Re: [hlcoders] Fast Moving Physics Objects
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 ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Fast Moving Physics Objects
-- [ Picked text/plain from multipart/alternative ] 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: -- [ Picked text/plain from multipart/alternative ] 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 have to extend across the world as soon as the weapon fires. On 10/26/06, Skillet [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] 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 question is twofold. First, is there any easy way to improve the accuracy of the entity physics (crossbow bolt type) system to allow for reliable collisions at very high velocities (10,000+ units/s), or secondly would the Havok/VPhysics system be able to do this kind of simulation better? Thanks. -- ___ 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 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Fast Moving Physics Objects
-- [ Picked text/plain from multipart/alternative ] 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 question is twofold. First, is there any easy way to improve the accuracy of the entity physics (crossbow bolt type) system to allow for reliable collisions at very high velocities (10,000+ units/s), or secondly would the Havok/VPhysics system be able to do this kind of simulation better? Thanks. -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Fast Moving Physics Objects
-- [ Picked text/plain from multipart/alternative ] 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 have to extend across the world as soon as the weapon fires. On 10/26/06, Skillet [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] 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 question is twofold. First, is there any easy way to improve the accuracy of the entity physics (crossbow bolt type) system to allow for reliable collisions at very high velocities (10,000+ units/s), or secondly would the Havok/VPhysics system be able to do this kind of simulation better? Thanks. -- ___ 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