The client makes a bunch of 256x256 assumptions. It *knows* where the edge of the sim is,w hen to hand off, and if there is a sim adjacent, based on it's geometry of the grid, and the handles of the sims it is talking to. Breaking that is both a protocol issue and a code issue. I expect, in time, it will be tackle,d but I agree that it's less of an urgent issue than many, many other issued, including, as Soft mentioned, having crossing be less disruptive.
~ Zha On Wed, Oct 29, 2008 at 3:39 PM, Tammy Nowotny <[EMAIL PROTECTED]> wrote: > > > Bruce Tong wrote: >> >> Just out of curiosity, why are sims always 256m x 256m in size? Is the >> system running into an issue like a maximum floating point value? Does >> it have to do with resources used to model the terrain? I wonder if >> "open space" might be a matter addressed by just letting people define >> private regions to be larger without getting more prims. >> >> > > I think it was just an arbitrary power of 2: 128 was too small and 512 was > too big. Hence, 256 was the logical choice. (Hmm, maybe 128 wasn't too > small, since most SL residents still have their draw distance set to less > than 128 * sqrt (2): i.e., most of us can't see all the way across a single > sim.) > > The new OpenSim regions have also been 256 by 256 but the size of the region > isn't hardwired into the data standards. But (if I am not mistaken) all > regions on an OpenSim grid still have to be the same size. > > > _______________________________________________ > Policies and (un)subscribe information available here: > http://wiki.secondlife.com/wiki/SLDev > Please read the policies before posting to keep unmoderated posting > privileges > _______________________________________________ Policies and (un)subscribe information available here: http://wiki.secondlife.com/wiki/SLDev Please read the policies before posting to keep unmoderated posting privileges
