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16 - 05-07-2008, 07:31 PM quote
Eolk
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Oh, you make it sound so complicated.

Said Eolk, not Eehk.
 
17 - 05-08-2008, 06:26 PM quote
EmperorsChamp
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He's really good at that. Thats usually why after we tells me something that i don't understand, i get him to tell me again in layman's terms. Then it turns out to be something i'm already doing.

"Carry my will as a torch. With it, destroy the shadows."
 
18 - 05-08-2008, 11:55 PM quote
Thyth
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You want layman's terms? Ok...

You have a blob of object transformations and scales, basically 10 floating point numeric values per object. Since they are floating point numeric values, "identical" numbers can be off in the last decimal points (6.99999 is equivalent 7 for the purposes of this exercise).

You have n of these objects represented by the 10 floating point values. Find all duplicates, making sure to handle the "off" decimal values. That's it in "layman's terms".

The current SI client does it in n*n steps, with a few tricks to make it a bit less. Still... somewhere around the order of 1048576 steps for 1024 objects (1024 steps per object). Considering each step takes between 3 and 10 milliseconds, you get the pile of lag on the client side.

It is possible, however, to do the exact same duplicate detection in 3 to 4 steps per object in the case of 1024. Thus... 3072 to 4096 steps, rather than 1048576 steps.

That disparity becomes even more obvious with larger object counts. Given 20,000 objects, it would take 4 to 5 steps per object using the smart method, a total of 80,000 to 100,000 steps for the entire duplicate sweep. Or 400,000,000 for the current method.

If you think you've already made something along the lines of the smarter method, go ahead and integrate it into the SI code.

 
19 - 05-09-2008, 09:25 AM quote
Zaxxman
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even your laymans terms are a bit complex....
basically, n pieces are all based on a fixed number of pieces of the limit, creating a base of duplicates all in the same "category" of fixed pieces
if im wrong, dont sue me


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20 - 05-09-2008, 01:57 PM quote
Hotchik
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oh oh oh, idk if your wrong or not, but can i sue you?

Du mår bra va? Att veta att du har lämnat mig här väntar din retur .. Haha du gör mig låter så lamt, du douheshit.!
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21 - 05-10-2008, 06:38 PM quote
Linker
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Quote:
around the order of 1048576 steps


usually when you say "around the order of", you shouldn't include a very detailed figure.
 
22 - 05-10-2008, 07:10 PM quote
EmperorsChamp
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I would attempt such an optimization if i had the mathematics skills, but... i don't.

"Carry my will as a torch. With it, destroy the shadows."
 
23 - 05-11-2008, 05:42 AM quote
Eolk
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Maybe if you can do a container search on each object for, like, one meter, and check the objects detected, that would be less steps.

Said Eolk, not Eehk.
 
24 - 05-11-2008, 12:35 PM quote
EmperorsChamp
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Except i would imagine a container search take longer than a simple compareing

"Carry my will as a torch. With it, destroy the shadows."
 
25 - 05-13-2008, 02:41 PM quote
Eolk
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By simple comparing, I think he means, take a piece, and compare it to the rest (in SI, there'll be well over the vis limit), then go on to the next piece, and compare it to the rest, etc.

If you use a container search instead of a loop, maybe it'll be better.

Said Eolk, not Eehk.
 
26 - 05-13-2008, 05:30 PM quote
Thyth
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No, it would be the same. How do you think container searches work?

It's a moot point anyway, as container searches don't work on the client side.

 
27 - 05-13-2008, 06:11 PM quote
Eolk
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I'm just tossing out ideas. I didn't expect that suggestion to make it far, anyways.

Said Eolk, not Eehk.
 
28 - 05-14-2008, 02:33 AM quote
Linker
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it does work if you put objects onto the server container

or if you point the search to run on the client container
 
29 - 05-18-2008, 02:40 PM quote
Turkeh
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Apparently objects aren't properly removed by SI when you're observer. . .
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30 - 05-28-2008, 03:12 AM quote
Flazor
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dude 3k + peices
 
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