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Havok 4 question.

Hiroaki Rhino
Registered User
Join date: 27 Oct 2006
Posts: 39
09-30-2007 05:28
This is a question out of curiosity, if someone could answer me, I'd appreciate.

>Most objects still have a 0.1 meter “collision tolerance” boundary, so they may still collide while appearing to be not quite touching

I don't know anything about how these works but seems like other 3D games doesn't have this collision tolerance. Why does only SL have 0.1 m tolerance that makes things unrealistic, and makes most of the physics objects "sort of" useless?

I thought that when they upgrade the physics engine, the tolerance will be gone, and finally it's time to create a small physical fun eyecandies. ;p
Day Oh
Registered User
Join date: 3 Feb 2007
Posts: 1,257
09-30-2007 07:29
I think it may be that the first priority is to get it working as much like the existing physics as possible. Is that it?
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Raudf Fox
(ra-ow-th)
Join date: 25 Feb 2005
Posts: 5,119
09-30-2007 07:46
From: Day Oh
I think it may be that the first priority is to get it working as much like the existing physics as possible. Is that it?


Possibly, and I imagine that it's because a smaller tolerance might break existing objects.
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Day Oh
Registered User
Join date: 3 Feb 2007
Posts: 1,257
09-30-2007 07:55
I can't wait for the day we can have physics-based pool tables and stuff, though, like PS Home.

I didn't think of this before, but if it is the case that they're preserving that 0.1 meter feature for that reason, it doesn't seem like the new sphere physics jives with that.
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Malachi Petunia
Gentle Miscreant
Join date: 21 Sep 2003
Posts: 3,414
09-30-2007 07:55
From: someone
Possibly, and I imagine that it's because a smaller tolerance might break existing objects.
How can you break that which is already broken?
Alicia Sautereau
if (!social) hide;
Join date: 20 Feb 2007
Posts: 3,125
09-30-2007 10:56
that`s cause to play it safe with the sliders to 100% :p
Katier Reitveld
M2 News Manager
Join date: 13 Sep 2005
Posts: 412
09-30-2007 12:00
Actually most physics engines will use some form of border for collisions, including collisions similar to that seen on a sculptie ( where the collision is the underlying sphere ), not to mention lag effects and suchlike. It's rare you'll see pixel perfect ( if every ) collision handlers in any game ( worst I can think of is motorsport sims where accurate collisions where nigh on impossible ).
Osgeld Barmy
Registered User
Join date: 22 Mar 2005
Posts: 3,336
09-30-2007 12:12
sl uses havok 1, so go look at other havok 1 game and while it may not be as large as SL's gap theres still a gap about the same distance


course the problem is finding a game that uses havok 1, that will work on something besides 3dfx's glide api

but if you happen to have a copy of motocross maddness 96 a voodoo 2 and a pentium 166 you will see it
DoteDote Edison
Thinks Too Much
Join date: 6 Jun 2004
Posts: 790
09-30-2007 14:39
From: Osgeld Barmy
sl uses havok 1, so go look at other havok 1 game and while it may not be as large as SL's gap theres still a gap about the same distance
I think the question was about Havok 4, which is currently on the SL Beta grid... there is still a large gap.

One thing I noticed on the beta is that a large wall of falling dominos can be group-selected and set physical... and when they fall, it no longer happens in super slo-mo. Also, a constant stream of physical temp_on_rez cubes shooting into the air didn't slow me down any.
Osgeld Barmy
Registered User
Join date: 22 Mar 2005
Posts: 3,336
09-30-2007 15:46
From: DoteDote Edison
I think the question was about Havok 4, which is currently on the SL Beta grid... there is still a large gap.

One thing I noticed on the beta is that a large wall of falling dominos can be group-selected and set physical... and when they fall, it no longer happens in super slo-mo. Also, a constant stream of physical temp_on_rez cubes shooting into the air didn't slow me down any.

no way OMFG theres a new physics engine on the beta grid

the end of days is near you know, cause hell must be freezing over