Bounding boxes!
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Catherine Omega
Geometry Ninja
Join date: 10 Jan 2003
Posts: 2,053
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11-16-2003 11:41
Okay, here's another one: Currently, the number of objects in a linked group must be 31 or less to enable physics, because of the amount of stress it puts on the server to calculate physics interactions between that many objects. This can make building detailed vehicles somewhat... trying. I propose that we be able to link both phantom and solid objects together, AND have them each retain their attributes. The current model requires linked groups to be exclusively solid or phantom. By changing the limit on physics-enabled groups to only apply to those objects that were solid, we could create highly detailed vehicles, set them as non-physical, then create a 100% alpha collision mask out of a dozen or so primatives, overlapping the visible, but non-solid vehicle, then link the two together. This would allow us to create highly-detailed vehicles that only had as much strain on the physics engine as a 5 or 10-object vehicle would now. Additionally, we should also be able to set objects as phantom without involving LSL. Currently, the only way to set an object phantom is by using a script. It would be nice to have a checkbox in the edit menu to allow us to set the phantom tag without having to insert a script. At the very least, it'd cut down on the number of needlessly-displayed-as-phantom objects when using sensors or object beacons. 
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Christopher Omega
Oxymoron
Join date: 28 Mar 2003
Posts: 1,828
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YES!!
11-16-2003 14:03
YES!! YES!! YES!! YES!! YES!! YES!! YES!! YES!! YES!! YES!! YES!! YES!! YES!! YES!! YES!! YES!! YES!! YES!! YES!! YES!! YES!! This change would open up zillions of doors to builders *and* scripters alike, DO IT LL! hehe ==Chris
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Charlie Omega
Registered User
Join date: 2 Dec 2002
Posts: 755
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11-16-2003 19:27
Yes definatly, since I like phantom vehicles , They don't push people around!! 
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From: 5oClock Lach With a game based on acquiring money, sex, and material goods, SL has effectively recreated all the negative aspects of the real world. Mega Prim issues and resolution ideas.... http://blog.secondlife.com/2007/10/04/second-life-havok4-beta-preview-temporarily-offline/
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Kissmi Kuroda
Member
Join date: 6 Nov 2003
Posts: 79
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11-16-2003 21:22
i was just thinking that same thing about bounding boxes the other day.  we NEED this.
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Mezzanine Peregrine
Senior Member
Join date: 14 Nov 2003
Posts: 113
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11-16-2003 21:38
Having some experience at building physical models (For a different physics engine) I was actually amazed to see that SL does not allow the user to specify 'approximation' models for complex shapes. A car is often just a rectangle. And a single bounding rectangle around a car that has 30 or more prims often works convincingly well! (Just ask the carmageddon people 
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Catherine Omega
Geometry Ninja
Join date: 10 Jan 2003
Posts: 2,053
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11-18-2003 13:53
Exactly, Mezzanine. The fact that we're having physics calculations on every one of two dozen cut spheres, cylinders and toroids in a motorcycle is just completely mindblowing. That SL's physics engine can even keep up makes me respect the Havok team immensely.
That said, think how much more performence we could coax from it with the implementation of a bounding system.
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Hawk Statosky
Camouflage tourist
Join date: 11 Nov 2003
Posts: 175
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11-18-2003 13:58
Has anyone ever tried making a vehicle out of a single transparent prim, then creating the more detailed geometry, and scripting it to be phantom and following? Could that work?
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Catherine Omega
Geometry Ninja
Join date: 10 Jan 2003
Posts: 2,053
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11-18-2003 14:04
Well, there'd be a noticable delay between your movements and the movements of your phantom car. It'd look like you were flying out of it all the time. Also, I'm pretty confident that the new vehicle code requires you to actually be sitting on the vechicle in question to allow it to work. You'd have to make the following phantom vehicle simulate all the banks and turns that the vehicle code does for us. Besides that, you have the added problem of the fact that phantom or not, a physical linked group can only be 31 prims. That said, it sounds like a funny idea, and it's something I'm going to try out as soon as I get the chance. 
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Harald Nomad
Villager
Join date: 28 May 2003
Posts: 123
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11-18-2003 14:25
From: someone Originally posted by Mezzanine Peregrine A car is often just a rectangle. And a single bounding rectangle around a car that has 30 or more prims often works convincingly well! (Just ask the carmageddon people Perfectly put! Hawk, you risk losing your hauler at a sim border in heavy lag. Although, that would mostly be taking the time to do some serious scripting to allow the server to catch up. That, or hire Boso. Imagine, you could make your entire house physical...
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Garoad Kuroda
Prophet of Muppetry
Join date: 5 Sep 2003
Posts: 2,989
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11-18-2003 18:04
Hmm, cool idea. Rating this thread a 5!
Seems so simple...why don't we already have this?
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Philip Linden
Founder, Linden Lab
Join date: 18 Nov 2002
Posts: 428
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11-18-2003 22:24
Good topic - we are thinking about the best way to do something like this. Agree that many shaped concave prims colliding adds little to the experience. Turns out even today's fairly complex vehicles load the system remarkably little - more kudos to Havok.
We agree that breaking through the 31 prim physical barrier and simplifying the geometry is the right way to go.
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Nergal Fallingbridge
meep.
Join date: 26 Jun 2003
Posts: 677
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11-19-2003 11:39
From: someone Originally posted by Harald Nomad Perfectly put!
Hawk, you risk losing your hauler at a sim border in heavy lag. Although, that would mostly be taking the time to do some serious scripting to allow the server to catch up. That, or hire Boso.
Imagine, you could make your entire house physical... And then get Brad Lupis to huff and puff and blow it all down? 
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Tiger Crossing
The Prim Maker
Join date: 18 Aug 2003
Posts: 1,560
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11-20-2003 08:20
I would not be surprised to find this feature request fulfilled when Havok 2 (2.2 actually) is added to the game in v1.2 (or whenever). The new Havok makes many changes to the collision system, including adding some new ways to create collision geometry.
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Christopher Omega
Oxymoron
Join date: 28 Mar 2003
Posts: 1,828
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11-29-2003 02:31
BUMP!! Must... not... let... thread... die.... 
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Drathor Kothari
Elder Dragon
Join date: 14 Nov 2003
Posts: 84
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12-10-2003 12:37
This would be good too to make invisible objects near very steel hills to keep people from walking up them when you make it into a dragons cave. :-> ( Ok, can do it with invisible objects too.. but just wanted... to... BUMP! 
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Christopher Omega
Oxymoron
Join date: 28 Mar 2003
Posts: 1,828
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01-18-2004 21:23
Bumpity bumpity... oh whatever. I like this. Make it happen. I COMMAND YOU!! Er. Uh... please? 
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Gwydeon Nomad
Registered User
Join date: 1 May 2003
Posts: 480
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01-21-2004 14:52
Throwing in my support (Got vehicals i wana make with too many prims hehe)
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LePoseur Skidoo
Depressed Optimist
Join date: 1 May 2003
Posts: 37
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02-03-2004 02:24
It's just a jump to the left. And then a step to the right. With your hands on your hips. You bring your knees in tight.
But it's the pelvic thrust That really drives you insane.
Let's do the bump-bump again.
I'm tired of seeing non-phyical ships break up when crossing sim borders.
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