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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:
>
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> 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
> >
> --
>
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