[Fiware-miwi] Tundra scene synchronization protocol

Philipp Slusallek Philipp.Slusallek at dfki.de
Tue Sep 10 08:45:48 CEST 2013


Hi,

Yes, it should be pretty straight forward to compute a (short) running
average (e.g. exponential smoothing over the last couple of updates) for
the velocity and direction (separate) and use this for dead reckoning
without much "physics" at all.

Best,

	Philipp

Am 09.09.2013 10:40, schrieb "Lasse Öörni":
>> But why is position not a physical parameter but velocity is? This is
>> essentially the same thing (the second is simply change of the first
>> over time). This is why in my thinking they belong together.
>>
>> Density, friction, mass, and other stuff is very different and this is
>> what I would consider under a physics component.
>>
>> Yes, you need the velocity for a lot of the physics computation but this
>> is also true for the position and orientation.
> 
> Hi,
> it's true that if a Placeable's transform is changed over time by a script
> with a high frequency (every frame for example) it would produce the same
> appearance of velocity as if it was driven by a physics simulation.
> 
> However, we can not know in the network protocol if the position will
> continue to be updated with a steady frequency, therefore without a
> RigidBody we interpret the transform changes as discrete ("teleporting"
> the object around so to speak) and will not perform smoothing or dead
> reckoning.
> 
> Naturally there's room for improvement regarding this, this is just the
> current state of implementation. I would for example imagine some objects
> having velocity without an actual heavy-weight physics simulation. Then,
> there naturally will also be unmoving objects which only need a position
> and not a velocity attribute.
> 


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