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Objects require a much lower velocity to act like phantom against , especially thin walls – much lower velocity then in havok1. And that is disturbing. — affects 1.22.4
From what I can tell, its even more obvious on openspace sims.
Another example is to create a prim and use the collision event to tell you when you hit it (or fly through it using volume detect). I've noticed on our opensim that collision will be triggered up to 4-5 seconds after impact. The current rage for reselling Openspaces sims to people who don't understand what they are buying and who expect things to behave exactly as they do on mainland and private island sims is going to have severe repercussions down the road.
I've upped this to critical as I've recently start falling through prim floors throughout SL. This issue thus affects the enjoyment of every resident from newb to oldie.
Havok4 is really bad I can attest:
1. create large prim, 10x10x10 With Havok1 you would be "pushed" outside the object. You now remain inside. You can still leave the prim but it's not what I expected to happen. edited to include following repo: 1. create a prim 5.0 x 5.0 x 1.0 Not good for all those collision scripted prims I think! In havok 4, prims seem to be more of a spungy bubble then havok 1's solid walls. You can force your way in and get stuck, forcing your way out again is harder then forcing your way in. Relatively slow physical objects pass through unmoving ones with ease, not even issuing a collision event on scripts. Meaning we need the physics engine to 'interpolate' prim positions, so scripts get what they need, and avatars stop ghosting through walls.
Is there a resistance/friction variable in the physics engine somewhere you can increase? Maybe one and a half to twice as much as we have now, that would be great. Unassisted flying avatars should not be able to 'drill' themselves into the interior of prims under any circumstances. Also another error: linking "Physical Objects fail to collide with Avatar at any appreciable Velocity"
This should be fixed in 1.25, retest and confirm after deployment?
Still problems with collisions, htye have improved, but still at higher velocities you get stuck inside primitives, and objects pass through other objects and an object that collides with another object can 'collide' with an object behind that object even though it would of been stopped by the object in front.
Also in lag you can fall through floors of elevators or other relatively slow moving physical objects. Not fixed.
A note:
The 'bug' of small objects passing through other objects at high speed will probably not be fixed. This is not a bug per se, but the type of physics SL had even since Havok 1. This, however, is very very CPU intensive. SL Havok 4, according to Andrew Linden if I recall, even has a switch to enable this on a simulator, however it is turned off for all of them, due to the aformentioned CPU cost. Since SL simulators do not use any kind of hardware physics acceleration, this is bound to stay for a long time. The way physics work right now is as follows: I understand the math, and the interpolation (probably using line mass interpolation, not brute force) probably adds up. Havok1 however did not have the issue of objects registering a collision on objects further along its path of movement if they had already been blocked by another object (obviously only if physical). This doesn't seem like much of a problem, but in damage enabled areas or in many of the non damage combat systems (that use collisions) it makes most shields or similar content completely useless.
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If you have any more issues to add relating to this, please add them.