[sldev] [ATTN-LL] Physics engine status update?

nik at terminaldischarge.net nik at terminaldischarge.net
Thu Sep 20 02:03:51 PDT 2007


>> > In fact, I thought this was a major reason to use the prims concept:
>> If
>> > you
>> > specify the shape and its characteristics instead of a mesh you can
>> > generate as few or many triangles as you want (scaling with available
>> > processing power) and calculate collisions much more efficiently.
>>
>> What happens if the sphere a dimple or has been turned into a torus?
>> What happens if the sphere is cut?
>> The reason for prims, was so they could send shapes that, even after
>> some
>> fiddling, might have complex meshs, as just a few parameters across the
>> network. Rather than 100's of vertices, they send 20ish parameters.
>> Lowering network bandwidth usuage and allowing the streaming of objects
>> you see.
>
> The physical simulation and the graphical representation do not match
> at all times. If the math for the physical representation is too
> complex it'll revert to using a shape that approximates what we see.
> Similarly the visible representation may be less correct than the
> physical one. Spheres are a good example.
>
> In any case meshes are not useful at all for the physics engine.
> Meshes are solely a way to represent the objects graphically. This is
> exactly why sculpted prims have dodgy physics. There's no way to
> represent it mathematically so the physical object is not at all alike
> the visible object.
>
> Dirk aka Blakar Ogre
>

*chuckles*
I'll just shut my mouth now shall I? :P

Thanks for that :)

Nik




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