I believe someone from Valve mentioned earlier that SweepCollideable() and
TraceRay() are currently stub implementations in IPhysicsEnvironment, so
they don't do anything meaningful.

----- Original Message -----
From: "Justin Krenz" <[EMAIL PROTECTED]>
To: <hlcoders@list.valvesoftware.com>
Sent: Friday, January 12, 2007 1:34 PM
Subject: Re: [hlcoders] Multiplayer Vehicles


Does "SweepCollideable(...)" not support OBB?  I know const.h says
SOLID_OBB is not implemented, but from what little I played with it,
SweepCollideable seemed to correctly orient the entity's bounding box
before doing the trace.

As far as VPhysics, what about using PhysShouldCollide( IPhysicsObject
*pObj0, IPhysicsObject *pObj1 ) to catch physics collisions in the space
ship entity to alert you that a collision is taking place and then
override the response (return false, halt its velocity, and create
opposing reaction force) to make things "less crazy?"

Daniel Menard wrote:
--
[ Picked text/plain from multipart/alternative ]
We are attempting to rewrite our prediction code in order to make
collisions
less crazy. We might just drop the idea at this point. As for custom
physics, this is the implementation we currently have, however there is
no
way to trace a collideable at arbitrary angles, so its not possible to
get
accurate collisions without using VPhysics. So while we can write our own
fully custom physics, we can't write any sort of predictable collision
algorithm without making the space ships bounding boxes.


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