Heya, I written a quick article about a theoretical implementation that I had been baffling on about for a while now.
http://www.avatarsunited.com/avatars/nexii/apps/blogs?view-params={"section":"show","id":"2442"}<http://www.avatarsunited.com/avatars/nexii/apps/blogs?view-params={%22section%22:%22show%22,%22id%22:%222442%22}> I realized that moving the 2D representation to 3D space is a bit more complex than the picture gives. But it should still work if you work from each of the 3D planes and apply to the XYZ values individually kinda, I think, not sure if that phrases well or makes sense. - Nexii On Thu, Jan 14, 2010 at 10:17 PM, surangika ranathunga <lady_ra...@yahoo.com > wrote: > I also agree that there's a problem in the case of acceleration > calculation. I recorded two consecutive objectUpdate callbacks received by > the viewer, and used that formula to interpolate the position values. in the > case of avatar movement, this would work fine for a greater extent because > there the acceleration was 0. But for objects that have an acceleration, the > interpolated values look very strange. according to those position values, > the object should move forward and backward, when it is supposed to move > forward only. But the interesting thing is that I cannot see that object > jumping forward and backward in the Second Life viewer. So the viewer might > be using some kind of rectifying mechanism somewhere else to cope with these > wrongly calculated values?? > > /Surangika > > Get your Christmas shopping sorted now with Yahoo!Xtra > Shopping.<http://www.yahooxtra.co.nz/shopping> > > _______________________________________________ > Policies and (un)subscribe information available here: > http://wiki.secondlife.com/wiki/SLDev > Please read the policies before posting to keep unmoderated posting > privileges >
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