On Friday 12 January 2007 3:34 pm, Justin Krenz wrote: > Does "SweepCollideable(...)" not support OBB? I know const.h says > SOLID_OBB is not implemented, but from what little I played with it, > SweepCollideable seemed to correctly orient the entity's bounding box > before doing the trace.
Not sure, but I'm not a fan of BBox collisions. We have this fancy VPhysics doohickey, and so I'd rather get some more accurate collisions out of it. > As far as VPhysics, what about using PhysShouldCollide( IPhysicsObject > *pObj0, IPhysicsObject *pObj1 ) to catch physics collisions in the space > ship entity to alert you that a collision is taking place and then > override the response (return false, halt its velocity, and create > opposing reaction force) to make things "less crazy?" I have something similar going on in the codebase as it stands, with an added "VPhysicsPreCollision" call in the physics code that does some velocity fixups before collisions. Trying to fix it there I think is trying to fix the wrong problem though. Essentially, when you collide, the player is expecting to be banged around a bit. Going crazy on collision is not very distracting. The problem is that since we cannot predict collisions, I have to switch prediction off on the client whenever we come into physics contact, and only switch it on when we come out. There's a jolt as prediction switches off, another as it switches on, and what's in between is rather laggy. If you want a true smooth experience, you're going to have to predict all the time, and that requires more than we currently have in VPhysics. IIRC turbophysics does well for player interactions against VPhysics. It does little for player interactions against CWorld. Unfortunately, the latter is where most of our interactions lie. -John Sheu _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders