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Posts Tagged ‘virtual’

Load testing

Load testing

Some recent load testing I conducted with some work colleagues on our PLANE OpenSim grid.

The test plan we ran with was,

  1. move large prim (to do with the Bootcamp Level 1 facilitated event)
  2. multiple change avatar appearance test
  3. walk around and hit random physical prims
  4. royal rumble avatar crash test
  5. mass teleport test

Setup configurations

  • before the tests we restarted the grid (Robus.texe and OpenSim32Launch.exe)
  • before the tests we took the dev islands offline
  • we had 24 concurrent avatars in-world to do the test
  • we (Helen and I) monitored the server CPU and memory usage using the Task Manager

Our results we not unexpected and confirmed some of our theories.

  • the server CPU takes a big hit when avatars are colliding, this is the OpenSim physics engine doing the calculations needed for realistic physics
  •  teleporting is a very, very high costing CPU operation, so high that it crashed the grid, the OpenSim32Launch.exe thread crashed

The next steps are to look at optimisation and scalability techniques, methods, processes and tweaks to address these concerns.

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Virtual worlds passport

Virtual worlds passport

Virtual worlds passport

Virtual worlds passport

I picked up this little notebook from OfficeWorks for $1.50.

It’s designed with passport like colours and size.

I put my avatars mug shot in there and added some PLANE virtual world specific things.

And stamped it with my ‘Like’ stamp, was also looking around for travel stickers.

Turned out ok, I reckon it could be applied to our PLANE project.

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I just had to blog about this.

These are the best raspberries I have EVER had.

Could my experience of these berries be replicated in the immersive 3D virtual worlds?

There is no current digital experience that I know of that can replicate our exact human senses of taste, smell and touch of the real world.

Raspberries

Raspberries

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PLANE virtual worlds guidebooks

PLANE virtual worlds guidebooks

The PLANE virtual world is not a lonely planet.

These are he guidebooks of the 3 current PLANE virtual world islands,

  • The PLANE virtual world Bootcamp,
  • Coach Away Island and
  • The Action Research Project Island.

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Coach Away Island

Over the last week Team Leornian and I have been working on the Coach Away Island.

This is a virtual world implementation of the Peer Coaching program from Les Foltos, the creator of the Peer Coaching program.

I’m amazed at the progress the team have made in such a short time.

Some of the building that has occurred,

Coach Away Island layout

Coach Away Island- the island layout

Coach Away Island

Coach Away Island- Guidebook

Coach Away Island

Coach Away Island- the initial starting location at the water fountain.

Coach Away Island

Coach Away Island- some of the coaching pods.

Coach Away Island

Coach Away Island- inside one of the coaching pods.

 

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Tonight we had our first PLANE virtual world Bootcamp in-world event.

Some of my thoughts,

  • the use of Adobe Connect for voice was successful
  • the ease of logging to Adobe Connect is great for the end users
  • participants love to personalise their avatars -> we need to expand the Avatar Shop
  • more instructions would be good -> more billboards
  • more instructions on avatar personalisation would be good
  • use of chat was excellent, the connecting with others was enjoyed by participants

This is only the initial feedback and my initial thoughts.

I’m looking forward to more feedback and thinking of the things that we can improve on and do better.

More to come.

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I have been using invisible prims as a way to get game mechanics working in OpenSim.

The invisible prim is this case is used to house the non-player character scripts and to also protect the avatar from being bumped around by player avatars.

This concept can be used to implement other game mechanics and game tricks.

Invisible prims

Invisible prim.

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