BulletSim: more things into the TODO list.
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@ -9,6 +9,9 @@ Enable vehicle border crossings (at least as poorly as ODE)
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Lock axis
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Deleting a linkset while standing on the root will leave the physical shape of the root behind.
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Not sure if it is because standing on it. Done with large prim linksets.
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Linkset child rotations.
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Nebadon spiral tube has middle sections which are rotated wrong.
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Select linked spiral tube. Delink and note where the middle section ends up.
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Vehicle angular vertical attraction
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vehicle angular banking
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Center-of-gravity
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@ -68,6 +71,8 @@ Vehicle attributes are not restored when a vehicle is rezzed on region creation
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GENERAL TODO LIST:
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=================================================
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Explore btGImpactMeshShape as alternative to convex hulls for simplified physical objects.
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Regular triangle meshes don't do physical collisions.
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Resitution of a prim works on another prim but not on terrain.
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The dropped prim doesn't bounce properly on the terrain.
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Add a sanity check for PIDTarget location.
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@ -338,4 +343,4 @@ Avatar standing on a moving object should start to move with the object. (DONE 2
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Angular motion around Z moves the vehicle in world Z and not vehicle Z in ODE.
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Verify that angular motion specified around Z moves in the vehicle coordinates.
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DONE 20130120: BulletSim properly applies force in vehicle relative coordinates.
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Nebadon vehicles turning funny in arena (DONE)
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Nebadon vehicles turning funny in arena (DONE)
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