Re: [hlcoders] Fast Moving Physics Objects

2006-10-27 Thread John Sheu
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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Re: [hlcoders] Fast Moving Physics Objects

2006-10-27 Thread Skillet
--
[ 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.
  --
 
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[hlcoders] Fast Moving Physics Objects

2006-10-26 Thread Skillet
--
[ 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.
--

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Re: [hlcoders] Fast Moving Physics Objects

2006-10-26 Thread Jeremy Swigart
--
[ 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.
 --

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