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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.
> > --
> >
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