Jay Stelly wrote:
But it's not a framework that lets you sweep a vcollide against the entire scene - which is probably what you want (and what John wanted as I recall). In fact it's pretty straightforward to extend vphysics to do this, but the current implementation would be incredibly slow if you used any displacements at all because it would have to consider each triangle separately.
That would be really nice. Or actually, would have been really nice. And kinda overdue, since the SDK-side framework is there
d) "physics tests only happen once per frame in static positions" - not exactly sure what you are trying to say here but it sounds incorrect to me. The movement in vphysics though not described as sweeps/traces is still computed as continuous motion. It's not like all of the objects move and then do a static test to see if they are inside another object or have passed through another object. The collisions are computed continuously along the path of translation/rotation. It may still be a pain for your player movement strategy, but it certainly isn't evaluated in "static positions" if that helps to understand it better.
I realize that VPhysics fundamentally does continuous collisions. I've played around some with the Bullet physics library some, and an idea of how things work. (Whether this is a correct "idea" or not is another question.) What I mean was that from game code, you cannot evaluate collisions on a collideable from more than one position in a given frame, or move/sweep them during the frame for movement tests. -John Sheu _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders