[sldev] Havok4 Public Beta is here!

Callum Lerwick seg at haxxed.com
Sat Sep 29 21:09:26 PDT 2007


On Sat, 2007-09-29 at 21:18 -0500, Dale Mahalko wrote:


> It is possible for a high volume of inactive physical objects to
> create a chain reaction leading to ultra-lag. This lagging can
> potentially be triggered on a large scale, in a sim littered with
> hundreds of "sleeping" physical prims, where the objects fell to the
> ground, settled, and their physics processing turned off.
>  
> If someone were for example to detonate a shrapnel bomb blowing
> outwards in all directions at very high force in a field of such
> sleeping objects, the fast moving shrapnel pieces will strike and
> suddenly "wake up" all the surrounding objects in one huge ever
> expanding lag burst. Each frame of physics calculation blows the
> awakened objects further outward striking still more objects that were
> previously sleeping, continuing on until potentially thousands of
> objects are demanding collision calculation time, spreading out from
> the bomb epicenter, whether down-LOD'd to cubes or not.


This is easily solved by leaving sleeping objects lie. They're settled?
Leave them settled if there's too many objects moving already. It may be
doing this already.

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