BulletSim: more things into the TODO list.

user_profiles
Robert Adams 2013-03-01 09:43:40 -08:00
parent 1c740798b4
commit 326634a0b3
1 changed files with 6 additions and 1 deletions

View File

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