For some time people have been fighting with getting roads to work well in Second Life. The subject came up again this week. Andrew Linden gave us some information that may help some work around the problem:
It [the road seam bounce] is a really hard problem to fix… it is a basic quirk of the physics engine. It might be fixable with careful content workarounds, but it is very hard for us to fix by tweaking vehicles any further.
I don’t know the best way to work-around the seam jump. I’m guessing that you could add a “transition slope” at the edge of the roads pieces that drop down, and overlap the meshes there.
What happens is that the physics engine will produce collision points between the car and some surfaces that are “behind” others … if they are on distinct objects.




