[hlcoders] Objects, Physics, and Gravity Concepts

2005-01-03 Thread HoundDawg
With the introduction of the physics engine in HL2, I'm curious if there is someway to have gravity affect physics? In HL2 SP, I noticed it really doesn't. How? Well, you could pull out a pistol and still snipe with it... there is no gravity play on it (no arc). But, then again, tossing other o

Re: [hlcoders] Objects, Physics, and Gravity Concepts

2005-01-03 Thread Jeffrey \"botman\" Broome
HoundDawg wrote: With the introduction of the physics engine in HL2, I'm curious if there is someway to have gravity affect physics? In HL2 SP, I noticed it really doesn't. How? Well, you could pull out a pistol and still snipe with it... there is no gravity play on it (no arc). But, then again

RE: [hlcoders] Objects, Physics, and Gravity Concepts

2005-01-03 Thread HoundDawg
Thanks botman, the answers all make sense. - HoundDawg ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] Objects, Physics, and Gravity Concepts

2005-01-03 Thread r00t 3:16
ahead of a running player etc. Is the source engine able to do this? r00t 3:16 CQC Gaming www.cqc-gaming.com - Original Message - From: "Jeffrey "botman" Broome" <[EMAIL PROTECTED]> To: Sent: Monday, January 03, 2005 12:40 PM Subject: Re: [hlcoders] Objects, Phys

Re: [hlcoders] Objects, Physics, and Gravity Concepts

2005-01-03 Thread Jeffrey \"botman\" Broome
r00t 3:16 wrote: But suppose you wanted it so players who shoot weapons had to compensate for distance, aiming a little ahead of a running player etc. Is the source engine able to do this? I think it probably depends on how fast you want the bullets to move through the air. If you make bullets a tr

Re: [hlcoders] Objects, Physics, and Gravity Concepts

2005-01-03 Thread r00t 3:16
Thanks botman I will probably get this book :P r00t 3:16 CQC Gaming www.cqc-gaming.com - Original Message - From: "Jeffrey "botman" Broome" <[EMAIL PROTECTED]> To: Sent: Monday, January 03, 2005 3:04 PM Subject: Re: [hlcoders] Objects, Physics, and Gravity Conc

Re: [hlcoders] Objects, Physics, and Gravity Concepts

2005-01-03 Thread Daniel Menard
ly get this book :P > > > r00t 3:16 > CQC Gaming > www.cqc-gaming.com > > - Original Message - > From: "Jeffrey "botman" Broome" <[EMAIL PROTECTED]> > To: > Sent: Monday, January 03, 2005 3:04 PM > Subject: Re: [hlcoders] Objects,

RE: [hlcoders] Objects, Physics, and Gravity Concepts

2005-01-03 Thread Jay Stelly
EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf Of > Daniel Menard > Sent: Monday, January 03, 2005 8:17 PM > To: hlcoders@list.valvesoftware.com > Subject: Re: [hlcoders] Objects, Physics, and Gravity Concepts > > Not that I'm personally facing this problem, but wouldnt yo

Re: [hlcoders] Objects, Physics, and Gravity Concepts

2005-01-04 Thread SuicideCommando
ave a affect on it? r00t 3:16 CQC Gaming www.cqc-gaming.com - Original Message - From: "HoundDawg" <[EMAIL PROTECTED]> To: Sent: Tuesday, January 04, 2005 7:11 PM Subject: RE: Re[4]: [hlcoders] Objects, Physics, and Gravity Concepts 1) That would be to easy. The aim of this w

Re[2]: [hlcoders] Objects, Physics, and Gravity Concepts

2005-01-03 Thread Yarin Kaul
Hallo Jeffrey, Du schriebst: > r00t 3:16 wrote: >> >> But suppose you wanted it so players who shoot weapons had to >> compensate for distance, aiming a little ahead of a running player >> etc. >> >> Is the source engine able to do this? > [...] > The real issue is that things that move VERY fast

Re[4]: [hlcoders] Objects, Physics, and Gravity Concepts

2005-01-04 Thread Yarin Kaul
Hallo Gregg, Du schriebst: > Instead of calculating the trajectory of the bullet, why not just change the > position of the cross hair? For a longer distance shot, you could raise the > cross hair a bit. Seems like a less costly calculation. 1) That would be to easy. The aim of this whole thing

Re: Re[2]: [hlcoders] Objects, Physics, and Gravity Concepts

2005-01-04 Thread Andrew Foss
Depends on your firearm. a pistol bullet can travel anywhere from less than 1000 feet per second (subsonic 9mm pistol rounds) to 2750 FPS (5.56 nato rifle rounds) or more. a granularity of 1 calculation every 50 meters is, at roughly mach 1, 7 caluclations a second. Well within server tick rates.

Re: Re[2]: [hlcoders] Objects, Physics, and Gravity Concepts

2005-01-04 Thread Tau Cannon
I think HL1 had a trace arch function might try searching for that. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

RE: Re[2]: [hlcoders] Objects, Physics, and Gravity Concepts

2005-01-04 Thread Gregg Reno
PROTECTED] On Behalf Of Tau Cannon Sent: Tuesday, January 04, 2005 5:06 PM To: hlcoders@list.valvesoftware.com Subject: Re: Re[2]: [hlcoders] Objects, Physics, and Gravity Concepts I think HL1 had a trace arch function might try searching for that. ___ To

RE: Re[4]: [hlcoders] Objects, Physics, and Gravity Concepts

2005-01-04 Thread HoundDawg
> 1) That would be to easy. The aim of this whole thing is to make it > harder for the player to hit a target over a large distance. It's really more of a reality issue. HL1 and now HL2, the pistol wins, even when taking out targets far off in the distance. I mean, really far. Or, take a simple

Re: Re[4]: [hlcoders] Objects, Physics, and Gravity Concepts

2005-01-04 Thread Luke Graham
Oops, just saw Jay Stelly suggested the gravity thing too. Great minds think alike ;) On Wed, 5 Jan 2005 12:05:09 +1000, Luke Graham <[EMAIL PROTECTED]> wrote: > Taking the idea of multiple trace lines to their extreme conclusion... > > Different weapons could give lines of different length, thus

Re: Re[4]: [hlcoders] Objects, Physics, and Gravity Concepts

2005-01-04 Thread Luke Graham
Taking the idea of multiple trace lines to their extreme conclusion... Different weapons could give lines of different length, thus stopping pistol-sniping, because the slower bullet would drop to the ground before it could reach the distant target. Treating the lines not as a fixed length -durin

Re: Re[4]: [hlcoders] Objects, Physics, and Gravity Concepts

2005-01-04 Thread r00t 3:16
: "HoundDawg" <[EMAIL PROTECTED]> To: Sent: Tuesday, January 04, 2005 7:11 PM Subject: RE: Re[4]: [hlcoders] Objects, Physics, and Gravity Concepts 1) That would be to easy. The aim of this whole thing is to make it harder for the player to hit a target over a large distance. It&#x