zehl wrote:
Actually you are right. I forgot about when there is a lot of people in an Age.. That is the one time the 50 collisions would stand a problem and probably crash the engine.
The limit is 50
simultaneous collisions which, AIUI, means things like a pile of 50 rocks where every rock affects every other rock and you have to calculate all of the forces together, or a Newton's cradle with 50 balls, etc.
That shouldn't be an issue for MOULa. You wouldn't treat avatars as normal physics objects which get pushed around by other objects. Apart from gameplay issues, it just doesn't work correctly. If someone gets shoved, they typically don't just topple over and roll down the hill; they'll compensate in ways that have more to do with neurology than physics.
When simulating the behaviour of a cone or similar, you would treat avatars as "terrain", i.e. a collision between a cone and an avatar will affect the cone but not the avatar. When moving an avatar, you would treat other avatars as terrain; if you bump into one, it prevents or deflects your motion, but won't cause the other avatar to move.
It would mean that you have to limit the number of "kickable" objects (cones etc) within an area so that the engine doesn't freak out when someone decides to pile up every kickable object on top of a sleeping avatar.