Did you check GAME_SHARED\physics_main_shared.cpp ?

-----Original Message-----
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Michael
Hobson
Sent: Friday, December 17, 2004 10:29 AM
To: [EMAIL PROTECTED]
Subject: RE: [hlcoders] Is Per-Entity Gravity Possible ?

Yahn:

Thank you for the speedy response.

At 08:58 AM 12/17/2004, Yahn  wrote:
>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.

The code in GAME_SHARED/GAMEMOVEMENT.* appears to only apply to
*players* (like HL 1's PM_SHARED subsystem).

In looking around in the SDK code, I haven't yet found anything that
would allow me to control the movement for any other entity types.  Am I
missing something here ?



>-----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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