Tahgtahv wrote:
MOUL (and Uru since the beginning) has treated avatar-avatar intersections as non-collisions. That means the collision complexity is O(n), where n is the number of avatars. And since each client handles their own avatar, it's really more like O(1).
Even if we implemented avatar-avatar collisions, and/or implemented collisions server-side, you would only need to collide against objects in the immediate vicinity. You don't need a physics engine to know that you're not going to collide against something fifty metres away. But I wouldn't use a full-blown physics engine for avatar-avatar collisions anyhow, just simple deflection.