(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)


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