diff --git a/README b/README deleted file mode 100755 index e4baf6d..0000000 --- a/README +++ /dev/null @@ -1,100 +0,0 @@ -Region Module - ability to control flocks within an OpenSim scene - - -To build from source - -Add osboids source tree under opensim/addon-modules - -./runprebuild.sh against opensim root to build this module into the solution -then xbuild, or build within Visual Studio / Monodevelop to produce the binaries - -osboids has no external dependencies other than the dlls currently included in opensim. -The project generates a single dll - Flocking.dll which is copied into opensim/bin as part of the build step - - -Configuration - -To become active, the module needs to be both referenced and enabled in the ini files. Otherwise it does nothing on startup - -Entry is as follows: - - -[Boids] - enabled = true - - -removing the Boids group or setting enabled = false will switch off the module - -In addition various config parameters are available to control the flock dynamics - - flock-size = 100 the number of Boids to flock - max-speed = 3 how far each boid can travel per update - max-force = 0.25 the maximum acceleration allowed to the current velocity of the boid - neighbour-dist = 25 max distance for other boids to be considered in the same flock as us - desired-separation = 20 how far away from other boids we would like to stay - tolerance = 5 how close to the edges of things can we get without being worried - - -By default the module will create a flock of plain wooden spheres, however this can be overridden - - boid-prim = fish01 names the prim to use to represent each boid in the flock - currently this prim needs to already exist in the scene - i.e. be rezzed in the region. - Eventually this will be an inventory lookup - - -Various runtime commands control the flocking module behaviour - described below. These can either be invoked -from the Console or in world by directing them to a chat channel. To specify which channel to use: - - chat-channel = 118 the chat channel to listen for boid commands on - - - -Runtime Commands - -The following commands, which can either be issued on the Console, or via a chat channel in-world, control the behaviour -of the flock at runtime - - flock-stop or /118 stop in chat - stop all flocking and remove boids from the region - flock-start or /118 start - start the flocking simulation - flock-size or /118 size - change the size of the flock - flock-prim or /118 prim - change the boid prim to that passed in - must be rezzed in the scene - flock-framerate or /118 framerate - only update the flock positions every frames - only really useful - - for photography and debugging boid behaviour - - -Boid prims - -Any, currently rezzed in scene, object can be used as the boid prim. However fps is very much affected by the -complexity of the entity to use. It is easier to throw a single prim (or sculpty) around the scene than it is to -throw the constituent parts of a 200 linked prim dragon. - -Tests show that <= 500 single prims can be flocked effectively - depending on system and network -However maybe <= 300 simple linksets can perform as well. - -I intend to allow inventory items and UUIDs to represent the boids - this is not written yet however. - - - - -Prebuilt binaries etc.. to follow - - -Please Note - -This module is currently only tested against opensim master. If it is found to work against a stable release, -then that behaviour ought to be considered as a bug - which I will attempt to fix in the next git push. - - -Status - -probably made it to alpha by now ... - - -Next Steps - -I want to improve the ability of the boids to avoid obstacles within the scene. Current avoidance is pretty basic, and -only functions correctly about fifty percent of the time. Need to improve this without increasing computational cost. - - - -Licence: all files released under a BSD licence diff --git a/osboids/Flocking.dll b/osboids/Flocking.dll deleted file mode 100755 index fe1459f..0000000 Binary files a/osboids/Flocking.dll and /dev/null differ