-- [ Picked text/plain from multipart/alternative ] Thanks. I implemented that and it's working beautifully so far. Not only do the collisions work at high speed, but a hackjob isn't required to get them working with hitboxes. :)
On 10/26/06, Jeremy Swigart <[EMAIL PROTECTED]> wrote: > > -- > [ 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 > > -- _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

