(This is not related to the mod I'm working on, it's just one of my random crazy ideas.)
I've thought of a possible addition to the Source engine model system that might be nice to put into the next incarnation of the Source engine, assuming it isn't too resource-intensive. What if each vertex-vertex connection in a model had several physics values: - Tension - Compression - Torsion - Shear When a model collides with something in-game - be it the world (?), another model, a bullet, etc. - these values would come into play to deform the model. I haven't worked out the maths for the physics (velocities, etc.), but each physics value for each vertex-vertex connection could influence how much the model deforms. i.e. If one character prods another in the stomach, the first character's finger would be more rigid than the second character's stomach, so the maths would all be applied, and the second character's stomach would be depressed. The first character's finger would be squashed a bit too, but not as much. There would have to be some way of recursing this deformation to other vertices around the ones in physical contact with an object, to make the depression (or whatever) bigger. I haven't worked out if it would be best to have the effects on vertices further away be forcibly less extreme, or if it would just even itself out naturally. I really don't care what happens to this idea, but it would be nice if something like this could happen - even only optionally - in the next version of Source, unless it turns out to be too processor taxing, that is. (My 3D maths isn't really up to scratch. :P) _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

