Any plugin API will work, the only trouble you may have is pulling all the right calls at all the right places, svencoop is still having trouble after replacing the sound system with fmod x more then 3 years ago.
-------- Owner Nigredo Studios http://www.nigredostudios.com --- On Thu, 9/12/10, Trevor 'Drak' <dhlco...@wowway.com> wrote: From: Trevor 'Drak' <dhlco...@wowway.com> Subject: [hlcoders] Colliding with BSP (GoldSrc) - Messing with the renderer To: "HLCoders List" <hlcoders@list.valvesoftware.com> Received: Thursday, 9 December, 2010, 2:46 PM I’m still stuck in the past with HL1. But I’m sure most of you seen videos of people that managed to get a physics engine running inside goldsrc. I wanted to give this a go. I’m messed around with Newton / Bullet / PhysX and I can whip up a small D3D/OpenGL app that throw’s boxes around. But two major problems, I have no idea where to start on finding a solution. How can I get an OpenGL object inside the 3D viewport/world HL is in? I’ve also seen love .avi videos (procedural textures ?) inside HL. I asked the author, and he said he used simple OpenGL calls. I can do the same, but only 2D. Drawing stuff over the HL window. Last thing. If I managed to even get over the hump, to drawing stuff. How can I get my physic objects to collide, when I have no access to the engine code? I don’t assume tracing of any sort can help me here? Mind you, this is all client-side. So I don’t need to network the physics. _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders