Yes, you'd have to use a physics system like bullet physics or similar. HL2
uses both Havok and their BSP collision system. This loads the level into
memory 2 times and has 2 side by side frames doing collision checks.
If you attach your own physics system (which is easy) to the world and any
col
Am I right to believe that even if you used the mesh builder to make a
terrain, it would never be considered in collision detection?
On Wed, Jul 29, 2009 at 1:43 PM, Jed wrote:
> Waldo (ex Valve/DoD Team) wrote something like this for another engine
> not so long ago. Did a nice job of auto text
Waldo (ex Valve/DoD Team) wrote something like this for another engine
not so long ago. Did a nice job of auto texturing terrain with
grass/scree/rock based on the steepness of the slop. Another nice
trick is to apply snow over time based on the normal angle of the face
relative to the vertical (sk
All displacement handling is done in the engine. By simply having the mod
code, you would be FORCED to use an entity and use the mesh builder to
manually build the terrain menu. Make your own Hammer and customize VBSP to
add custom terrain data into an unused BSP lump.
Thanks,
- Saul.
2009/7/29
Given the code base we have in the SDK and considering there is someone to
actually spend the time programming it, would it be possible to create a
terrain system that would outperform the current displacement system?
Perhaps it might be possible to use the current blend texture technique but
ad a
5 matches
Mail list logo