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AI / Robotics Blog: Collisions!
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by John Jainschigg
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by John Zhaoying
April 30, 2007

Collisions!

At a special presentation on Saturday, Timeless Prototype, originator of the MultiGadget (whose MG chairs dot the IBM sims and our own) was discussing weapons. Specifically, he was talking about how to use multiple objects/scripts to rez many bullets in succession without running into energy and timing limits.

So later, via IM, I asked him if this sort of construct was best assembled using llMessageLinked for interobject communications. And he said (in what I'm learning is typical Timeless fashion) "Well ... you can use llMessageLinked. But there are other, faster ways of communicating this sort of thing that I'll leave to you to discover."

So, predictably, for the past 24 hours, whenever I've had a free moment, I've been thinking of nothing but. And my best answer, so far, is "collisions."

I'll bet that if you create a stack of bullet-rezzers, each roughly the size of a bullet, and place them in a row along the axis of a weapon's barrel, you can script an object to collide with them in sequence, front to back, using collision-sensing in each object to trigger bullet-rezzing, thus creating a fusillade in which each bullet not only rezzes a fixed time _later_ than the one prior, but rezzes "behind" it, with respect to direction of fire -- thus eliminating great chance of bullets colliding in flight.

How'd I do? (grin)

Posted by John Jainschigg at 02:26 PM  Permalink



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