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Issue Details (XML | Word | Printable)

Key: SVC-1818
Type: Bug Bug
Status: In Progress In Progress
Priority: Major Major
Assignee: Andrew Linden
Reporter: Lex Neva
Votes: 2
Watchers: 1
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2. Second Life Service - SVC

New Avatar "friction" breaks content

Created: 11/Mar/08 12:34 PM   Updated: 18/Apr/08 02:57 PM
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Component/s: Physics
Affects Version/s: Havok4 Beta, 1.20.0 Server
Fix Version/s: None

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 Description  « Hide
This is related to SVC-1179, but is a rephrase for clarity to hilight the practical impact of the problem.

In havok 4, it appears that free-falling avatars in the air that are not flying are affected by a new kind of "friction". In Havok 1, free-falling avatars seemed to maintain their inertia indefinitely until they hit the ground or another surface. Now, it looks like velocity is slowly dampened throughout the course of the fall.

This severely affects some content of mine that depends on the ability to launch an avatar precisely. Visit Suffugium (100, 92, 60) in the main and beta grids to see the before and after.

Steps to reproduce the problem:

1. In the main grid, travel to Suffugium (100, 92, 60).
2. On the rooftops you will find yellow arrow sigils.
3. Walk into an arrow sigil and your avatar will be launched with a precise llPushObject, landing you exactly on the matching arrow on an adjacent rooftop.
4. Now try the same steps in Suffugium in the Beta grid.

Observed results:

In the main grid, the launcher will land you precisely on the adjacent rooftop. In Havok 4, you will consistently fall short. However, physical prims thrown at the launcher will continue to be precisely launched to the adjacent rooftop.

Expected results:

I expect the launcher to continue to precisely launch avatars to the adjacent rooftop. The launchers use a trajectory calculation to determine the precise velocity and launch angle necessary to land an avatar at its target. Additionally, I expect in-air behavior of prims and avatars to be the same; if prims aren't affected by this friction, why are avatars?

If you have any questions about the launchers, let me know.



 All   Comments   Change History      Sort Order: Ascending order - Click to sort in descending order
Mercia Mcmahon added a comment - 11/Mar/08 12:40 PM
Sounds like a scene from The matrix

Lex Neva added a comment - 12/Mar/08 10:39 AM
Well, yanno. It's fun, though!

Andrew Linden added a comment - 02/Apr/08 03:22 PM - edited
Ooops. I commented on the wrong jira item. Please disregard.

Lex Neva added a comment - 02/Apr/08 03:28 PM
At least you thought about us over here in SVC-1818!

Seifert Surface added a comment - 03/Apr/08 11:33 AM
I did some experiments to try to understand what the friction effect is doing:

I'm getting some inconsistent results. using a llSetBuoyancy script
to remove gravity, horizontal velocity seems to have damping by dv/dt
= a*v, where experimentally, a is around -0.285. This seems consistent
for both high (near 50m/s) and low speeds. This doesn't seem to be the
case however for falling vertically, or maybe its just that there are
extra effects I don't know about. Assuming that dv/dt = -g + a*v
seems to fit the data reasonably well, but the a I get is different from the horizontal test
(more negative), and there seem to be some other effects when the
velocity is low.