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

Reply via email to