Summary
Create a core system for surfing in second life. Solution will cover the generation and running of waves and base surf board.
Key Users
- Sim operators- to run waves for teaching, practice and competitions
- Surfers - use boards for novice, intermediate, expert and championship levels
- Board makers - be able to customize and create unique surfing experiences
Waves
Rez waves and run physical object waves to the shore.
Wave Components
- Wave Rezzer: Rezzes waves from inventory on a sequenece or randomly
- Waves: Is an object that runs from rezz through 3 basic stages: Build, Run, Crash. Each stage can be configured with different parameters such as speed, height, fx, color.
Boards
Board is physical object that reacts to moving wave by leveraging the SL Havok4 Physics engine.
Board Elements
- Board top
- Board bottom
- Fin tail
- Fin left
- Fin right
Board Controls from Keyboard/HUD
- basic navigation
- paddle out, take wave, drop wave triggers
- tricks
- rider positioning (ie front, back, middle)
Board Engine
core performance parameters
NOT INCLUDED IN SCOPE:
- animations
- board shapes
- board textures
- ... ?
Critical Success Factors
- Surfing performance. Experience must be smooth and fast enough. We would hope for at least 50% speed, responsiveness improvement over current SL best practice.
- Novice boards must be easy to use and maintain same basic controls through expert levels
- Board makers should be able to add new animations, fx, board behaviors
- Ability to have more challenging, more realistic surfing experience
- Boards/Waves need to have competition settings to allow for Class Competitions and Open Competitions.




