[sldev] Havok4 Public Beta is here!

Dale Mahalko dmahalko at gmail.com
Sun Sep 30 01:02:20 PDT 2007


On 9/29/07, Callum Lerwick <seg at haxxed.com> wrote:
>
> A better implementation would have a per-prim "collider" flag and allow
> hand tweaking of which prims are part of the collision model. Oh wait,
> we already have a per-prim "phantom" flag. ;P


 This is how most games already deal with ultra-detailed objects, where the
visible shape is just for appearances and is effectively always "phantom",
while a second set of simplified shapes define the actual collision volume
but are invisible to game players.

You're right, this functionality is potentially already available in SL, and
the interface just needs to be modified to support it:
- 31 prims in link set define collision volume - and can be completely
invisible
- 224 remaining visible but PHANTOM prims define actual appearance

So the engine just needs to be rewritten very slightly to make sure that for
any given vehicle or other physical linkset, no more than 31 of those prims
are non-phantom, but otherwise allow up to a maximum of 255 prims in the
linkset.

Heck this would work even under the old Havok-1 engine, without any
problems.

-Scalar Tardis / Dale Mahalko
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