95 lines
3.9 KiB
Markdown
95 lines
3.9 KiB
Markdown
Region Module - ability to control flocks of prims within an OpenSim scene
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To build from source
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Add OpenSimBoids source tree under opensim/addon-modules
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./runprebuild.sh against opensim root to build this module into the solution
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then xbuild, or build within Visual Studio / Monodevelop to produce the binaries
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OpenSimBoids has no external dependencies other than the dlls currently included in opensim.
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The project generates a single dll - OpenSimBoids.Modules.dll which is copied into opensim/bin as part of the build step
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Configuration
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To become active, the module needs to be both referenced and enabled in the ini files. Otherwise it does nothing on startup
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Entry is as follows and in addition various config parameters are available to control the flock dynamics.
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[Boids]
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enabled = true ;removing the Boids group or setting enabled=false will switch off the module
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flock-size = 100 ;the number of Boids to flock
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max-speed = 3 ;how far each boid can travel per update
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max-force = 0.25 ;the maximum acceleration allowed to the current velocity of the boid
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neighbour-dist = 25 ;max distance for other boids to be considered in the same flock as us
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desired-separation = 20 ;how far away from other boids we would like to stay
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tolerance = 5 ;how close to the edges of things can we get without being worried
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border-size = 5 ;how close to the edge of a region can we get?
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max-height = 256 ;how high are we allowed to flock
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boid-prim = fish01 ;By default the module will create a flock of plain wooden spheres,
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;however this can be overridden to the name of an existing prim that
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;needs to already exist in the scene - i.e. be rezzed in the region.
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Various runtime commands control the flocking module behaviour - described below. These can either be invoked
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from the Console or in world by directing them to a chat channel. To specify which channel to use:
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chat-channel = 118 the chat channel to listen for boid commands on
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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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of the flock at runtime
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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-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 one already rezzed in the scene
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flock-framerate <num> or /118 framerate <num> ;only update the flock positions every <num> frames
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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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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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throw the constituent parts of a 200 linked prim dragon.
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Tests show that <= 500 single prims can be flocked effectively - depending on system and network
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However maybe <= 300 simple linksets can perform as well.
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I intend to allow inventory items and UUIDs to represent the boids - this is not written yet however.
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Prebuilt binaries etc.. to follow
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Please Note
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This module is currently only tested against opensim master. If it is found to work against a stable release,
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then that behaviour ought to be considered as a bug - which I will attempt to fix in the next git push.
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Status
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probably made it to alpha by now ...
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Next Steps
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I want to improve the ability of the boids to avoid obstacles within the scene. Current avoidance is pretty basic, and
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only functions correctly about fifty percent of the time. Need to improve this without increasing computational cost.
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Licence: all files released under a BSD licence
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