--
[ 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

Reply via email to