Re: [hlcoders] Creating a Sphere Trace

2008-01-15 Thread Joel R.
-- [ Picked text/plain from multipart/alternative ] I just noticed that HL1 has a TraceSphere function available. Did this function become flawed once the Physics system was entered in the the scene equation? Just wondering why it was removed from HL2. On Sep 29, 2007 4:50 PM, Daniel Menard

Re: [hlcoders] Creating a Sphere Trace

2007-09-29 Thread John Sheu
Jay Stelly wrote: But it's not a framework that lets you sweep a vcollide against the entire scene - which is probably what you want (and what John wanted as I recall). In fact it's pretty straightforward to extend vphysics to do this, but the current implementation would be incredibly slow if

Re: [hlcoders] Creating a Sphere Trace

2007-09-29 Thread Daniel Menard
-- [ Picked text/plain from multipart/alternative ] Not having a method of tracing a VCollide to the world really limits what we can do with prediction, especially when talking about vehicles. Since VPhysics is essentially unpredictable in the networking sense, we can't run the collision code

RE: [hlcoders] Creating a Sphere Trace

2007-09-27 Thread Jay Stelly
Subject: Re: [hlcoders] Creating a Sphere Trace Joel R. wrote: -- [ Picked text/plain from multipart/alternative ] I really don't like the Physics system due to the many limitations we have with it, including tracing. Which is why I want to build my own trace. I took a quick look

Re: [hlcoders] Creating a Sphere Trace

2007-09-26 Thread Joel R.
5:40 PM To: hlcoders Subject: [hlcoders] Creating a Sphere Trace -- [ Picked text/plain from multipart/alternative ] I've been attempting to create my own sphere trace using 2 engine functions. void GetBrushesInAABB( const Vector vMins, const Vector vMaxs, CUtlVectorint *pOutput, int

Re: [hlcoders] Creating a Sphere Trace

2007-09-26 Thread Paul Peloski
-- [ Picked text/plain from multipart/alternative ] Does physenv-CreateSphereObject do what you want? Check out CPhysSphere, which creates a sphere instead of using the models physics data. I'm assuming that, internally, creating a physics sphere this way will use fast sphere/plane intersection

Re: [hlcoders] Creating a Sphere Trace

2007-09-26 Thread Joel R.
-- [ Picked text/plain from multipart/alternative ] I really don't like the Physics system due to the many limitations we have with it, including tracing. Which is why I want to build my own trace. I took a quick look at the Quake2 source code and they do a RecursiveHullTrace which I believe

Re: [hlcoders] Creating a Sphere Trace

2007-09-26 Thread John Sheu
Joel R. wrote: -- [ Picked text/plain from multipart/alternative ] I really don't like the Physics system due to the many limitations we have with it, including tracing. Which is why I want to build my own trace. I took a quick look at the Quake2 source code and they do a RecursiveHullTrace

[hlcoders] Creating a Sphere Trace

2007-09-25 Thread Joel R.
-- [ Picked text/plain from multipart/alternative ] I've been attempting to create my own sphere trace using 2 engine functions. void GetBrushesInAABB( const Vector vMins, const Vector vMaxs, CUtlVectorint *pOutput, int iContentsMask = 0x ) bool GetBrushInfo( int iBrush, CUtlVectorconst

RE: [hlcoders] Creating a Sphere Trace

2007-09-25 Thread Ben Everett
, September 25, 2007 5:40 PM To: hlcoders Subject: [hlcoders] Creating a Sphere Trace -- [ Picked text/plain from multipart/alternative ] I've been attempting to create my own sphere trace using 2 engine functions. void GetBrushesInAABB( const Vector vMins, const Vector vMaxs, CUtlVectorint *pOutput, int