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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
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
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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
Subject: Re: [hlcoders] Creating a Sphere Trace
Joel R. wrote:
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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
5:40 PM
To: hlcoders
Subject: [hlcoders] Creating a Sphere Trace
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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
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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
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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
Joel R. wrote:
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[ 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
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[ 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
, September 25, 2007 5:40 PM
To: hlcoders
Subject: [hlcoders] Creating a Sphere Trace
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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
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