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 _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

