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Christophe003 Carter added a comment - 02/Jul/08 03:58 AM
High-velocity objects act as phantom since havok4, and it's not good.... in havok1 a much higher velocity was required for a same object to act phantom. – Chris
After a discussion with the current Linden in charge of physics, Falcon, a working solution to create a working rail guide was devised. The main fix is to eliminate any and all tori,tubes, and rings from the rails and the guides.
Rails and guides based upon cubes and cylinders appear to be the most stable under current Havok 4 conditions. This fix also applies to hinges requiring bearing type construction and seems to render those builds to more stable working order.Apparently the underlying reason is that at high speed prims collisions surface revert to a simpler form.While this is less of an issue for cubes and cylinders, it's catastrophic for tori as their bounding box reverts to a cube with no holes and simply phases off the rail from inter penetration rules. Thanks for your time and the tips Falcon. High speed Physical Roller coasters are once again a feasible option cheers Sabine Stonebender won't that workaround (i refuse to call it an actual fix) require a significantly bigger number of prims for a smooth ride?
My initial rig did add about 12 prims . I'm currently testing lower prim configurations. As far as this being a workaround vs actual fix, the issues I had with collision based steering were fixed to my satisfaction. Following the discussion with Falcon I took a ride on a well built Japanese coaster that used a 2 prim rail guide with dual rails and was both fast and smooth using this method of omitting tori in favor of cubes. If not being able to use tori makes this more of a workaround and not a "fix" to your sensibilities, then by all means file your own JIRA to that effect. My problem is solved so I consider this JIRA resolved.
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