 Hello, everyone, and welcome to the 7.30 a.m. to 8 a.m. session of the 2019 Open Simulator Community Conference. In this session, we are happy to introduce a presentation called What's Good About OpenSim 0.9.1? Our speaker is Kayaker Magic and Mike Laurie. Please check out the website. Oh, excuse me. Let me go ahead and introduce them. Kayaker has been a tester for OpenSim for many years and submitted many bug reports. Some of the features he will be talking about are fixes to bugs he reported himself. Mike has been a virtual worlds developer in Second Life and OpenSim for 14 years and while in Second Life he capitalized the central grid, the first major OpenSim grid in 2008. Involved in Second Life as an estate owner, developer of first virtual stock exchanges and owner of racing and combat sims, he's the leader of Save Our Sims movement and the Naboo region in Kitely with the Star Wars role-play activities. Please check our website found at conference.opensimulator.org for the rest of the speaker bios because those were the short versions. For details of the sessions and the full schedule of events. The session is being live streamed and recorded so if you have questions or comments during the session you may send tweets to at OpenSimCC with the hashtag pound o-s-c-c-nineteen. Well, welcome everyone. Let's begin the session. Over to you Kayaker. Hello. Well, I noticed in the previous talk the developers were asked a little bit about the new OpenSim and I hope I will be giving some more information about some of these features. For example, there were a lot of bug fixes and and I hope in this talk to just demonstrate a few things that didn't used to work very well and now do work a lot better. So here's my short list of my favorite things. And let me demonstrate because I hope that most of the time I spent here will be demonstrating fun things and not stumbling around saying I'm all the time. One of my favorite bugs or at least least favorite bugs let's call it is a was a bug in a function called lllisten and this function prevented some of my scripts from working and it was a problem with how prims communicate with each other. So I have this tool here that I call Space Paint and it lets me draw lines in the air with prims. These are optimized mesh prims. You may have seen a similar tool in a second life a long time ago. I kind of reverse engineered it. And if I had tried to run this here in the in the center along a couple, well even just last year in version 0.8 it would have crashed after a few minutes. And this bug was insidious that it once one script ran into this problem it caused scripts all over the rest of the region to fail. And so so I'm real happy to see lots of little bugs like this fixed. So I heard the well I didn't hear the developers being asked much about physics and certainly the conference center here is so far behind in physics that that many people may not have well no one has ever seen good physics running here in the convention center. As far as as I know it's still not it's still not running right in this region and so we can't actually demonstrate physics. But one of the things I can demonstrate is that the physics engine has an optimized version of a function called cast ray. Now cast ray is used a lot in weapons and it also could be used for a laser pointer. And laser pointers would be useful in the conference center and it's a shame that they that they didn't work here although that seems rather rather boring to me. And so I have something here that's related to one of one of my toys which is a a snowball tossing tool. And I'm going to demonstrate it now if I can instead of throwing snowballs I'm going to throw tomatoes and I had an idea and it doesn't seem oh I had an idea of making a tool that would allow the people in the audience to rate the the speakers by throwing tomatoes at the speakers who did poor presentations and and then instead of tomatoes if there was somebody who gave a presentation you liked you would throw roses at them. Mike you can help by demonstrating this I gave you a copy of this this tosser. So if you see somebody if somebody gives a talk that you like you throw roses at them unfortunately attendees here aren't allowed to run scripts and so so only me and the other speakers are allowed to to use this tool. So that's just something fun to look at. You've heard people talking about Animesh and there were some dancing animals behind the the sofa earlier and and you also may have seen there was a dancing spider man to my right a little bit ago it seems to be gone now. So a lot of people see Animesh the only examples that you see are are dancing avatars. So if you saw a dancing avatar you'd think well that's just an avatar you'd think it was just a non-playing character and and you you might say well what's new what's interesting about Animesh well there's a couple things and one of them is that a it's not just avatar meshes that can be animated although that's that's kind of fun and you can imagine it being used on on other things like critters. There's one the the one important feature about Animesh is that it's just a pream it's a mesh pream that anybody can res whereas NPCs are restricted usually so that only the the region owner or the region a state manager can can create NPCs or you you could change your private region so that anybody could run in NPCs most commercial grids don't allow that and so Animesh allows Animesh allows you to create critters that anybody can buy from the the company market for example and then res in their land and also in the past a lot of animated critters and I'm going to demonstrate one this this critter is an old one that is done without Animesh and and therefore all the legs are made out of out of a whole bunch of preams and there there's a lot of bandwidth to to make those those preams move because each leg is I think four preams in this case and they they you have to send a separate message to each for each pream to the server and so there's traffic going back and forth to the viewer to update all of all of this information it is tremendously difficult on the on the server and so and Animesh would allow this critter to be a single pream that has an armature and then when it's animated and animation is sent to the viewer and the viewer does all the work and the poor hard working server is is open for doing for doing other things so that's sort of the ordinary view that everybody thinks that Animesh is going to be good for but it's going to be good for other things and I think that this is this is really going to be big oops I have a flag here which is like Animesh uh oh yeah this flag is animated by the viewer not by the server so it uses no server resources to make the flag wave and Animesh is going to allow me to take this flag and have it sag like cloth when the wind dies down and have it turn and point in different directions when the wind changes with very little work by the server so we're going to make the viewer do more of the work by by turning the flag into an Animesh and sending it animation files to tell it to wave at different speeds when the wind changes and stuff like that so a uh uh Animesh is going to make uh a non critter things like this uh work faster right so one way to think about Animesh is it's a way you can make your own custom flexes so I think there's there's going to be thousands of uh of applications for example hair that animates uh differently you could Animesh your clothing what an interesting idea there's just so many possibilities here the mind boggles and one of the ones that that uh I've been playing with Animesh in uh in high file a little bit it's something that's similar to Animesh and I was working there on a project which was which isn't working very very well and I but I'd love to have it here an open sim which is a water prim that has an armature well what is an arm what good is an armature in in water well you load an animation into it and the water rises up into waves and starts to ripple and like the flag you could make the water uh uh change directions you could make the waves get taller and thinner by loading up different uh uh different animation files so it's not just for pets and dancing avatars it's going to be I think it's going to be really big I can't seem to uh delete that flag I'm going to have to to leave it there so I mentioned that I started to mention that uh physics is another thing that has changed certainly here in this uh in this region a lot of people are familiar with uh with UBODE uh Mike is is your um microphone working would you like to talk about uh about physics in uh for sure yeah hi everybody um yeah this as being involved in in doing uh Star Wars roleplay there's obviously a lot of uh vehicle use in in that sort of stuff as well as with combat roleplay or anything like that and so having realistic vehicle uh physics is really important and we've had this problem in open sim for years where ODE didn't even have a functioning z axis vertical axis in the vehicle engine so the vehicles hardly worked at all in ODE and they worked somewhat in bullet but you'd have to radically change the engine parameters from the second life settings so because of the way that the friction worked differently and so forth so the the fantastic work that UBODE has done on UBODE it makes vehicle performance much more like the SL uh performance using the same uh script settings uh for the vehicle functions um so that's really a big advantage because it it uh reduces the amount of uh uh uh the problem in jumping over someone wants to bring content from second life to to have their roleplay or or you know let's say car racing or or sailboat racing activities here it's a lot easier to port that content with an UBODE physics engine from second life without much modification of the scripts compared to having to do so with uh uh the earlier physics engines another month the thing that most people think would be minor about uh the uh a change that uh UBODE is implemented with UBODE is that you now uh sit where you point you like this is this prim this long prim right here is unscripted and normally in open sim if you try to sit on an unscripted prim you're by default sitting on the the center point of of that prim or the center point of the root of the link set but here now you sit where you point so i'm going to point right here and i'm sitting on the end of this prim and you can have multiple people sitting on the same prim in different points and you don't have to worry about anything like like we've run into with for years inside so this is for for minor things oh not so minor because you know we've got a ton of people sitting on a lot of prims here in this amphitheater and that requires a lot of scripting and so we really don't need that now with UBODE you can you know sit where you point and you know and so it saves a whole lot of of lag a lot of script uh load on the this the simulator so it's that's fantastic um now as a third thing that i really like because i'm in i'm into space travel is hyperspace jumping so not only can will objects cross region boundaries now and you can drive vehicles across region boundaries you can hyperspace jump from region to region that are not connected so and that are on different grids so i could get into my star wars star uh star destroyer well i'm calling it hyperspace because that's what the function is where you can hyperspace jump across the hyper grid with while riding your vehicle so i could fly my star destroyer from kitely into open sim grid and have a space battle and then hyperspace jump it back to my base in kitely okay really really fun okay hey thank you mike and thank you kayaker for a wonderful session we appreciate it are we out of time we are oh dang but i'd like to remind everyone to go visit them at their display booth in the oscc expo three region and if you guys want to give them your booth number or we can look that up after the session but as a reminder to our audience and i'd like to thank both kayaker and mike lory for a fantastic session you can see what's coming up on the conference schedule at conference dot open simulator dot org now following this session the next session will begin at eight a.m in this keynote region and it is entitled extinction global how open simulator can save the world in a fridge also we encourage you to visit the oscc 19 expo poster expo in the oscc expo three region to find accompanying information on the speaker presentations and to explore the hyper grid tour resources in oscc expo two region their sponsor and crowd funder booths located throughout all of the oscc expo regions