[sldev] High-prim vehicles using phantom (Re: Havok4...)

Andre Roche roamingryozu at gmail.com
Wed Oct 3 08:20:33 PDT 2007


Unfortunately, according to Andrew and Sidewinder, the real issue with
vehicles above the 31 prim limit isn't physics interactions.  It's
region hand-off.  I'm not really sure exactly -what- the problem is,
but the claim is that it's not physics interactions themselves that
limit the prim count.

On 10/3/07, Argent Stonecutter <secret.argent at gmail.com> wrote:
> On 03-Oct-2007, at 07:16, Corax wrote:
> > Dale Mahalko wrote:
> >> When such a linkset is set to be physical, we already know that
> >> phantom objects can't be physical so those objects within the set can
> >> simply be ignored for the mass / collision / center-of-gravity
> >> calculations.
>
> > Last time I checked phantom objects could also be physical.  Set an
> > object on the top floor of a multi-floor building, set it to
> > phantom and physical, and watch it fall through every floor to the
> > ground beneath the building!
>
> The important thing about phantom prims is that they DO fall through
> the floor. In some cases it's even been possible to make them fall
> through the ground. They're not involved in collision-detection
> calculations with other prims... and that's the expensive bit.
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