Havok4 Beta Test Ideas
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...)
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...