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|ID||Project||Category||View Status||Date Submitted||Last Update|
|0002425||opensim||[REGION] Physics Engines||public||2008-10-18 17:56||2009-06-04 14:20|
|Assigned To|| |
|Product Version|| |
|Target Version||Fixed in Version|| |
|Summary||0002425: Physical prim properties based on Material|
|Description||Just an idea... I'm not even sure if this is an identical behavior on the LL grid. But I think it would be much more suitable and realistic if Physical primitive properties such as gravity, collision karma and other effects for Physical objects would be influenced by the material the prim is using. In case different prims in a linkset would have different materials, the overall mass would be the one of the linkset.|
For example if a primitive is set to Wood, making it Physical would cause it to have a medium weight and be slightly easy to push around by the avatar while also being a little more bouncy. A primitive having the material set to Plastic would be very light and extremely easy to push around by the avatar while also being very bouncy, while Metal and Stone would be very heavy and also not pretty bouncy.
I recommend this because it's much more realistic and also gives the Material property a good use alongside different collision sounds (once those will be in) so I'd say it's worth trying to implement at least for ODE.
|Tags||No tags attached.|
|Git Revision or version number|
|Run Mode|| Grid (1 Region per Sim) |
|Environment||.NET / Windows32|