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OpenSim / SL vehicle comparison

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Uploaded by on Jun 18, 2010

I created this maglev vehicle in OSgrid, and just for curiosity's sake transferred it to Second Life to see if there was any difference in performance between the OpenSim and Second Life environments.

There was, of course, an enormous difference aesthetically - SL clamped the prims to ten meters in any direction, which destroyed it visually, and I had to remove the seats to keep the prim count under 31 (the maximum number of prims in a physical object in Second Life).

The vehicle performance was also greatly different - whereas the OpenSim vehicle hovered properly (the rails and supports are phantom), and maintained a completely straight pitch and yaw, it failed on all accounts in Second Life. The motion was also slightly smoother in the OpenSim environment, though since FRAPS recorded at somewhat less than optimal framerates, this is difficult to see.

Special thanks to Rockcliffe University for letting me film in their sandbox in Second Life. The OpenSim segments were filmed at the OSgrid Welcome Station.

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Uploader Comments (Shipbrook)

  • Actually, vehicles do not work well in OpenSim (SL to OS)

  • @djjor3l Some vehicle types work better in OpenSim than in SL (see, for example, this video). Some work better in SL than in OpenSim. Some types are not implemented yet (OpenSim is, after all, a work in progress).

    But there are plenty of vehicles that work quite well in OpenSim.

  • @Shipbrook Sure, there is a lot of problems with physics (tried to make a football game and was impossible) :)

  • @djjor3l You can't expect physics to work identically across the two environments; Second Life uses Havok, OpenSim uses OpenDynamicsEngine (or others, but ODE is the most developed).

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  • lol nothing like driving into nowhere in SL and then crashing. Very funny vid. :-)

  • @Shipbrook Yeah, anyway, that place looks awesome and nice vehicle movement

  • VERY impressive! Kudos to OpenSim!! Great job by the Devs!!! NICE!

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