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Posts Tagged ‘worlds’

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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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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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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Augmented Virtual Worlds

Augmented Virtual Worlds

Augmented Virtual Worlds

Augmented Virtual Worlds

Today we setup a projector that shined through a glass wall.

The glass wall was used as a scratch pad with the coloured non-permanent marker pens.

A quick and easy way to augment brainstorming notes on top of the digital projection.

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We received a postcard and some photos over the weekend from one of our PLANE virtual world avatars currently constructing the PLANE virtual world Bootcamp. Looks like he’s having fun and we’ll hear more from him again.

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Unity3D and Jibe

Unity3D logo

Unity3D logo

We’re looking at the positives and negatives of using Unity3D and Jibe versus OpenSim/Imprudence.

The Jibe road map is here http://reactiongrid.blogspot.com/2011/06/jibe-roadmap.html

A good site to learn the nuts and bolts of Unity3D http://learnunity3d.com/

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