Bill Currie wrote:
> 
> I can only speak about the quake 1/quakeworld source (I haven't studied the
> quake2 code enough yet), but it's actually nothing that complex. In fact,
> it's the opposit. quake doesn't do the integeration properly at all. It just
> adds the gravity acceleration to the velocity then the velocity to the
> location. I'm not sure if t squared shows up in the physics code or not (it
> looks like it does, but indirectly), but the 1/2 for the 1/2at**2 doesn't.
> 
> Basicly, a projectile (player, grenade) has a piece-wise linear trajectory
> that doesn't touch the correct parabola except at the start point.
> 
> Quake: the universe where G depends on how fast you can blink your eyes.

I'm pretty sure Dave was talking about Quake3 ;-)  He certainly
plays it enough...

-- Gareth


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