-- [ Picked text/plain from multipart/alternative ] You need to do some sort of swept collision, which for bullets is normally tracelines. You can simulate the bullet gravity/drop yourself very easily, and just do a traceline from last position to this position each timestep. The traceline doesn't have to extend across the world as soon as the weapon fires.
On 10/26/06, Skillet <[EMAIL PROTECTED]> wrote: > > -- > [ Picked text/plain from multipart/alternative ] > I'm trying to simulate bullets at (near) actual speed with physics rather > than tracelines, and I'm having inconsistent collision troubles. I assume > they're happening because the physics system isn't designed for such fast > moving objects. My question is twofold. First, is there any easy way to > improve the accuracy of the entity physics (crossbow bolt type) system to > allow for reliable collisions at very high velocities (10,000+ units/s), > or > secondly would the Havok/VPhysics system be able to do this kind of > simulation better? > > Thanks. > -- > > _______________________________________________ > 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

