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Reason behind the "31" prim max on phyical linked object?

JR Breed
Registered User
Join date: 17 Jan 2006
Posts: 49
08-02-2006 04:15
Does anyone have a link to the reason why the lindens set this number to 31. I wish we had just a few extra prims to use. 35 would be sweet! I just want a better understanding as to why they set that number at 31. Any info would be great.
Surina Skallagrimson
Queen of Amazon Nations
Join date: 19 Jun 2003
Posts: 941
08-02-2006 04:25
It's actually 32, but that includes your av while you're sat on it. It was/is a limitation of the physics engine.

The number is not random, 32 being one of the computer friendly numbers. Increasing the limit to 35 would not seriously affect the performance, but could entail a great deal of work re-writing the code to allow just 3 extra prims.

Once Havok gets upgraded to whatever version is 3 years out of date by the time they get around to it I'm sure one of the first things they'll do is look at the possibility of increasing the prim limit for vehicles, maybe to 64 or 128.
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Eata Kitty
Registered User
Join date: 21 Jan 2005
Posts: 387
08-02-2006 05:23
It used to be much higher but the physics engine couldn't cope.
FlipperPA Peregrine
Magically Delicious!
Join date: 14 Nov 2003
Posts: 3,703
08-02-2006 05:37
Like Surina said, its 2 to the fifth power. Raise it to the sixth and you're talking 64, which really grinds on the (extremely outdated) physics engine.

Regards,

-Flip
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Einsman Schlegel
Disenchanted Fool
Join date: 11 Jun 2003
Posts: 1,461
08-02-2006 05:46
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Cilis Nephilim
Registered User
Join date: 24 Jan 2006
Posts: 273
08-02-2006 06:27
The reason is the current havoc system we have calculates ever object plus the avatar to find the center of mass for the object... more objects increases the calculation time and how it reacts to being bumped, going uphill or down, so basically thats why, too much to calculate.

Also, the good news is if they move their butts on havoc three we get the ability to mark things for calculation culling, meaning you can go up to 255 prims and only have 5 involved in mass calculations via a checkbox... So improved physics cant come soon enough
Frans Charming
You only need one Frans
Join date: 28 Jan 2005
Posts: 1,847
08-02-2006 06:39
In the past when they talked about the havok update(tm), they also mentioned the possibility of a bounding box around vehicles that we would be able to create. So we would be able to make a very simple box that is used for the calculations around a complex structure.
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Cindy Claveau
Gignowanasanafonicon
Join date: 16 May 2005
Posts: 2,008
08-02-2006 06:45
From: Surina Skallagrimson
It's actually 32, but that includes your av while you're sat on it. It was/is a limitation of the physics engine.

I made a prim cow once, with plans to give him a halo and wings (you know, "holy cow"?). But by the time I built the basic shape he was already 31 prims and I couldn't rubberize him with more prims (so he bounced when he fell). I never planned to sit on him, but now I understand why I coulda if I'd wanted to :)

Would it be possible to join two multi-prim objects and circumvent the 31 prim limit?

(EDIT: spelling DUH!)
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Kyrah Abattoir
cruelty delight
Join date: 4 Jun 2004
Posts: 2,786
08-02-2006 06:46
/me wish the return of joins, true wheels would cut a lot of the current vehicles problems
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Brock Zander
Registered User
Join date: 23 May 2004
Posts: 31
08-02-2006 16:24
I was disappointed to learn this when trying to tear down a brick wall I made. The total wall consist of 75 prims & was linked into 2 groups of 30 prims & 1 group of 15 prims. The reason for the 3 groups was because of the length of the wall which has a limit for the distance a linked set can be.

I had the wall free standing as a non physical object until it was time to "Tear Down The Wall." I was able in the past to select each of the linked sets, go into edit, select the enable physical button, unlink them so they’re now an individual prim & had the wall fall. It was a great affect but no more.

Now I have to go through the process I explained above for each set. You’re no longer able to select multiple linked sets & select the enable physical button. When you try to select multiple linked sets, the enable physical button grey's out & becomes inactive. Kinda defeats the purpose for the setup we had for The Wall.

This link is a picture that was posted of the aftermath when the the wall crumbled successfully.

:cool: Ahh the cool memories.
Cubey Terra
Aircraft Builder
Join date: 6 Sep 2003
Posts: 1,725
08-02-2006 17:30
From: Surina Skallagrimson
It's actually 32, but that includes your av while you're sat on it. It was/is a limitation of the physics engine.


Psst... it's 31 including the avatar. ;)
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Andrew Linden
Linden staff
Join date: 18 Nov 2002
Posts: 692
08-02-2006 19:19
Cubey is correct. It was supposed to be 32 but there is a legacy 'off by one' error in the code.
Myrilla Vixen
Definitely Bloo
Join date: 11 Jun 2005
Posts: 143
08-02-2006 20:21
How about this:

Get a static pose, build a really primmy vehicle. Have that avatar sit on a 1 prim scripted vehicle.. and wear the primmy vehicle! :3
Cilis Nephilim
Registered User
Join date: 24 Jan 2006
Posts: 273
08-02-2006 20:24
Genious!
Tikki Kerensky
Insane critter
Join date: 12 Aug 2004
Posts: 687
08-02-2006 20:24
From: Myrilla Vixen
How about this:

Get a static pose, build a really primmy vehicle. Have that avatar sit on a 1 prim scripted vehicle.. and wear the primmy vehicle! :3


I've seen some that do that!
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Frans Charming
You only need one Frans
Join date: 28 Jan 2005
Posts: 1,847
08-02-2006 22:48
From: Myrilla Vixen
How about this:

Get a static pose, build a really primmy vehicle. Have that avatar sit on a 1 prim scripted vehicle.. and wear the primmy vehicle! :3

Nothing new there. :P
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