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Will Impulse type teleporting stop working under Havok 4?

Yumi Murakami
DoIt!AttachTheEarOfACat!
Join date: 27 Sep 2005
Posts: 6,860
03-31-2008 10:28
Just wondering if anyone knows about this or has tried it. Being able to pass through walls just because you're going really fast can't really be considered anything other than a bug after all!
Johan Laurasia
Fully Rezzed
Join date: 31 Oct 2006
Posts: 1,394
03-31-2008 10:30
My guess would be I doubt it, but it would be easy enough to try. Go to a sim running Havok 4 right now and try it.
Ordinal Malaprop
really very ordinary
Join date: 9 Sep 2005
Posts: 4,607
03-31-2008 10:43
Please do not quote me on this, but I vaguely recall hearing at some point that Havok 4 (or Havok > 1) interpolates the agent's position between physics frames and calculates collisions on that basis - if true then yes, it would stop that sort of thing, which I very much support; it is extremely irritating to have to worry about small objects not colliding properly.
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Hewee Zetkin
Registered User
Join date: 20 Jul 2006
Posts: 2,702
04-01-2008 10:42
I've tested a few flight assists, and they still pass you through walls quite easily in a Havok 4 sim (or did a few weeks ago). "Teleport" type effects are even larger impulses/velocity changes, so they should work fine. That's not to say they might not be a little DIFFERENT; they might well need some tweaking here and there to have the same kind of feel and user friendliness....
Seifert Surface
Mathematician
Join date: 14 Jun 2005
Posts: 912
04-01-2008 11:06
Havok 4 as integrated into SL doesn't use interpolation between frames. There was quite a bit of debate on the top speed an avatar is allowed to reach in Havok 4 office hours, most of it around these impulse teleporter type things.
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