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IDProjectCategoryView StatusDate SubmittedLast Update
0002425opensim[REGION] Physics Enginespublic2008-10-18 17:562009-06-04 14:20
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PlatformOSOS Version
Product Version 
Target VersionFixed in Version 
Summary0002425: Physical prim properties based on Material
DescriptionJust 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.
TagsNo tags attached.
Git Revision or version number
Run Mode Grid (1 Region per Sim)
Physics EngineODE
Script Engine
Environment.NET / Windows32
Mono Version
Attached Files

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-  Notes
Starky Rubble (reporter)
2009-06-04 14:20

This should be moved to the features request list and the mantis closed

- Issue History
Date Modified Username Field Change
2008-10-18 17:56 mirceakitsune New Issue
2008-10-18 17:56 mirceakitsune SVN Revision => 6905
2008-10-18 17:56 mirceakitsune Run Mode => Grid (1 Region per Sim)
2008-10-18 17:56 mirceakitsune Physics Engine => ODE
2008-10-18 17:56 mirceakitsune Environment => .NET / Windows32
2009-06-04 14:20 Starky Rubble Note Added: 0011969

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