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 _______________________________________________ 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

