manipulate > simulation state for avatars and other objects. I'd also like to ask some attention for synchronization: Apart from vehicles (which totally don't work for me in SL due to lag) there are lots of cases where a desync could be avoided by having the client calculate (locally) what is the position of that what it's avatar interacts with. Most common example: hugging another avatar. Right now avatars are clumpsy bumping into eachother in an attempt to "sync" the distance and then stick an arm straight to their friends stomach, or attempt to hug the air completely. Assuming client-side scripting, I hope there will be SOME way to make animated hugs (or any couple animations) really work (with effort). In my mind this would mean that two (or more?) viewers negotiate what couple (or multi-) animation they want to play and then ask the server for a mere 'start signal', after which each client plays all the animations for all the avatars involved locally, until the server says: ok, animation terminated. -- Carlo Wood <carlo at alinoe.com>
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