Soft-body would have to be client-side only. There's no way I'd want
that much data going across my net connection for every single frame.
Neither I nor LL has that kind of collective bandwidth. I don't know if
the server just reports a rigid-body collision or if it warns of
impending collision
Here is some videos to watch...
http://www.youtube.com/watch?v=MoQh4R1-Vjs
http://www.youtube.com/watch?v=oOK1L0Uo8KM
http://www.youtube.com/watch?v=xfrM973spw0
http://www.youtube.com/watch?v=8z2zDwzK5Kg
http://www.youtube.com/watch?v=1C6LrDzjfRw
...so the ability is there.
Dale Mahalko wrote
Can you point to anything in 3D animation that already does this sort
of thing? I don't think it exists.
The idea sounds reminiscent of an idea I posted on this list a few
years ago, wrapping a sculptie mesh around a collection of prims and
"deflating" the mesh until its vertices form-fit the prim
What may be a stopgap would be to have different "levels" of collision detection
so if you have say 4 levels of detection then do the lowest level on
the server and work with the other 3 levels client side (have a skirt
bounce back from the legs but leave exactly which way it bounces on
clientside
I'm only playing with the idea. Soft-body would have to be client-side
only. if you think your SL is laggy NOW, imagine if it were also sending
the vertex data back and forth to the sim. That would make SL unusable.
It's a fun idea, though... I can imagine fields of waving grass, rubber
couche
I agree with Jacek -- at least for 1st cut, make it so that flexi hair
doesn't pierce anyone's body, but no effect on collisions.
This would keep it simple and fix the biggest issue for most people.
On Wed, Apr 7, 2010 at 7:39 PM, Jacek Antonelli
wrote:
> Personally, I would keep soft body effe
Personally, I would keep soft body effects as purely client-side eye
candy, without any impact on the world, like flexi prims and particles
are today. Sending the deformation data from the server to the client,
or vice versa, would be very bandwidth intensive, and a huge headache
to keep in sync. A
I came to the same conclusion, with the exception that a lookahead for a
collision would be helpful in the client. If they use the same physics
engine and the client does no more than implement a collision check, I
think it could be a good thing. I'm looking at several free physics
engines atm
I feel you are right. Makes more sense to have it implemented client side
for many soft body dynamic behaviors... eg cloth, hair etc...
but I think in areas where rigid body behaviors impact local soft body
dynamics, there will be lots of timing and synch problems to deal with.
So there's where I t