[sldev] Havok4 Public Beta is here!
Candide LeMay
candide.lemay at gmail.com
Sun Sep 30 01:47:17 PDT 2007
What are you guys talking about? Currently you can't have a linkset
that has some of its prims phantom and others not phantom. Am I
missing something?
candide
On 9/30/07, Dale Mahalko <dmahalko at gmail.com> wrote:
> 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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