-- [ Picked text/plain from multipart/alternative ] I don't think that would work because your model would be spinning then, wouldn't it
On 12/22/06, Joel R. <[EMAIL PROTECTED]> wrote: > > -- > [ 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 > > -- ts2do -- _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

