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Havok 4 Physical Prim Collission Test

Matti Deigan
a Walk on a Minefield
Join date: 20 Aug 2006
Posts: 13
09-29-2007 03:07
I did a little test with the physical objects colliding with each other, and found out a bug and some, interesting results. Using prim to rez regular-physics spheres and a hallowed out sphere with a dimple, i found this as a result:



Now that huge dip that occurred around 120 physical spheres prims inside the bowl, resulted to a complete physics outage, causing the contents to 'leak' out of the bowl. I think this is one of the features LL put in to the script to prevent the deep thought bug that has been happening earlier.
However, upon further testing I found a bug that i put up into the JIRA, when increasing the amount of prims turned physical in a tight-space:



the fact that this occurs with this many physical objects colliding, and then rebounding off each other will cause the Sim to go into physics hiccup mode and eventually just cause the sim to goto deep thought however, not crash it. The sim remains active, and commands can be issued to remove high-physical objects before they manage to crash it. However it varies..


Otherwise, the new physics engine is great, and sims seem to have way more tolerance to physical objects. Orbit tools are completely useless now, so yeah :) no more orbit through physics (but push orbit will always will be there) some vehicles behave better, with some not working properly. and 64 link physical limit and link distance is now unlimited :D
Sindy Tsure
Will script for shoes
Join date: 18 Sep 2006
Posts: 4,103
09-29-2007 07:36
TY for investingating but I'm not sure it's a good idea to post a "here's how to crash a sim" issue..