These limits apply to the impulses a player can exert through his
contact points.

The mass limit is the limit at which the player controller stops pushing
through the contact.  So with the code below the player will not push
against the contact normal with any object > 350kg.

The speed limit actually controls the impulse you can apply but limiting
the velocity again through the contact.  So the player won't be able to
apply an impulse greater than (50 * playermass) against the contact
normal of any contact.

There is also a general speed limit that controls the overall velocity.
So these limits explicitly deal with contacts.  The basic idea is to
allow the player to accelerate to max velocity quickly without giving
the player the ability to push really massive objects out of his way as
a result.  Without the extra term increasing the acceleration rate
increases the mass a player can push.

Jay


> -----Original Message-----
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of John Sheu
> Sent: Thursday, June 29, 2006 9:26 PM
> To: hlcoders@list.valvesoftware.com
> Subject: Re: [hlcoders] physics shadow
>
> On Thursday 29 June 2006 8:51 pm, Tony "omega" Sergi wrote:
> >     m_pPhysicsController->SetPushMassLimit( 350.0f );
> >     m_pPhysicsController->SetPushSpeedLimit( 50.0f );
>
> Limits the mass of objects which the player's shadow
> controller can push, and the maximum speed to push it away
> with, I would think.
>
> -John Sheu
>
> _______________________________________________
> 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

Reply via email to