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Two most important things I would like to see Havok 4 Bring...

Dannoth Dagger
.
Join date: 17 Nov 2007
Posts: 141
04-04-2008 15:32
Wow, long topic title....

On hearing about Havok4, I was very excited for the changes that it would bring...
I really don't understand why you could miss out two of the most helpful and important ones though:

// QUOTE FROM SL WIKI //

What Is NOT Changed?
* Dynamic objects are still limited to 31 primitives
* Region crossing lag will not be significantly relieved by Havok4 changes


How long will it take LL to make something to sort these out?
They are the two most annoying things in SL IMO.

What are your thoughts?
Tegg Bode
FrootLoop Roo Overlord
Join date: 12 Jan 2007
Posts: 5,707
04-04-2008 18:57
Yeah I second these 2 as extremely important issues, what other MMO has vehicles that can't cross from one suburb to the next?
And support for 20m, maybe 40m prims would be good and eventually creep up to what the system can handle, so megaprims become unnecessary.
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Level 38 Builder [Roo Clan]

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Avatars & Roadside Seaview shops and vendorspace for rent, $2.00/prim/week, Desire (175,48,107)
2k Suisei
Registered User
Join date: 9 Nov 2006
Posts: 2,150
04-04-2008 19:04
From: Dannoth Dagger
Wow, long topic title....


* Dynamic objects are still limited to 31 primitives


Now that we have sculpties this shouldn't be a problem at all. Hell, I could probably make a decent car or spaceship out of three sculpties. Also, a vehicle made from a few sculpties shouldn't lag as much when going over a sim border.
Kitty Barnett
Registered User
Join date: 10 May 2006
Posts: 5,586
04-04-2008 19:07
*votes for arbitrarily large prims*
Johnny Rambler
Dances on Broken Glass
Join date: 27 Mar 2005
Posts: 69
04-04-2008 19:27
I say we have variable, random gravity throughout the grid...or better yet, how about different sun settings for each sim. You know, to keep people guessing.
Yuriko Nishi
Registered User
Join date: 27 Feb 2007
Posts: 288
04-04-2008 22:10
From: Dannoth Dagger

* Dynamic objects are still limited to 31 primitives



we have 32 prims now ;) (-one for the avatar who sits on it) so one more!
but there are workarounds for that (attachments) if you want to use more prims.

i have to agree on the sim border crossing problem, annoys me too (along with 24/7 banlines all around the grid, that are the things that take a lot of the fun from exploring the grid with vehicles)

i think a fix for that border crossing would be really expensive, and it will not be fixed soon :-(
i am too tired and lazy now to explain why i think so ;)

gnite :)
Stephen Zenith
Registered User
Join date: 15 May 2006
Posts: 1,029
04-05-2008 01:19
Havok 4 isn't about introducing new features, it's about making the physics engine (andtherefore, hopefully, sims as a whole) more stable.

The question of arbitrary large prims is something that they've said they might look into in the future, and increased numbers of prims in physics objects was something they played around with briefly in very early beta versions of the Havok 4 engine.

As for region crossings, the main cause of delay is that the sim has to save the state of all the scripts inside the vehicle, then pass that off to the next sim which does the reverse. I would imagine that the Mono project (replacing the scripting engine) would make saving that state quicker, and therefore would have a positive impact on region crossings. That said, it will still take a certain amount of time to send that data to the next sim.
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Conifer Dada
Hiya m'dooks!
Join date: 6 Oct 2006
Posts: 3,716
04-05-2008 03:08
I read posts from people who claim that region crossings are better with Havok4.
I tried a few region crossings on foot and they were imperceptible.

My main wishes for things that might be possible now we have Havok4 are:

More prims allowed per sim, or for any parcel of land.
20m x 20m maximum standard prim dimensions.
Prim limit for normal driveable vehicles raised to 62 like it was on Beta.
Build altitude limit raised to 1024m or beyond.
Flexible linking , e.g. couplings on a train.

My biggest wish is for shadows, but I don't know if that's more of a Havo4 or WindLight issue.
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Dekka Raymaker
thinking very hard
Join date: 4 Feb 2007
Posts: 3,898
04-05-2008 04:42
When SONY™ sells their latest CD player, it sure to have the next CD player on the shelf that they will sell to you in 1 years time and 2 or three in stages of development for the future, just as we know SL is developed in stages it may also be possible that they will hold back on things possible now so they can be sure that the main core of the workings of SL do indeed work as intended, then on bad days in the near future they will start giving us parts of our wish lists :)
Pixie Muni
Registered User
Join date: 16 Jan 2007
Posts: 6
Enviornment Settings - Bring back the Sun....
04-05-2008 05:20
I want Havok 4 to bring back the sunshine, our sculpties and textures look very jaded. Even the Environment Editor can not force bright sunshine anymore . OK the sky is a nicer colour and the inworld sunrise and sunset looks nice. But the downside is that inworld objects are not. I have posted a bug report but it doesn't seem much goes on there.
Gistya Eusebio
Registered User
Join date: 14 Mar 2006
Posts: 112
04-09-2008 18:15
From: 2k Suisei
Now that we have sculpties this shouldn't be a problem at all. Hell, I could probably make a decent car or spaceship out of three sculpties. Also, a vehicle made from a few sculpties shouldn't lag as much when going over a sim border.


Not everyone is good at making sculpties. Also not everyone wants to make a vehicle that is so full of curvy edges. There are a lot of things you cannot do with sculpties as well as regular prims. Also as cool as sculpties are, the resolution of sculpt-maps limits how "good" they can look especially at large sizes.

They REALLY need to double the prim limit on vehicles. But they're not going to are they?
Gistya Eusebio
Registered User
Join date: 14 Mar 2006
Posts: 112
04-09-2008 18:17
From: Stephen Zenith
Havok 4 isn't about introducing new features, it's about making the physics engine (andtherefore, hopefully, sims as a whole) more stable.

The question of arbitrary large prims is something that they've said they might look into in the future, and increased numbers of prims in physics objects was something they played around with briefly in very early beta versions of the Havok 4 engine.

As for region crossings, the main cause of delay is that the sim has to save the state of all the scripts inside the vehicle, then pass that off to the next sim which does the reverse. I would imagine that the Mono project (replacing the scripting engine) would make saving that state quicker, and therefore would have a positive impact on region crossings. That said, it will still take a certain amount of time to send that data to the next sim.


Why do the sims have to pass information to each other? Why can't they run ALL of the sims on one distributed supercomputer, such as a giant mainframe, running each sim in its own virtual machine instance, so that passing things around like vehicles between sims would not incur lag, it would just happen smoothly?