[opensource-dev] Soft body physics

Jacek Antonelli jacek.antonelli at gmail.com
Wed Apr 7 16:39:46 PDT 2010


Personally, I would keep soft body effects as purely client-side eye
candy, without any impact on the world, like flexi prims and particles
are today. Sending the deformation data from the server to the client,
or vice versa, would be very bandwidth intensive, and a huge headache
to keep in sync. And some users would need to disable the feature
altogether, because it would also be costly to process the effect.

- Jacek

On Wed, Apr 7, 2010 at 2:48 PM, Glen Canaday <gcanaday at gmail.com> wrote:
> I came to the same conclusion, with the exception that a lookahead for a
> collision would be helpful in the client. If they use the same physics
> engine and the client does no more than implement a collision check, I think
> it could be a good thing. I'm looking at several free physics engines atm
> and thought I would clear my thinking up some. Collisions with soft bodies
> deform the collision mesh itself so yeah it gets a little tricky when you
> split them.
>
> --GC
>
> On 04/07/2010 11:14 AM, Moriz Gupte wrote:
>
> I feel you are right. Makes more sense to have it implemented client side
> for many soft body dynamic behaviors... eg cloth, hair etc...
> but I think in areas where rigid body behaviors impact local soft body
> dynamics, there will be lots of timing and synch problems to deal with.
> So there's where I think that perhaps all physics need to be done at the
> same site.
> R
>
> On Wed, Apr 7, 2010 at 9:03 AM, Glen Canaday <gcanaday at gmail.com> wrote:
>>
>>
>> Soft body physics are best implemented in a local viewer, leaving the
>> rigid-body collision detection to the server, am I right in this?
>>
>> --GC
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