[hlcoders] physics shadow?

2008-10-02 Thread Michael Chang
Can someone explain this one to me?


In VPhysicsShadowUpdate() I just took all the traces ie util_traceline,
util_traceentity, etc and changed the MASK_PLAYERSOLID to use
PhysicsSolidMaskForEntity() except I used some ifdefs so I remember that the
code was modified by our mod when it comes time to merge new code that
affected this file for instance.

Chris


What is PhysicsShadow? For some reason I imagine shadows doing physical
collision tests and that sort of stuff, which makes no sense. Can someone
put this into some context please?

Thanks

~M
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Re: [hlcoders] physics shadow?

2008-10-02 Thread Tony Sergi
The physics shadows are basically a physics object that follows an
entity that doesn't move with vphysics, ie: an npc, or the player, and
provides collision with physics objects, and has callbacks to notify the
entity it's following that it just collided with something else that is
vphysics (or another shadow)


-Tony
 
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Michael
Chang
Sent: October-02-08 11:59 PM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] physics shadow?

Can someone explain this one to me?


In VPhysicsShadowUpdate() I just took all the traces ie util_traceline,
util_traceentity, etc and changed the MASK_PLAYERSOLID to use
PhysicsSolidMaskForEntity() except I used some ifdefs so I remember that
the
code was modified by our mod when it comes time to merge new code that
affected this file for instance.

Chris


What is PhysicsShadow? For some reason I imagine shadows doing physical
collision tests and that sort of stuff, which makes no sense. Can
someone
put this into some context please?

Thanks

~M
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RE: [hlcoders] physics shadow

2006-06-30 Thread Tony \omega\ Sergi
Awesome! Thanks for the info. I only need to adjust the other one then; 50
is fine for the impulse.

--
-- omega
Heroes of Excelsior
http://www.heroesofexcelsior.com
Blackened Interactive
http://www.blackened-interactive.com
 -Original Message-
 From: Jay Stelly [mailto:[EMAIL PROTECTED]
 Sent: June 30, 2006 1:56 AM
 To: hlcoders@list.valvesoftware.com
 Subject: RE: [hlcoders] physics shadow

 These limits apply to the impulses a player can exert through his
 contact points.

 The mass limit is the limit at which the player controller stops pushing
 through the contact.  So with the code below the player will not push
 against the contact normal with any object  350kg.

 The speed limit actually controls the impulse you can apply but limiting
 the velocity again through the contact.  So the player won't be able to
 apply an impulse greater than (50 * playermass) against the contact
 normal of any contact.

 There is also a general speed limit that controls the overall velocity.
 So these limits explicitly deal with contacts.  The basic idea is to
 allow the player to accelerate to max velocity quickly without giving
 the player the ability to push really massive objects out of his way as
 a result.  Without the extra term increasing the acceleration rate
 increases the mass a player can push.

 Jay



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[hlcoders] physics shadow

2006-06-29 Thread Tony \omega\ Sergi
Anyone know what these affect yet? I'm trying to do something with the
players shadow, to make it function a little differently, but still retain
the same basic functionality, but I cant figure out exactly what these do.

Valve?

m_pPhysicsController-SetPushMassLimit( 350.0f );
m_pPhysicsController-SetPushSpeedLimit( 50.0f );

--
-- omega
Heroes of Excelsior
http://www.heroesofexcelsior.com
Blackened Interactive
http://www.blackened-interactive.com



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Re: [hlcoders] physics shadow

2006-06-29 Thread Adam \amckern\ Mckern
Shot an email to Wrayth, he had a very complex looking
yet easy to programm player shadow in a few builds
ago, untill we worked out that the 'gorden' model in
sp has no animations.

Adam

--- Tony \omega\ Sergi
[EMAIL PROTECTED] wrote:

 Anyone know what these affect yet? I'm trying to do
 something with the
 players shadow, to make it function a little
 differently, but still retain
 the same basic functionality, but I cant figure out
 exactly what these do.

 Valve?

   m_pPhysicsController-SetPushMassLimit( 350.0f );
   m_pPhysicsController-SetPushSpeedLimit( 50.0f );

 --
 -- omega
 Heroes of Excelsior
 http://www.heroesofexcelsior.com
 Blackened Interactive
 http://www.blackened-interactive.com



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Re: [hlcoders] physics shadow

2006-06-29 Thread John Sheu
On Thursday 29 June 2006 8:51 pm, Tony omega Sergi wrote:
   m_pPhysicsController-SetPushMassLimit( 350.0f );
   m_pPhysicsController-SetPushSpeedLimit( 50.0f );

Limits the mass of objects which the player's shadow controller can push, and
the maximum speed to push it away with, I would think.

-John Sheu

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RE: [hlcoders] physics shadow

2006-06-29 Thread Jay Stelly
These limits apply to the impulses a player can exert through his
contact points.

The mass limit is the limit at which the player controller stops pushing
through the contact.  So with the code below the player will not push
against the contact normal with any object  350kg.

The speed limit actually controls the impulse you can apply but limiting
the velocity again through the contact.  So the player won't be able to
apply an impulse greater than (50 * playermass) against the contact
normal of any contact.

There is also a general speed limit that controls the overall velocity.
So these limits explicitly deal with contacts.  The basic idea is to
allow the player to accelerate to max velocity quickly without giving
the player the ability to push really massive objects out of his way as
a result.  Without the extra term increasing the acceleration rate
increases the mass a player can push.

Jay


 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of John Sheu
 Sent: Thursday, June 29, 2006 9:26 PM
 To: hlcoders@list.valvesoftware.com
 Subject: Re: [hlcoders] physics shadow

 On Thursday 29 June 2006 8:51 pm, Tony omega Sergi wrote:
  m_pPhysicsController-SetPushMassLimit( 350.0f );
  m_pPhysicsController-SetPushSpeedLimit( 50.0f );

 Limits the mass of objects which the player's shadow
 controller can push, and the maximum speed to push it away
 with, I would think.

 -John Sheu

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