[opensource-dev] Soft body physics

2010-04-07 Thread Glen Canaday
Soft body physics are best implemented in a local viewer, leaving the rigid-body collision detection to the server, am I right in this? --GC ___ Policies and (un)subscribe information available here: http://wiki.secondlife.com/wiki/OpenSource-Dev Plea

Re: [opensource-dev] Soft body physics

2010-04-07 Thread Moriz Gupte
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

Re: [opensource-dev] Soft body physics

2010-04-07 Thread Glen Canaday
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

Re: [opensource-dev] Soft body physics

2010-04-07 Thread Jacek Antonelli
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

Re: [opensource-dev] Soft body physics

2010-04-07 Thread Lear Cale
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

Re: [opensource-dev] Soft body physics

2010-04-07 Thread Glen Canaday
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

Re: [opensource-dev] Soft body physics

2010-04-07 Thread Robert Martin
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

Re: [opensource-dev] Soft body physics

2010-04-08 Thread Dale Mahalko
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

Re: [opensource-dev] Soft body physics

2010-04-08 Thread Dzonatas Sol
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

Re: [opensource-dev] Soft body physics

2010-04-08 Thread Glen Canaday
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