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Enhanced "Box" / "Lofted Polygon" Prims...

Tread Whiplash
Crazy Crafter
Join date: 25 Dec 2004
Posts: 291
01-10-2005 16:38
Okay, forgive me if this has been suggested before (I didn't search the archives, just the last few pages).

I need to start by saying that I'm a CSG nut from First-Person-Shooter type level-design... so I really miss that control, but I understand the rationale behind Prims: by limiting them to certain parameters, you lessen the data required to describe them (resulting in less DB space and less data transfer to the client). However, I think I've spotted a way to greatly enhance SL's prim possibilities, without seriously increasing data-requirements. I have no idea how much programming effort this would take for LL to implement; but it would be awfully nice! Here's the idea:

SL currently supports Prims that are "lofted" 2d shapes in only two ways - Boxes, and Cylinders.

Boxes are 4-sided, 2d polygons that are lofted to a certain vertical height. Cylinders are similar, but scale their level of detail based on the distance from the viewer. They can have as few as 4 or 6 sides in some cases; and as many as 18 or 20 in others (not counting prim torture or other ways to artificially increase their complexity).

So it seems to me that there are no technological barriers to implementing other N-sided 2d polygons, as "lofted" 3d prims. They should be able to be handled just like the current "Box" prim.

However, adding each one as a seperate "base type" would be cumbersome and inefficient - both programatically & from a UI standpoint.

I propose a much simpler solution: Add a spinner/text field to the Box Prim Parameters dialog. Use it to specify the number of sides for the polygon. I suggest limiting it to a range of 3 - 10; as anything over 10 is going to start looking an awful lot like a cylinder (maybe restrict it to 8, if LL is worried about overal graphic complexity).

This would be simple, easy to use (...default it to "4" and the Box Prim dialog doesn't change in its basic behavior) - and it greatly expands the creative possibilities for all of us SL crafters. Not to mention the fact that it lets us do more with fewer prims; and avoid shapes that are "hacked" together via overlapped prims and other work-arounds.

....As a follow-up, you could also extend this behavior to the "Hollow shape" feature as well - replace the "triangle" and "square" options with a similar spinner/text-field (though you'd want to leave "round"/"cylinder" shape as an option).

Anyone else like these ideas? Anyone see a reason why this couldn't be done?

One Request: For clarity, please limit this thread to discussion about this enhancement - different changes to the prim system would do better in their own threads.

Thanks! Take care,

--Noel "HB" Wade
(Tread Whiplash)
Moleculor Satyr
Fireflies!
Join date: 5 Jan 2004
Posts: 2,650
01-10-2005 18:24
Actually, I'm not sure that SL uses a lofted paradigm when dealing with primitives. My gut instinct tells me such a design would not sit well with the physics engine. Which is also why x-sided primitives of the type you're asking for won't EVER appear under the current physics engine.

That said, when Havok2 comes along... who knows?
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Tread Whiplash
Crazy Crafter
Join date: 25 Dec 2004
Posts: 291
Clarification...
01-10-2005 18:51
Just a quick clarification:

I don't believe SL actually DOES lofting - I was merely using that word to describe the effective shape of the Prim.

"X"-sided ojects (a la multi-sided dice) are a totally different subject. I'm speaking only to objects with a top and bottom face that are an N-sided 2d polygon, with vertical sides. I'm attaching a screenshot of objects I mocked up in Worldcraft/Hammer, to illustrate the shapes I am talking about.

And if the physics engine can handle multiply-bound-together Prims, then it has to already support a way to calculate angles of impact from any arbitrary object surface/ edge, doesn't it?

Take care,

--Noel "HB" Wade
(Tread Whiplash)
Cross Lament
Loose-brained Vixen
Join date: 20 Mar 2004
Posts: 1,115
01-10-2005 19:24
I want a stellated, rhombitruncated icosidodecahedron prim, please.

Okay, no, not really. :D

But yeah, a few more prism-type shapes would be kinda keen. You could make an interesting hex-grid game if we could have hex prisms. :D
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Tread Whiplash
Crazy Crafter
Join date: 25 Dec 2004
Posts: 291
*rofl*
01-10-2005 22:08
Cross -

It was a Hex-based game that I'm developing that prompted this! :-)

For now I'm going with a textured Box prim to simulate a big board of hexes, and have hidden spheres & cylinders to actually deal with placement of pieces... But its a hack, to be sure.

Take care,

--Noel "HB" Wade
(Tread Whiplash)
Strife Onizuka
Moonchild
Join date: 3 Mar 2004
Posts: 5,887
01-11-2005 02:26
*salivates*
i can't wait to torture the new prims. I want to build structures like nano tubes (not even going to attempt to name the shape (bucky balls would be good too, but i think thats what Cross was reffering to).
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