Minor changes to README.md
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README.md
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README.md
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@ -48,17 +48,17 @@ Runtime Commands
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The following commands, which can either be issued on the Console, or via a chat channel in-world, control the behaviour
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The following commands, which can either be issued on the Console, or via a chat channel in-world, control the behaviour
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of the flock at runtime
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of the flock at runtime
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flock-stop or /118 stop in chat - stop all flocking and remove boids from the region
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flock-stop or /118 stop ;stop all flocking and remove boids from the region
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flock-start or /118 start - start the flocking simulation
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flock-start or /118 start ;start the flocking simulation
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flock-size <num> or /118 size <num> - change the size of the flock
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flock-size <num> or /118 size <num> ;change the size of the flock
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flock-prim <name> or /118 prim <name> - change the boid prim to that passed in - must be rezzed in the scene
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flock-prim <name> or /118 prim <name> ;change the boid prim to one already rezzed in the scene
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flock-framerate <num> or /118 framerate - only update the flock positions every <num> frames - only really useful
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flock-framerate <num> or /118 framerate <num> ;only update the flock positions every <num> frames
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- for photography and debugging boid behaviour
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;only really useful for photography and debugging boid
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;behaviour
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Boid prims
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Boid prims
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Any, currently rezzed in scene, object can be used as the boid prim. However fps is very much affected by the
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Any currently rezzed in-scene-object can be used as the boid prim. However fps is very much affected by the
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complexity of the entity to use. It is easier to throw a single prim (or sculpty) around the scene than it is to
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complexity of the entity to use. It is easier to throw a single prim (or sculpty) around the scene than it is to
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throw the constituent parts of a 200 linked prim dragon.
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throw the constituent parts of a 200 linked prim dragon.
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