Correct, you'd have to convert gravity to a vector, which should be
doable.  Brian was going to do this at one point for kicks, not sure if
he has any suggestions on what the biggest issues will be.  My gut is
that the FL_ONGROUND assumptions about the z axis in the movement code
would take a bit of time to unwind, but you do have all of that code in
the SDK at this point, so this should be very possible.

Yahn

-----Original Message-----
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Xas
Sent: Friday, December 17, 2004 1:09 AM
To: [EMAIL PROTECTED]
Subject: RE: [hlcoders] Is Per-Entity Gravity Possible ?

For what I found, gravity is used as a float, not a vector...=20 Even if
we can found a vector gravity in low level include, it seems = that it
have not been generalized (in sense that I can easily decide that my
world has a gravity like (-1, = 5,
64))


-----Message d'origine-----
De : [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] De la part de Michael =
Hobson
Envoy=E9 : vendredi 17 d=E9cembre 2004 09:51 =C0 :
[EMAIL PROTECTED] Objet : [hlcoders] Is Per-Entity Gravity
Possible ?

Yahn or Alex:

Do we have sufficient low-level access to Havok in order to allow =
per-entity gravity magnitude and direction vectors ?


{OLD}Sneaky_Bastard!
email:  [EMAIL PROTECTED]
Michael A. Hobson
icq:    #2186709
yahoo: warrior_mike2001
IRC:  Gamesurge channel #wavelength


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