-- [ Picked text/plain from multipart/alternative ] How bout a SOLID_SPHERE , that would be so much cooler, I'd be able to get my real point of origin on the ground at all times, and I could think of many other uses for it, I don't know what kind of tracing that would require but the havok engine seems to do just fine with spheres.
On 12/22/06, Jay Stelly < [EMAIL PROTECTED]> wrote: > > The easiest way to reduce the cost of vehicles would be to remove the > wheels. Just use ray traces to find the wheel contacts and write your > own simulation for the suspension dynamics (I'm assuming you're doing > that anyway if you've got some kind of SOLID_BBOX car going). The > airboat does this in HL2 (so it's totally possible and effective), but > not all of the code is visible to mods because it shares some of the > underlying havok suspension dynamics used on the jeep (and havok doesn't > want their source code in our SDK). If you want to attempt this you'd > just create a convex hull for the vehicle entity, set it to > MOVETYPE_VPHYSICS (basically call VPhysicsInitNormal()), then attach it > to a motion controller and apply impulses to simulate the dynamics in > the motion controller Simulate() function. You could do your wheel > raytraces there or in a think function depending on how frequently you > want to update the contacts. Lots of games use this general technique. > > Also - dynamic moving/rotating SOLID_OBB entities aren't coming in ep2 > and wouldn't likely be faster than using vphysics for a single convex > hull if implemented. SOLID_BBOX is faster because the swept collision > problem is much simpler solve. We use vphysics for anything with > dynamic rotation that needs to have varying collisions under rotation. > > It is true that the physics objects will be moving according to the > rules of physics so you can only exert control over once per timestep. > That is going to make really high frequency control impossible without > decreasing the timestep of the simulator (which will cost more CPU as a > result). This wasn't a big deal for the buggy or the airboat in HL2 > though, so unless your vehicles are really different it's probably not a > big deal for you either. > > Jay > -- _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

