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Thanks. I implemented that and it's working beautifully so far. Not only
do the collisions work at high speed, but a hackjob isn't required to get
them working with hitboxes.
:)
On 10/26/06, Jeremy Swigart <[EMAIL PROTECTED]> wrote:
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In my experience, you're best advised to try to avoid VPhysics altogether.
Anything to do with prediction or lag compensation will be a PITA.
-John Sheu
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You need to do some sort of swept collision, which for bullets is normally
tracelines. You can simulate the bullet gravity/drop yourself very easily,
and just do a traceline from last position to this position each timestep.
The traceline doesn't
Interesting idea, I don't know if it would be practical though. I
don't know enough to answer your question sorry
On 10/26/06, Skillet <[EMAIL PROTECTED]> wrote:
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I'm trying to simulate bullets at (near) actual speed with physics rather
than tra
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I'm trying to simulate bullets at (near) actual speed with physics rather
than tracelines, and I'm having inconsistent collision troubles. I assume
they're happening because the physics system isn't designed for such fast
moving objects. My ques
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