Minor changes to README.md

pull/1/merge
Jak Daniels 2014-07-19 14:45:21 +01:00
parent 13a6116bea
commit a0e48018ac
1 changed files with 8 additions and 8 deletions

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