Well, after a couple of days of dealing with a Havok™ 4 Early Adopter sim, I’m fairly confidently able to say that the Havok™ 4 program is absolutely not ready for "prime time".
It’s bad enough that the physics are sufficiently different as to cause problems for C:SI combat, but even non-physical things are borked. For instance, not once in the last two days has an object I attempted to create been created where I indicated, most often being misplaced by several meters. That might sound like a minor issue, but when you *commonly* spend multiple dozens of hours making sure that prims are as perfectly aligned as SL™ will allow, you know that being off by several meters is much too frustrating to deal with after a bit. To top that off, not once has an object I’ve attempted to rez by hand from inventory succeeded the first time.
There have also been hundreds of what appear to be Asset Server-related issues, but when I go to another sim (even a super-laggy one containing a mall) those issues simply don’t occur. For instance, I cannot conveniently edit scripts in my skybox because at least 50% of the time they simply fail to load - and even after I do get them to load, half the time they fail to save as well - which would normally indicated heavy Asset Server loads yet when I go to ANY OTHER sim it works as expected.
I’m still excited that Linden Lab® is working on a new physics engine, and they’ve done some very impressive work so far, but as a content creator who spends 90% of his SL™ time building and scripting, both of which are moderately to severely borked in my Havok™ 4 home sim, it’s far too painful an environment to work in. It looks like I will be temporarily moving my workspace for the forseeable future
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