Havok4 Beta Test Ideas

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Revision as of 13:08, 28 September 2007 by Sidewinder Linden (talk | contribs) (New page: ===Building and Linking=== * Construction tools and huds * manual linking/unlinking Linkability Rules * test link distance rules (for attachments too) Linkability Rules * Make sure...)
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Building and Linking

  • Construction tools and huds
  • manual linking/unlinking Linkability Rules
  • test link distance rules (for attachments too) Linkability Rules
  • Make sure that linked objects remain linked when you rez them in any orientation
    • Rez out large linked objects from your inventory and make sure they are still linked, eg. buildings, ships, aircraft, cars
    • Rez out linked objects containing small prims, eg. jewelry, furniture, attachments, HUD attachments.
    • Rez out linked objects that have both small and large prims, eg. furniture, vehicles.
    • edit a prims of a linked object and move it as far from the other prims as possible. Take the linked object, rez it, and make sure it is still linked.
  • moving/rotating/scaling sub-parts of linked sets (via UI and scripting)

Scripted Movement

  • all script movement, actions (hover, vehicle, buoyancy etc)
  • sitting on objects, standing up Sitting test
  • interpenetration resolution when two dynamic objects are overlapping
  • collision events (script callbacks, especially callbacks on linked children)
  • avatar controls (flying, running, walking)

Collisions

  • collision correctness (do objects/avatars visually appear to collide/deflect at the right place?)
  • piles of colliding objects
  • creating objects from inventory
  • reading the mass of objects after shape/scale changes, especially attachments
  • scripted attachments that push the avatar or other objects, especially after shape/scale changes

Physics Overloads

  • "deep thinks" - regions slowness caused by Havok trying to untangle complex physical objects. (which may still exist but it would be interesting to find out how things are different)
  • permission errors
  • rezzing objects via script

Vehicles

  • Fly or drive any vehicles you have, make sure they behave the same as on the main grid.
  • Fly or driver your vehicles across region boundaries. Verify they are no worse than on the main grid. (They may not be any better either)

Avatar Motion

  • Make sure Avatar controls feel the same
  • Walk, fly and run
  • Walk up and down stairs
  • Walk up and down hills
  • Walk, run and fly across region boundaries
  • Collide with objects
  • Collide with other avatars
  • Wear any flight assist attachments and verify your flight speed and control feels the same

Scripted Behavior

  • Make sure script rezzing items work. eg. guns.
  • Make sure push guns still push you, or cause damage. (get the other person's consent first!)
  • Test scripted linking and unlinking
  • Make lots of physical objects and drop them in a pile. Drive a vehicle through the pile.
  • Test phantom
  • Toggle phantom status with a script and verify phantom actually toggles
  • Test targetomega, targetomega child prims, and targetomega attachments and HUD objects.
  • Test mega prim rezzing and physics
  • Estate tools "Get Top Colliders"

Permissions

  • Walking, flying and driving vehicles into parcels you are banned from.
  • Walking, flying and driving vehicles into regions you are banned from.
  • Test being ejected from a parcel via right-clicking an avatar > More > Eject...