Please ignore the suggestions in my previous e-mail. Git master commit 0310286 now contains a better way to get smoother avatar movement (at least when at full speed on a good connection - still judder on acceleration/decel).

Essentially, this change makes the time period simulated by ODE match the main scene loop minimum frame time. This reduces the error which accumulated between basic extrapolated movement and that given by ODE, meaning that fewer packets need to be sent when the avatar is in constant flight.

This works very well on a local standalone (only one packet required) but remote machines still require more packets for some reason, though not as many as before.

--
Justin Clark-Casey (justincc)
http://justincc.org/blog
http://twitter.com/justincc
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